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Comparing deliantra/server/server/time.C (file contents):
Revision 1.32 by elmex, Wed Jan 3 00:56:40 2007 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37
38void 37void
39remove_door (object *op) 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
40{ 68{
41 int i; 69 int i;
42 object *tmp; 70 object *tmp;
43 71
44 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
45 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
46 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
47 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
49 } 79 }
80 }
50 81
51 if (op->other_arch) 82 if (op->other_arch)
52 { 83 {
53 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
54 tmp->x = op->x; 85 tmp->x = op->x;
56 tmp->map = op->map; 87 tmp->map = op->map;
57 tmp->level = op->level; 88 tmp->level = op->level;
58 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
59 } 90 }
60 91
61 op->destroy (); 92 op->drop_and_destroy ();
62} 93}
63 94
64void 95void
65remove_door2 (object *op)
66{
67 int i;
68 object *tmp;
69
70 for (i = 1; i < 9; i += 2)
71 {
72 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
73 if (tmp && tmp->slaying == op->slaying)
74 { /* same key both doors */
75 tmp->set_speed (0.1);
76 tmp->speed_left = -0.2;
77 }
78 }
79
80 if (op->other_arch)
81 {
82 tmp = arch_to_object (op->other_arch);
83 tmp->x = op->x;
84 tmp->y = op->y;
85 tmp->map = op->map;
86 tmp->level = op->level;
87 insert_ob_in_map (tmp, op->map, op, 0);
88 }
89
90 op->destroy ();
91}
92
93/* Will generate a monster according to content
94 * of generator.
95 */
96void
97generate_monster_inv (object *gen) 96generate_monster (object *gen)
98{ 97{
99 int i;
100 object *op, *head = NULL;
101
102 int qty = 0;
103
104 /* Code below assumes the generator is on a map, as it tries
105 * to place the monster on the map. So if the generator
106 * isn't on a map, complain and exit.
107 */
108 if (gen->map == NULL)
109 {
110 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
111 return;
112 }
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116 if (!qty)
117 {
118 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
119 return; /*No inventory */
120 }
121 qty = rndm (0, qty - 1);
122 for (op = gen->inv; qty; qty--)
123 op = op->below;
124 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
125 if (i == -1)
126 return;
127 head = object_create_clone (op);
128 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
129 unflag_inv (head, FLAG_IS_A_TEMPLATE);
130 if (rndm (0, 9))
131 generate_artifact (head, gen->map->difficulty);
132 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
133 if (QUERY_FLAG (head, FLAG_FREED))
134 return;
135 if (head->has_random_items ())
136 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
137}
138
139void
140generate_monster_arch (object *gen)
141{
142 int i;
143 object *op, *head = NULL, *prev = NULL;
144 archetype *at = gen->other_arch;
145
146 if (!gen->other_arch)
147 return;
148
149 /* Code below assumes the generator is on a map, as it tries
150 * to place the monster on the map. So if the generator
151 * isn't on a map, complain and exit.
152 */
153 if (!gen->map) 98 if (!gen->map)
154 return; 99 return;
155 100
156 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
157 if (i == -1)
158 return; 102 return;
159 103
160 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
161 { 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
162 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
163 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
164 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
165 144
166 if (head) 145 op->expand_tail ();
167 op->head = head, prev->more = op;
168 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
169 if (rndm (0, 9)) 151 if (rndm (0, 9))
170 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
171 153
172 insert_ob_in_map (op, gen->map, gen, 0);
173 if (QUERY_FLAG (op, FLAG_FREED))
174 return;
175
176 if (op->has_random_items ()) 154 if (op->has_random_items ())
177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
178 156
179 if (head == NULL)
180 head = op;
181
182 prev = op;
183 at = at->more;
184 }
185}
186
187void
188generate_monster (object *gen)
189{
190
191 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
192 return; 157 return;
158 }
193 159
194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
195 generate_monster_inv (gen);
196 else
197 generate_monster_arch (gen);
198
199} 161}
200 162
201void 163void
202remove_force (object *op) 164remove_force (object *op)
203{ 165{
246 return; 208 return;
247 } 209 }
248 210
249 if (op->stats.food == 1) 211 if (op->stats.food == 1)
250 { 212 {
251 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
252 * will not do anything. 214 * will not do anything.
253 */ 215 */
254 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
255 { 217 {
256 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
272} 234}
273 235
274 236
275void 237void
276move_gate (object *op) 238move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
278 object *tmp; 240 object *tmp;
279 241
280 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
281 { 243 {
282 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
287 if (op->value) 249 if (op->value)
288 { 250 {
289 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
291 op->stats.wc = 0; 253 op->stats.wc = 0;
292 if (op->arch->clone.speed) 254 if (op->arch->speed)
293 op->value = 0; 255 op->value = 0;
294 else 256 else
295 op->set_speed (0); 257 op->set_speed (0);
296 } 258 }
297 259
317 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
318 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
319 * the gate slightly. 281 * the gate slightly.
320 */ 282 */
321 283
322 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
323 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
324 break; 286 break;
325 287
326 if (tmp == NULL) 288 if (!tmp)
327 { 289 {
328 if (op->arch->clone.speed) 290 if (op->arch->speed)
329 op->value = 1; 291 op->value = 1;
330 else 292 else
331 op->set_speed (0); 293 op->set_speed (0);
332 294
333 return; 295 return;
344 } 306 }
345 else 307 else
346 { /* The gate is still going up */ 308 { /* The gate is still going up */
347 op->stats.wc++; 309 op->stats.wc++;
348 310
349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
351 313
352 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
353 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
354 */ 316 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 { 318 {
357 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
360 323
361 if (tmp != NULL) 324 if (tmp)
362 { 325 {
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 { 327 {
365 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
366 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
367 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
368 } 333 }
369 else
370 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
371 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
372 * off the gate. 336 * off the gate.
373 */ 337 */
374 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
375 { 339 {
376 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
377 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
378 342
379 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
380 if (i != -1) 344 if (i > 0)
381 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
382 tmp->remove (); 349 tmp->move_to (pos);
383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
384 insert_ob_in_map (tmp, op->map, op, 0);
385 } 350 }
386 } 351 }
387 } 352 }
388 353
389 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
390 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
391 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
392 break; 357 break;
393 358
394 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
395 if (tmp) 360 if (tmp)
396 {
397 op->stats.food = 1; 361 op->stats.food = 1;
398 }
399 else 362 else
400 { 363 {
401 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
402 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
403 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
404 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
405 } 369 }
406 } /* gate is halfway up */ 370 } /* gate is halfway up */
407 371
420 int v = op->value; 384 int v = op->value;
421 385
422 if (op->stats.sp) 386 if (op->stats.sp)
423 { 387 {
424 move_gate (op); 388 move_gate (op);
389
425 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
426 op->stats.sp = 0; 391 op->stats.sp = 0;
427 return; 392 return;
428 } 393 }
394
429 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
430 { /* keep gate down */ 396 { /* keep gate down */
431 move_gate (op); 397 move_gate (op);
398
432 if (op->value != v) 399 if (op->value != v)
433 op->set_speed (0); 400 op->set_speed (0);
434 } 401 }
435} 402}
436 403
448 int last = op->value; 415 int last = op->value;
449 int detected; 416 int detected;
450 417
451 detected = 0; 418 detected = 0;
452 419
453 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
454 { 421 {
455 object *tmp2; 422 object *tmp2;
456 423
457 if (op->stats.hp) 424 if (op->stats.hp)
458 { 425 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 { 427 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
462 detected = 1; 429 detected = 1;
430
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1; 432 detected = 1;
465 } 433 }
466 } 434 }
435
467 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
468 {
469 detected = 1; 437 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1; 439 detected = 1;
473 } 440 }
474 441
475 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
476 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
477 { 444 {
478 if (detected && last == 0) 445 if (detected && last == 0)
479 { 446 {
480 op->value = 1; 447 op->value = 1;
481 push_button (op); 448 push_button (op, tmp);
482 } 449 }
450
483 if (!detected && last == 1) 451 if (!detected && last == 1)
484 { 452 {
485 op->value = 0; 453 op->value = 0;
486 push_button (op); 454 push_button (op, tmp);
487 } 455 }
488 } 456 }
489 else 457 else
490 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
491 if (detected && last == 1) 459 if (detected && last == 1)
492 { 460 {
493 op->value = 0; 461 op->value = 0;
494 push_button (op); 462 push_button (op, tmp);
495 } 463 }
464
496 if (!detected && last == 0) 465 if (!detected && last == 0)
497 { 466 {
498 op->value = 1; 467 op->value = 1;
499 push_button (op); 468 push_button (op, tmp);
500 } 469 }
501 } 470 }
502} 471}
503
504 472
505void 473void
506animate_trigger (object *op) 474animate_trigger (object *op)
507{ 475{
508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
518} 486}
519 487
520void 488void
521move_hole (object *op) 489move_hole (object *op)
522{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
523 object *next, *tmp;
524
525 if (op->value) 491 if (op->value)
526 { /* We're opening */ 492 { /* We're opening */
527 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
529 op->stats.wc = 0; 495 op->stats.wc = 0;
530 op->set_speed (0); 496 op->set_speed (0);
531 497
532 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
533 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
534 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
535 { 501 {
536 next = tmp->above; 502 next = tmp->above;
537 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
538 } 504 }
539 } 505 }
540 506
541 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
542 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
543 return; 509 return;
544 } 510 }
511
545 /* We're closing */ 512 /* We're closing */
546 op->move_on = 0; 513 op->move_on = 0;
547 514
548 op->stats.wc++; 515 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
580 { 547 {
581 object *payload = op->inv; 548 object *payload = op->inv;
582 549
583 if (payload == NULL) 550 if (payload == NULL)
584 return NULL; 551 return NULL;
552
585 payload->remove (); 553 payload->remove ();
586 op->destroy (); 554 op->destroy ();
587 return payload; 555 return payload;
588 } 556 }
589 557
605void 573void
606fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
607{ 575{
608 if (map == NULL) 576 if (map == NULL)
609 return; 577 return;
578
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
611 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 581 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
614} 583}
615 584
616
617object * 585object *
618fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
619{ 587{
620 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
621 { 589 {
624 return NULL; 592 return NULL;
625 } 593 }
626 594
627 op->set_speed (0); 595 op->set_speed (0);
628 op->direction = 0; 596 op->direction = 0;
629 op->move_on = 0; 597 op->move_on = 0;
630 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
631 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
634 op->slaying = 0; 605 op->slaying = op->custom_name;
635 op->skill = 0;
636 606
637 if (op->spellarg != NULL)
638 {
639 op->slaying = op->spellarg;
640 free (op->spellarg);
641 op->spellarg = NULL;
642 }
643 else
644 op->slaying = NULL;
645
646 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
647 op->spellarg = NULL; 608 op->custom_name = 0;
648 op->stats.sp = 0; 609 op->stats.sp = 0;
649 op->stats.hp = 0; 610 op->stats.hp = 0;
650 op->stats.grace = 0; 611 op->stats.grace = 0;
651 op->level = 0; 612 op->level = 0;
652 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
653 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
654 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
655 return op; 618 return op;
656} 619}
657 620
658/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
659 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
668 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
669 return; 632 return;
670 633
671 if (op->inv) 634 if (op->inv)
672 { 635 {
636 // replace this by straightforward drop to ground?
673 object *payload = op->inv; 637 object *payload = op->inv;
674 638
675 payload->remove ();
676 payload->owner = 0; 639 payload->owner = 0;
677 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
678 op->destroy (); 641 op->destroy ();
679 } 642 }
680 else 643 else
681 { 644 {
682 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
683 if (op) 647 if (op)
684 merge_ob (op, NULL); 648 merge_ob (op, 0);
685 } 649 }
686} 650}
687 651
688/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
689 */ 653 */
690
691void 654void
692move_arrow (object *op) 655move_arrow (object *op)
693{ 656{
694 object *tmp;
695 sint16 new_x, new_y;
696 int was_reflected, mflags; 657 int was_reflected;
697 maptile *m;
698 658
699 if (op->map == NULL) 659 if (!op->map)
700 { 660 {
701 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
702 op->destroy (); 662 op->destroy ();
703 return; 663 return;
704 } 664 }
712 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
713 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
714 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
715 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
716 */ 676 */
717 if (op->inv == NULL) 677 if (!op->inv)
718 { 678 {
719 op->destroy (); 679 op->destroy ();
720 return; 680 return;
721 } 681 }
722 682
734 stop_arrow (op); 694 stop_arrow (op);
735 return; 695 return;
736 } 696 }
737 697
738 /* Calculate target map square */ 698 /* Calculate target map square */
739 new_x = op->x + DIRX (op);
740 new_y = op->y + DIRY (op);
741 was_reflected = 0; 699 was_reflected = 0;
742 700
743 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
744 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
745 702
746 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
747 { 704 {
748 stop_arrow (op); 705 stop_arrow (op);
749 return; 706 return;
750 } 707 }
751 708
752 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
753 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
754 { 711 {
755 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
756 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
757 break; 716 break;
758 717
759 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
760 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
766 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
767 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
768 */ 727 */
769 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
770 { 729 {
771 int number = op->face->number; 730 int number = op->face;
772 731
773 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
774 op->state = 0; 733 update_turn_face (op);
775
776 if (GET_ANIM_ID (op))
777 {
778 number += 4;
779
780 if (number > GET_ANIMATION (op, 8))
781 number -= 8;
782
783 op->face = &new_faces[number];
784 }
785
786 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
787 } 735 }
788 else 736 else
789 { 737 {
790 /* Attack the object. */ 738 /* Attack the object. */
794 return; 742 return;
795 } 743 }
796 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
797 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
798 746
799 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
800 { 748 {
801 int retry = 0; 749 int retry = 0;
802 750
803 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
804 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
817 if (op->direction & 1) 765 if (op->direction & 1)
818 { 766 {
819 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
820 retry = 1; 768 retry = 1;
821 } 769 }
770
822 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
823 * use this retry here to make this one block 772 * use this retry here to make this one block
824 * that did the same thing. 773 * that did the same thing.
825 */ 774 */
826 while (retry < 2) 775 while (retry < 2)
827 { 776 {
828 int left, right, mflags;
829 maptile *m1;
830 sint16 x1, y1;
831
832 retry++; 777 retry++;
833 778
834 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
835 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
836 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
837 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
838 */ 783 */
839 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
840 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
841 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
842 786
843 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
844 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
845 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
846 789
847 if (left == right) 790 if (left == right)
848 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
849 else if (left) 792 else if (left)
850 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
851 else if (right) 794 else if (right)
852 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
853 796
854 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
855
856 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
857 * don't need to retry again. 798 * don't need to retry again.
858 */ 799 */
859 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
860 break; 802 break;
861
862 } 803 }
804
863 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
864 * top it from moving. 806 * stop it from moving.
865 */ 807 */
866 if (retry == 2) 808 if (retry == 2)
867 { 809 {
868 stop_arrow (op); 810 stop_arrow (op);
869 return; 811 return;
870 } 812 }
813
871 /* update object image for new facing */ 814 /* update object image for new facing */
872 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
873 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
874 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
875 } /* object is reflected */ 818 } /* object is reflected */
876 } /* object ran into a wall */ 819 } /* object ran into a wall */
877
878 /* Move the arrow. */
879 op->remove ();
880 op->x = new_x;
881 op->y = new_y;
882 820
883 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
884 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
885 */ 823 */
886 op->speed -= 0.05; 824 op->speed -= 0.05;
887 insert_ob_in_map (op, m, op, 0);
888}
889 825
890/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
891 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
892 * Modified this routine to allow held objects. b.t. */ 828}
893 829
894void 830void
895change_object (object *op) 831change_object (object *op)
896{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
897 int i, j; 833 int i, j;
898 834
899 if (op->other_arch == NULL) 835 if (!op->other_arch)
900 { 836 {
901 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
902 return; 838 return;
903 } 839 }
904 840
905 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
906 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
907 { 843 {
908 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
909 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
910 else 861 else
911 op->stats.food = 1; /* so 1 other_arch is made */
912 }
913
914 object *pl = op->in_player ();
915 object *env = op->env;
916
917 op->remove ();
918 for (i = 0; i < NROFNEWOBJS (op); i++)
919 {
920 object *tmp = arch_to_object (op->other_arch);
921
922 if (op->type == LAMP)
923 tmp->stats.food = op->stats.food - 1;
924
925 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
926 if (env)
927 {
928 tmp->x = env->x, tmp->y = env->y;
929 tmp = insert_ob_in_ob (tmp, env);
930
931 /* If this object is the players inventory, we need to tell the
932 * client of the change. Insert_ob_in_map takes care of the
933 * updating the client, so we don't need to do that below.
934 */
935 if (pl)
936 {
937 esrv_del_item (pl->contr, op->count);
938 esrv_send_item (pl, tmp);
939 }
940 }
941 else
942 { 862 {
943 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
944 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
945 tmp->destroy (); 865 tmp->destroy ();
946 else 866 else
947 { 867 {
948 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
949 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
950 } 872 }
951 } 873 }
952 } 874 }
953 875
954 op->destroy (); 876 op->destroy ();
970 move_teleporter (op->more); 892 move_teleporter (op->more);
971 893
972 if (op->head) 894 if (op->head)
973 head = op->head; 895 head = op->head;
974 896
975 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
976 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
977 break; 899 break;
978 900
979 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
980 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1010 else 932 else
1011 { 933 {
1012 /* Random teleporter */ 934 /* Random teleporter */
1013 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1014 return; 936 return;
937
1015 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1016 } 939 }
1017} 940}
1018
1019 941
1020/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1021 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1022 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
1023 can't be generalized. 945 can't be generalized.
1025void 947void
1026move_player_changer (object *op) 948move_player_changer (object *op)
1027{ 949{
1028 object *player; 950 object *player;
1029 object *walk; 951 object *walk;
1030 char c;
1031 952
1032 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1033 return; 954 return;
1034 955
1035 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1036 * needs to be on top. 957 * needs to be on top.
1037 */ 958 */
1038 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1039 { 960 {
1040 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1041 return; 962 return;
963
1042 player = op->above; 964 player = op->above;
1043 965
1044 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1045 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1046 968
1047 player->update_stats (); 969 player->update_stats ();
1048 970
1049 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1050 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1051 973
1052 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1053 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1054 if (c == '/')
1055 { 976 {
1056 player->contr->savebed_map = EXIT_PATH (op); 977 player->contr->savebed_map = EXIT_PATH (op);
1057 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1058 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1059 } 980 }
1060 else 981 else
1061 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1062 983
1063 op->above->enter_exit (op); 984 op->above->enter_exit (op);
1064 player->contr->save ();
1065 } 985 }
1066} 986}
1067 987
1068/* firewalls fire other spells. 988/* firewalls fire other spells.
1069 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1078 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1079 999
1080 spell = op->inv; 1000 spell = op->inv;
1081 1001
1082 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1083 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1084 1004
1085 if (!spell) 1005 if (!spell)
1086 { 1006 {
1087 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1088 return; 1008 return;
1101 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1102 */ 1022 */
1103void 1023void
1104move_player_mover (object *op) 1024move_player_mover (object *op)
1105{ 1025{
1106 object *victim, *nextmover;
1107 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1108 sint16 nx, ny; 1027 sint16 nx, ny;
1109 maptile *m; 1028 maptile *m;
1110 1029
1111 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1112 if (!dir) 1031 if (!dir)
1113 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1114 1033
1115 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1116 { 1035 {
1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1118 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1119 { 1038 {
1120 1039
1137 } 1056 }
1138 1057
1139 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1140 return; 1059 return;
1141 1060
1142 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1143 { 1062 {
1144 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1145 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1147 {
1148 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1149 }
1150 } 1068 }
1151 1069
1152 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1153 { 1071 {
1154 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1158 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1159 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1160 * get to this space. 1078 * get to this space.
1161 */ 1079 */
1162 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1163 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1164 move_player (victim, dir); 1082 move_player (victim, dir);
1165 } 1083 }
1166 else 1084 else
1167 return; 1085 return;
1168 } 1086 }
1172 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1173 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1174 1092
1175 if (op->attacktype) 1093 if (op->attacktype)
1176 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1177
1178 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1179 /* Not sure why, but for some chars on metalforge, they
1180 * would sometimes get -inf speed_left, and from the
1181 * description, it could only happen here, so just put
1182 * a lower sanity limit. My only guess is that the
1183 * mover has 0 speed.
1184 */
1185 if (victim->speed_left < -5.0)
1186 victim->speed_left = -5.0;
1187 } 1096 }
1188 } 1097 }
1189 } 1098 }
1190} 1099}
1191 1100
1207 return; 1116 return;
1208 } 1117 }
1209 1118
1210 if (op->above == NULL) 1119 if (op->above == NULL)
1211 return; 1120 return;
1121
1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1213 { 1123 {
1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1215 { 1125 {
1216 if (op->level <= 0) 1126 if (op->level <= 0)
1217 tmp->destroy (); 1127 tmp->destroy ();
1218 else 1128 else
1219 { 1129 {
1241 * has to make sure that there is in fact space for the object. 1151 * has to make sure that there is in fact space for the object.
1242 * It should really do this for small objects also, but there is 1152 * It should really do this for small objects also, but there is
1243 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1244 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1245*/ 1155*/
1246
1247void 1156void
1248move_creator (object *creator) 1157move_creator (object *creator)
1249{ 1158{
1250 object *new_ob; 1159 object *new_ob;
1251 1160
1253 { 1162 {
1254 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1255 return; 1164 return;
1256 } 1165 }
1257 1166
1258 if (creator->inv != NULL) 1167 if (creator->inv)
1259 { 1168 {
1260 object *ob; 1169 object *ob;
1261 int i; 1170 int i;
1262 object *ob_to_copy; 1171 object *ob_to_copy;
1263 1172
1268 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1269 { 1178 {
1270 ob_to_copy = ob; 1179 ob_to_copy = ob;
1271 } 1180 }
1272 } 1181 }
1273 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1274 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1275 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1276 } 1185 }
1277 else 1186 else
1278 { 1187 {
1279 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1280 { 1189 {
1281 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1282 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1283 return; 1192 return;
1284 } 1193 }
1286 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1287 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1288 } 1197 }
1289 1198
1290 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1291 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1292 { 1201 {
1293 new_ob->destroy (); 1202 new_ob->destroy ();
1294 return; 1203 return;
1295 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1296 1209
1297 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1298 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1299 return; 1212 return;
1300 1213
1301 if (creator->slaying) 1214 if (creator->slaying)
1302 {
1303 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1304 }
1305} 1216}
1306 1217
1307/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1308 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1309 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1310 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1311 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1312 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1313 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1314 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1315
1316void 1226void
1317move_marker (object *op) 1227move_marker (object *op)
1318{ 1228{
1319 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1320 { 1230 {
1321 object *tmp2;
1322
1323 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1326 { 1236 {
1327 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1328 break;
1329 }
1330 1238
1331 /* cycle through his inventory to look for the MARK we want to
1332 * place
1333 */
1334 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1335 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1336 break;
1337
1338 /* if we didn't find our own MARK */
1339 if (tmp2 == NULL)
1340 {
1341 object *force = get_archetype (FORCE_NAME);
1342
1343 if (op->stats.food)
1344 {
1345 force->set_speed (0.01);
1346 force->speed_left = -op->stats.food;
1347 }
1348 else
1349 force->set_speed (0);
1350
1351 /* put in the lock code */
1352 force->slaying = op->slaying;
1353
1354 if (op->lore)
1355 force->lore = op->lore;
1356
1357 insert_ob_in_ob (force, tmp);
1358 if (op->msg) 1239 if (op->msg)
1359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1360 1241
1361 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1362 { 1243 {
1363 op->stats.hp--; 1244 op->stats.hp--;
1245
1364 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1365 { 1247 {
1366 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1367 op->destroy (); 1249 op->destroy ();
1368 return; 1250 return;
1370 } 1252 }
1371 } 1253 }
1372 } 1254 }
1373} 1255}
1374 1256
1375int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1376process_object (object *op) 1303process_object (object *op)
1377{ 1304{
1378 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1379 return 0; 1306 return;
1380 1307
1381 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1382 return 0; 1309 return;
1383 1310
1384 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1385 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1386 return 1; 1313 return;
1387 1314
1388 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1389 { 1316 {
1390 if (op->type == PLAYER)
1391 animate_object (op, op->facing);
1392 else
1393 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1394 1318
1395 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1396 make_sure_seen (op); 1320 make_sure_seen (op);
1397 } 1321 }
1398 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1399 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1400 { 1330 {
1401 change_object (op); 1331 change_object (op);
1402 return 1; 1332 return;
1403 } 1333 }
1404 1334
1405 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1406 generate_monster (op); 1336 generate_monster (op);
1407 1337
1408 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1409 { 1339 {
1410 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1411 remove_force (op); 1341 remove_force (op);
1412 else 1342 else
1413 { 1343 {
1414 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1415 object *pl = op->in_player ();
1416 1345
1417 if (pl)
1418 esrv_del_item (pl->contr, op->count);
1419
1420 op->remove ();
1421
1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1424 1348
1425 op->destroy (); 1349 op->drop_and_destroy ();
1426 } 1350 }
1427 1351
1428 return 1; 1352 return;
1353 }
1429 } 1354 }
1430 1355
1431 switch (op->type) 1356 switch (op->type)
1432 { 1357 {
1433 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1434 move_spell_effect (op); 1359 move_spell_effect (op);
1435 return 1; 1360 break;
1436 1361
1437 case ROD: 1362 case ROD:
1438 case HORN: 1363 case HORN:
1439 regenerate_rod (op); 1364 regenerate_rod (op);
1440 return 1; 1365 break;
1441 1366
1442 case FORCE: 1367 case FORCE:
1443 case POTION_EFFECT: 1368 case POTION_EFFECT:
1444 remove_force (op); 1369 remove_force (op);
1445 return 1; 1370 break;
1446 1371
1447 case BLINDNESS: 1372 case BLINDNESS:
1448 remove_blindness (op); 1373 remove_blindness (op);
1449 return 0; 1374 break;
1450 1375
1451 case POISONING: 1376 case POISONING:
1452 poison_more (op); 1377 poison_more (op);
1453 return 0; 1378 break;
1454 1379
1455 case DISEASE: 1380 case DISEASE:
1456 move_disease (op); 1381 move_disease (op);
1457 return 0; 1382 break;
1458 1383
1459 case SYMPTOM: 1384 case SYMPTOM:
1460 move_symptom (op); 1385 move_symptom (op);
1461 return 0; 1386 break;
1462 1387
1463 case THROWN_OBJ: 1388 case THROWN_OBJ:
1464 case ARROW: 1389 case ARROW:
1465 move_arrow (op); 1390 move_arrow (op);
1466 return 0; 1391 break;
1467 1392
1468 case DOOR: 1393 case DOOR:
1469 remove_door (op); 1394 remove_door (op);
1470 return 0; 1395 break;
1471 1396
1472 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1473 remove_door2 (op); 1398 remove_door2 (op);
1474 return 0; 1399 break;
1475 1400
1476 case TELEPORTER: 1401 case TELEPORTER:
1477 move_teleporter (op); 1402 move_teleporter (op);
1478 return 0; 1403 break;
1479 1404
1480 case GOLEM: 1405 case GOLEM:
1481 move_golem (op); 1406 move_golem (op);
1482 return 0; 1407 break;
1483 1408
1484 case EARTHWALL: 1409 case EARTHWALL:
1485 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1486 return 0; 1411 break;
1487 1412
1488 case FIREWALL: 1413 case FIREWALL:
1489 move_firewall (op); 1414 move_firewall (op);
1490 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1491 animate_turning (op); 1416 animate_turning (op);
1492 return 0; 1417 break;
1493 1418
1494 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1495 do_mood_floor (op); 1420 do_mood_floor (op);
1496 return 0; 1421 break;
1497 1422
1498 case GATE: 1423 case GATE:
1499 move_gate (op); 1424 move_gate (op);
1500 return 0; 1425 break;
1501 1426
1502 case TIMED_GATE: 1427 case TIMED_GATE:
1503 move_timed_gate (op); 1428 move_timed_gate (op);
1504 return 0; 1429 break;
1505 1430
1506 case TRIGGER: 1431 case TRIGGER:
1507 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1510 animate_trigger (op); 1435 animate_trigger (op);
1511 return 0; 1436 break;
1512 1437
1513 case DETECTOR: 1438 case DETECTOR:
1514 move_detector (op); 1439 move_detector (op);
1515 1440
1516 case DIRECTOR: 1441 case DIRECTOR:
1517 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1518 animate_turning (op); 1443 animate_turning (op);
1519 return 0; 1444 break;
1520 1445
1521 case HOLE: 1446 case HOLE:
1522 move_hole (op); 1447 move_hole (op);
1523 return 0; 1448 break;
1524 1449
1525 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1526 move_deep_swamp (op); 1451 move_deep_swamp (op);
1527 return 0; 1452 break;
1528 1453
1529 case RUNE: 1454 case RUNE:
1530 case TRAP: 1455 case TRAP:
1531 move_rune (op); 1456 move_rune (op);
1532 return 0; 1457 break;
1533 1458
1534 case PLAYERMOVER: 1459 case PLAYERMOVER:
1535 move_player_mover (op); 1460 move_player_mover (op);
1536 return 0; 1461 break;
1537 1462
1538 case CREATOR: 1463 case CREATOR:
1539 move_creator (op); 1464 move_creator (op);
1540 return 0; 1465 break;
1541 1466
1542 case MARKER: 1467 case MARKER:
1543 move_marker (op); 1468 move_marker (op);
1544 return 0; 1469 break;
1545 1470
1546 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1547 move_player_changer (op); 1472 move_player_changer (op);
1548 return 0; 1473 break;
1549 1474
1550 case PEACEMAKER: 1475 case PEACEMAKER:
1551 move_peacemaker (op); 1476 move_peacemaker (op);
1552 return 0; 1477 break;
1553 }
1554 1478
1555 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1556} 1493}
1494

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