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Comparing deliantra/server/server/time.C (file contents):
Revision 1.33 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.95 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* 25/*
26 * 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
27 * collected in this file. 27 * collected in this file.
28 */ 28 */
29
30#include <global.h> 29#include <global.h>
31#include <spells.h> 30#include <spells.h>
32#include <sproto.h> 31#include <sproto.h>
33 32
34/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
35 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
36 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
37 */ 36 */
38
39void 37void
40remove_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)
41{ 68{
42 int i; 69 int i;
43 object *tmp; 70 object *tmp;
44 71
45 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
46 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]);
47 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
48 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
50 } 79 }
80 }
51 81
52 if (op->other_arch) 82 if (op->other_arch)
53 { 83 {
54 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x; 85 tmp->x = op->x;
57 tmp->map = op->map; 87 tmp->map = op->map;
58 tmp->level = op->level; 88 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
60 } 90 }
61 91
62 op->destroy (); 92 op->drop_and_destroy ();
63} 93}
64 94
65void 95void
66remove_door2 (object *op)
67{
68 int i;
69 object *tmp;
70
71 for (i = 1; i < 9; i += 2)
72 {
73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
76 tmp->set_speed (0.1);
77 tmp->speed_left = -0.2;
78 }
79 }
80
81 if (op->other_arch)
82 {
83 tmp = arch_to_object (op->other_arch);
84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0);
89 }
90
91 op->destroy ();
92}
93
94/* Will generate a monster according to content
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 96generate_monster (object *gen)
99{ 97{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 98 if (!gen->map)
155 return; 99 return;
156 100
157 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))
158 if (i == -1)
159 return; 102 return;
160 103
161 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);
162 { 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
163 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
164 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
165 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
166 144
167 if (head) 145 op->expand_tail ();
168 op->head = head, prev->more = op;
169 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
170 if (rndm (0, 9)) 151 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
172 153
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 154 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 156
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 157 return;
158 }
194 159
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200} 161}
201 162
202void 163void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
247 return; 208 return;
248 } 209 }
249 210
250 if (op->stats.food == 1) 211 if (op->stats.food == 1)
251 { 212 {
252 /* 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
253 * will not do anything. 214 * will not do anything.
254 */ 215 */
255 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
256 { 217 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
273} 234}
274 235
275 236
276void 237void
277move_gate (object *op) 238move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
279 object *tmp; 240 object *tmp;
280 241
281 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))
282 { 243 {
283 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));
288 if (op->value) 249 if (op->value)
289 { 250 {
290 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
291 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
292 op->stats.wc = 0; 253 op->stats.wc = 0;
293 if (op->arch->clone.speed) 254 if (op->arch->speed)
294 op->value = 0; 255 op->value = 0;
295 else 256 else
296 op->set_speed (0); 257 op->set_speed (0);
297 } 258 }
298 259
318 * 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,
319 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
320 * the gate slightly. 281 * the gate slightly.
321 */ 282 */
322 283
323 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
324 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
325 break; 286 break;
326 287
327 if (tmp == NULL) 288 if (!tmp)
328 { 289 {
329 if (op->arch->clone.speed) 290 if (op->arch->speed)
330 op->value = 1; 291 op->value = 1;
331 else 292 else
332 op->set_speed (0); 293 op->set_speed (0);
333 294
334 return; 295 return;
345 } 306 }
346 else 307 else
347 { /* The gate is still going up */ 308 { /* The gate is still going up */
348 op->stats.wc++; 309 op->stats.wc++;
349 310
350 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
351 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
352 313
353 /* 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.
354 * 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
355 */ 316 */
356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
357 { 318 {
358 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
359 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
361 323
362 if (tmp != NULL) 324 if (tmp)
363 { 325 {
364 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
365 { 327 {
366 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
367 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
368 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);
369 } 333 }
370 else
371 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
372 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
373 * off the gate. 336 * off the gate.
374 */ 337 */
375 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)))
376 { 339 {
377 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
378 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);
379 342
380 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
381 if (i != -1) 344 if (i > 0)
382 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
383 tmp->remove (); 349 tmp->move_to (pos);
384 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
385 insert_ob_in_map (tmp, op->map, op, 0);
386 } 350 }
387 } 351 }
388 } 352 }
389 353
390 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
391 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
392 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
393 break; 357 break;
394 358
395 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
396 if (tmp) 360 if (tmp)
397 {
398 op->stats.food = 1; 361 op->stats.food = 1;
399 }
400 else 362 else
401 { 363 {
402 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
403 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
404 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
405 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
406 } 369 }
407 } /* gate is halfway up */ 370 } /* gate is halfway up */
408 371
421 int v = op->value; 384 int v = op->value;
422 385
423 if (op->stats.sp) 386 if (op->stats.sp)
424 { 387 {
425 move_gate (op); 388 move_gate (op);
389
426 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
427 op->stats.sp = 0; 391 op->stats.sp = 0;
428 return; 392 return;
429 } 393 }
394
430 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
431 { /* keep gate down */ 396 { /* keep gate down */
432 move_gate (op); 397 move_gate (op);
398
433 if (op->value != v) 399 if (op->value != v)
434 op->set_speed (0); 400 op->set_speed (0);
435 } 401 }
436} 402}
437 403
449 int last = op->value; 415 int last = op->value;
450 int detected; 416 int detected;
451 417
452 detected = 0; 418 detected = 0;
453 419
454 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)
455 { 421 {
456 object *tmp2; 422 object *tmp2;
457 423
458 if (op->stats.hp) 424 if (op->stats.hp)
459 { 425 {
460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 { 427 {
462 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
463 detected = 1; 429 detected = 1;
430
464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
465 detected = 1; 432 detected = 1;
466 } 433 }
467 } 434 }
435
468 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
469 {
470 detected = 1; 437 detected = 1;
471 }
472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
473 detected = 1; 439 detected = 1;
474 } 440 }
475 441
476 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
477 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
478 { 444 {
479 if (detected && last == 0) 445 if (detected && last == 0)
480 { 446 {
481 op->value = 1; 447 op->value = 1;
482 push_button (op); 448 push_button (op, tmp);
483 } 449 }
450
484 if (!detected && last == 1) 451 if (!detected && last == 1)
485 { 452 {
486 op->value = 0; 453 op->value = 0;
487 push_button (op); 454 push_button (op, tmp);
488 } 455 }
489 } 456 }
490 else 457 else
491 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
492 if (detected && last == 1) 459 if (detected && last == 1)
493 { 460 {
494 op->value = 0; 461 op->value = 0;
495 push_button (op); 462 push_button (op, tmp);
496 } 463 }
464
497 if (!detected && last == 0) 465 if (!detected && last == 0)
498 { 466 {
499 op->value = 1; 467 op->value = 1;
500 push_button (op); 468 push_button (op, tmp);
501 } 469 }
502 } 470 }
503} 471}
504
505 472
506void 473void
507animate_trigger (object *op) 474animate_trigger (object *op)
508{ 475{
509 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
519} 486}
520 487
521void 488void
522move_hole (object *op) 489move_hole (object *op)
523{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
524 object *next, *tmp;
525
526 if (op->value) 491 if (op->value)
527 { /* We're opening */ 492 { /* We're opening */
528 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
529 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
530 op->stats.wc = 0; 495 op->stats.wc = 0;
531 op->set_speed (0); 496 op->set_speed (0);
532 497
533 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
534 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
535 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
536 { 501 {
537 next = tmp->above; 502 next = tmp->above;
538 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
539 } 504 }
540 } 505 }
541 506
542 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
543 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
544 return; 509 return;
545 } 510 }
511
546 /* We're closing */ 512 /* We're closing */
547 op->move_on = 0; 513 op->move_on = 0;
548 514
549 op->stats.wc++; 515 op->stats.wc++;
550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
581 { 547 {
582 object *payload = op->inv; 548 object *payload = op->inv;
583 549
584 if (payload == NULL) 550 if (payload == NULL)
585 return NULL; 551 return NULL;
552
586 payload->remove (); 553 payload->remove ();
587 op->destroy (); 554 op->destroy ();
588 return payload; 555 return payload;
589 } 556 }
590 557
606void 573void
607fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
608{ 575{
609 if (map == NULL) 576 if (map == NULL)
610 return; 577 return;
578
611 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
612 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
613 else if (op->type == ARROW) 581 else if (op->type == ARROW)
614 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
615} 583}
616 584
617
618object * 585object *
619fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
620{ 587{
621 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
622 { 589 {
625 return NULL; 592 return NULL;
626 } 593 }
627 594
628 op->set_speed (0); 595 op->set_speed (0);
629 op->direction = 0; 596 op->direction = 0;
630 op->move_on = 0; 597 op->move_on = 0;
631 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
632 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
633 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
634 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
635 op->slaying = 0; 605 op->slaying = op->custom_name;
636 op->skill = 0;
637 606
638 if (op->spellarg != NULL)
639 {
640 op->slaying = op->spellarg;
641 free (op->spellarg);
642 op->spellarg = NULL;
643 }
644 else
645 op->slaying = NULL;
646
647 /* 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 */
648 op->spellarg = NULL; 608 op->custom_name = 0;
649 op->stats.sp = 0; 609 op->stats.sp = 0;
650 op->stats.hp = 0; 610 op->stats.hp = 0;
651 op->stats.grace = 0; 611 op->stats.grace = 0;
652 op->level = 0; 612 op->level = 0;
653 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
654 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
655 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
656 return op; 618 return op;
657} 619}
658 620
659/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
660 * 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
669 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
670 return; 632 return;
671 633
672 if (op->inv) 634 if (op->inv)
673 { 635 {
636 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 637 object *payload = op->inv;
675 638
676 payload->remove ();
677 payload->owner = 0; 639 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 641 op->destroy ();
680 } 642 }
681 else 643 else
682 { 644 {
683 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
684 if (op) 647 if (op)
685 merge_ob (op, NULL); 648 merge_ob (op, 0);
686 } 649 }
687} 650}
688 651
689/* 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.
690 */ 653 */
691
692void 654void
693move_arrow (object *op) 655move_arrow (object *op)
694{ 656{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 657 int was_reflected;
698 maptile *m;
699 658
700 if (op->map == NULL) 659 if (!op->map)
701 { 660 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
703 op->destroy (); 662 op->destroy ();
704 return; 663 return;
705 } 664 }
713 * 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,
714 * 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
715 * 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,
716 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
717 */ 676 */
718 if (op->inv == NULL) 677 if (!op->inv)
719 { 678 {
720 op->destroy (); 679 op->destroy ();
721 return; 680 return;
722 } 681 }
723 682
735 stop_arrow (op); 694 stop_arrow (op);
736 return; 695 return;
737 } 696 }
738 697
739 /* Calculate target map square */ 698 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 699 was_reflected = 0;
743 700
744 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 702
747 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
748 { 704 {
749 stop_arrow (op); 705 stop_arrow (op);
750 return; 706 return;
751 } 707 }
752 708
753 /* 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 */
754 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
755 { 711 {
756 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)
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break; 716 break;
759 717
760 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
767 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
769 */ 727 */
770 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))
771 { 729 {
772 int number = op->face->number; 730 int number = op->face;
773 731
774 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
775 op->state = 0; 733 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
788 } 735 }
789 else 736 else
790 { 737 {
791 /* Attack the object. */ 738 /* Attack the object. */
795 return; 742 return;
796 } 743 }
797 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
799 746
800 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))
801 { 748 {
802 int retry = 0; 749 int retry = 0;
803 750
804 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
805 * 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
818 if (op->direction & 1) 765 if (op->direction & 1)
819 { 766 {
820 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
821 retry = 1; 768 retry = 1;
822 } 769 }
770
823 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
824 * use this retry here to make this one block 772 * use this retry here to make this one block
825 * that did the same thing. 773 * that did the same thing.
826 */ 774 */
827 while (retry < 2) 775 while (retry < 2)
828 { 776 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 777 retry++;
834 778
835 /* 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
836 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
839 */ 783 */
840 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));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
843 786
844 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));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
847 789
848 if (left == right) 790 if (left == right)
849 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
850 else if (left) 792 else if (left)
851 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
852 else if (right) 794 else if (right)
853 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
854 796
855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
856
857 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
858 * don't need to retry again. 798 * don't need to retry again.
859 */ 799 */
860 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))
861 break; 802 break;
862
863 } 803 }
804
864 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 806 * stop it from moving.
866 */ 807 */
867 if (retry == 2) 808 if (retry == 2)
868 { 809 {
869 stop_arrow (op); 810 stop_arrow (op);
870 return; 811 return;
871 } 812 }
813
872 /* update object image for new facing */ 814 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
875 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
876 } /* object is reflected */ 818 } /* object is reflected */
877 } /* object ran into a wall */ 819 } /* object ran into a wall */
878
879 /* Move the arrow. */
880 op->remove ();
881 op->x = new_x;
882 op->y = new_y;
883 820
884 /* 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
885 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
886 */ 823 */
887 op->speed -= 0.05; 824 op->speed -= 0.05;
888 insert_ob_in_map (op, m, op, 0);
889}
890 825
891/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
892 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
893 * Modified this routine to allow held objects. b.t. */ 828}
894 829
895void 830void
896change_object (object *op) 831change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
898 int i, j; 833 int i, j;
899 834
900 if (op->other_arch == NULL) 835 if (!op->other_arch)
901 { 836 {
902 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 ());
903 return; 838 return;
904 } 839 }
905 840
906 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
908 { 843 {
909 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
910 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);
911 else 861 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 }
942 else
943 { 862 {
944 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);
945 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
946 tmp->destroy (); 865 tmp->destroy ();
947 else 866 else
948 { 867 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
951 } 872 }
952 } 873 }
953 } 874 }
954 875
955 op->destroy (); 876 op->destroy ();
971 move_teleporter (op->more); 892 move_teleporter (op->more);
972 893
973 if (op->head) 894 if (op->head)
974 head = op->head; 895 head = op->head;
975 896
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
978 break; 899 break;
979 900
980 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1011 else 932 else
1012 { 933 {
1013 /* Random teleporter */ 934 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 936 return;
937
1016 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1017 } 939 }
1018} 940}
1019
1020 941
1021/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1023 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
1024 can't be generalized. 945 can't be generalized.
1026void 947void
1027move_player_changer (object *op) 948move_player_changer (object *op)
1028{ 949{
1029 object *player; 950 object *player;
1030 object *walk; 951 object *walk;
1031 char c;
1032 952
1033 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1034 return; 954 return;
1035 955
1036 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1037 * needs to be on top. 957 * needs to be on top.
1038 */ 958 */
1039 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1040 { 960 {
1041 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1042 return; 962 return;
963
1043 player = op->above; 964 player = op->above;
1044 965
1045 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1046 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1047 968
1048 player->update_stats (); 969 player->update_stats ();
1049 970
1050 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1051 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1052 973
1053 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1054 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1055 if (c == '/')
1056 { 976 {
1057 player->contr->savebed_map = EXIT_PATH (op); 977 player->contr->savebed_map = EXIT_PATH (op);
1058 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1059 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1060 } 980 }
1061 else 981 else
1062 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));
1063 983
1064 op->above->enter_exit (op); 984 op->above->enter_exit (op);
1065 player->contr->save ();
1066 } 985 }
1067} 986}
1068 987
1069/* firewalls fire other spells. 988/* firewalls fire other spells.
1070 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1079 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1080 999
1081 spell = op->inv; 1000 spell = op->inv;
1082 1001
1083 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1084 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1085 1004
1086 if (!spell) 1005 if (!spell)
1087 { 1006 {
1088 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);
1089 return; 1008 return;
1102 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1103 */ 1022 */
1104void 1023void
1105move_player_mover (object *op) 1024move_player_mover (object *op)
1106{ 1025{
1107 object *victim, *nextmover;
1108 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1109 sint16 nx, ny; 1027 sint16 nx, ny;
1110 maptile *m; 1028 maptile *m;
1111 1029
1112 /* 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 */
1113 if (!dir) 1031 if (!dir)
1114 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1115 1033
1116 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)
1117 { 1035 {
1118 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1119 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1120 { 1038 {
1121 1039
1138 } 1056 }
1139 1057
1140 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1141 return; 1059 return;
1142 1060
1143 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)
1144 { 1062 {
1145 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1146 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1147 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1148 {
1149 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 */
1150 }
1151 } 1068 }
1152 1069
1153 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1154 { 1071 {
1155 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1159 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1160 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1161 * get to this space. 1078 * get to this space.
1162 */ 1079 */
1163 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1164 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1165 move_player (victim, dir); 1082 move_player (victim, dir);
1166 } 1083 }
1167 else 1084 else
1168 return; 1085 return;
1169 } 1086 }
1173 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1174 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1175 1092
1176 if (op->attacktype) 1093 if (op->attacktype)
1177 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1178
1179 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));
1180 /* Not sure why, but for some chars on metalforge, they
1181 * would sometimes get -inf speed_left, and from the
1182 * description, it could only happen here, so just put
1183 * a lower sanity limit. My only guess is that the
1184 * mover has 0 speed.
1185 */
1186 if (victim->speed_left < -5.0)
1187 victim->speed_left = -5.0;
1188 } 1096 }
1189 } 1097 }
1190 } 1098 }
1191} 1099}
1192 1100
1208 return; 1116 return;
1209 } 1117 }
1210 1118
1211 if (op->above == NULL) 1119 if (op->above == NULL)
1212 return; 1120 return;
1121
1213 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1214 { 1123 {
1215 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1216 { 1125 {
1217 if (op->level <= 0) 1126 if (op->level <= 0)
1218 tmp->destroy (); 1127 tmp->destroy ();
1219 else 1128 else
1220 { 1129 {
1242 * 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.
1243 * 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
1244 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1245 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1246*/ 1155*/
1247
1248void 1156void
1249move_creator (object *creator) 1157move_creator (object *creator)
1250{ 1158{
1251 object *new_ob; 1159 object *new_ob;
1252 1160
1254 { 1162 {
1255 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1256 return; 1164 return;
1257 } 1165 }
1258 1166
1259 if (creator->inv != NULL) 1167 if (creator->inv)
1260 { 1168 {
1261 object *ob; 1169 object *ob;
1262 int i; 1170 int i;
1263 object *ob_to_copy; 1171 object *ob_to_copy;
1264 1172
1269 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1270 { 1178 {
1271 ob_to_copy = ob; 1179 ob_to_copy = ob;
1272 } 1180 }
1273 } 1181 }
1274 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1275 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1276 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1277 } 1185 }
1278 else 1186 else
1279 { 1187 {
1280 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1281 { 1189 {
1282 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",
1283 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1284 return; 1192 return;
1285 } 1193 }
1287 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1289 } 1197 }
1290 1198
1291 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1292 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))
1293 { 1201 {
1294 new_ob->destroy (); 1202 new_ob->destroy ();
1295 return; 1203 return;
1296 } 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);
1297 1209
1298 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);
1299 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1300 return; 1212 return;
1301 1213
1302 if (creator->slaying) 1214 if (creator->slaying)
1303 {
1304 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1305 }
1306} 1216}
1307 1217
1308/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1309 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1310 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1311 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1312 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1313 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1314 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1315 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1316
1317void 1226void
1318move_marker (object *op) 1227move_marker (object *op)
1319{ 1228{
1320 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1321 { 1230 {
1322 object *tmp2;
1323
1324 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1327 { 1236 {
1328 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1329 break;
1330 }
1331 1238
1332 /* cycle through his inventory to look for the MARK we want to
1333 * place
1334 */
1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1337 break;
1338
1339 /* if we didn't find our own MARK */
1340 if (tmp2 == NULL)
1341 {
1342 object *force = get_archetype (FORCE_NAME);
1343
1344 if (op->stats.food)
1345 {
1346 force->set_speed (0.01);
1347 force->speed_left = -op->stats.food;
1348 }
1349 else
1350 force->set_speed (0);
1351
1352 /* put in the lock code */
1353 force->slaying = op->slaying;
1354
1355 if (op->lore)
1356 force->lore = op->lore;
1357
1358 insert_ob_in_ob (force, tmp);
1359 if (op->msg) 1239 if (op->msg)
1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1361 1241
1362 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1363 { 1243 {
1364 op->stats.hp--; 1244 op->stats.hp--;
1245
1365 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1366 { 1247 {
1367 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1368 op->destroy (); 1249 op->destroy ();
1369 return; 1250 return;
1371 } 1252 }
1372 } 1253 }
1373 } 1254 }
1374} 1255}
1375 1256
1376int 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
1377process_object (object *op) 1303process_object (object *op)
1378{ 1304{
1379 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1380 return 0; 1306 return;
1381 1307
1382 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1383 return 0; 1309 return;
1384 1310
1385 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1386 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1387 return 1; 1313 return;
1388 1314
1389 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1390 { 1316 {
1391 if (op->type == PLAYER)
1392 animate_object (op, op->facing);
1393 else
1394 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1395 1318
1396 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1397 make_sure_seen (op); 1320 make_sure_seen (op);
1398 } 1321 }
1399 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1400 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1401 { 1330 {
1402 change_object (op); 1331 change_object (op);
1403 return 1; 1332 return;
1404 } 1333 }
1405 1334
1406 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1407 generate_monster (op); 1336 generate_monster (op);
1408 1337
1409 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)
1410 { 1339 {
1411 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1412 remove_force (op); 1341 remove_force (op);
1413 else 1342 else
1414 { 1343 {
1415 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1416 object *pl = op->in_player ();
1417 1345
1418 if (pl)
1419 esrv_del_item (pl->contr, op->count);
1420
1421 op->remove ();
1422
1423 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1424 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1425 1348
1426 op->destroy (); 1349 op->drop_and_destroy ();
1427 } 1350 }
1428 1351
1429 return 1; 1352 return;
1353 }
1430 } 1354 }
1431 1355
1432 switch (op->type) 1356 switch (op->type)
1433 { 1357 {
1434 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1435 move_spell_effect (op); 1359 move_spell_effect (op);
1436 return 1; 1360 break;
1437 1361
1438 case ROD: 1362 case ROD:
1439 case HORN: 1363 case HORN:
1440 regenerate_rod (op); 1364 regenerate_rod (op);
1441 return 1; 1365 break;
1442 1366
1443 case FORCE: 1367 case FORCE:
1444 case POTION_EFFECT: 1368 case POTION_EFFECT:
1445 remove_force (op); 1369 remove_force (op);
1446 return 1; 1370 break;
1447 1371
1448 case BLINDNESS: 1372 case BLINDNESS:
1449 remove_blindness (op); 1373 remove_blindness (op);
1450 return 0; 1374 break;
1451 1375
1452 case POISONING: 1376 case POISONING:
1453 poison_more (op); 1377 poison_more (op);
1454 return 0; 1378 break;
1455 1379
1456 case DISEASE: 1380 case DISEASE:
1457 move_disease (op); 1381 move_disease (op);
1458 return 0; 1382 break;
1459 1383
1460 case SYMPTOM: 1384 case SYMPTOM:
1461 move_symptom (op); 1385 move_symptom (op);
1462 return 0; 1386 break;
1463 1387
1464 case THROWN_OBJ: 1388 case THROWN_OBJ:
1465 case ARROW: 1389 case ARROW:
1466 move_arrow (op); 1390 move_arrow (op);
1467 return 0; 1391 break;
1468 1392
1469 case DOOR: 1393 case DOOR:
1470 remove_door (op); 1394 remove_door (op);
1471 return 0; 1395 break;
1472 1396
1473 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1474 remove_door2 (op); 1398 remove_door2 (op);
1475 return 0; 1399 break;
1476 1400
1477 case TELEPORTER: 1401 case TELEPORTER:
1478 move_teleporter (op); 1402 move_teleporter (op);
1479 return 0; 1403 break;
1480 1404
1481 case GOLEM: 1405 case GOLEM:
1482 move_golem (op); 1406 move_golem (op);
1483 return 0; 1407 break;
1484 1408
1485 case EARTHWALL: 1409 case EARTHWALL:
1486 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1487 return 0; 1411 break;
1488 1412
1489 case FIREWALL: 1413 case FIREWALL:
1490 move_firewall (op); 1414 move_firewall (op);
1491 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1492 animate_turning (op); 1416 animate_turning (op);
1493 return 0; 1417 break;
1494 1418
1495 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1496 do_mood_floor (op); 1420 do_mood_floor (op);
1497 return 0; 1421 break;
1498 1422
1499 case GATE: 1423 case GATE:
1500 move_gate (op); 1424 move_gate (op);
1501 return 0; 1425 break;
1502 1426
1503 case TIMED_GATE: 1427 case TIMED_GATE:
1504 move_timed_gate (op); 1428 move_timed_gate (op);
1505 return 0; 1429 break;
1506 1430
1507 case TRIGGER: 1431 case TRIGGER:
1508 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1509 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1510 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1511 animate_trigger (op); 1435 animate_trigger (op);
1512 return 0; 1436 break;
1513 1437
1514 case DETECTOR: 1438 case DETECTOR:
1515 move_detector (op); 1439 move_detector (op);
1516 1440
1517 case DIRECTOR: 1441 case DIRECTOR:
1518 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1519 animate_turning (op); 1443 animate_turning (op);
1520 return 0; 1444 break;
1521 1445
1522 case HOLE: 1446 case HOLE:
1523 move_hole (op); 1447 move_hole (op);
1524 return 0; 1448 break;
1525 1449
1526 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1527 move_deep_swamp (op); 1451 move_deep_swamp (op);
1528 return 0; 1452 break;
1529 1453
1530 case RUNE: 1454 case RUNE:
1531 case TRAP: 1455 case TRAP:
1532 move_rune (op); 1456 move_rune (op);
1533 return 0; 1457 break;
1534 1458
1535 case PLAYERMOVER: 1459 case PLAYERMOVER:
1536 move_player_mover (op); 1460 move_player_mover (op);
1537 return 0; 1461 break;
1538 1462
1539 case CREATOR: 1463 case CREATOR:
1540 move_creator (op); 1464 move_creator (op);
1541 return 0; 1465 break;
1542 1466
1543 case MARKER: 1467 case MARKER:
1544 move_marker (op); 1468 move_marker (op);
1545 return 0; 1469 break;
1546 1470
1547 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1548 move_player_changer (op); 1472 move_player_changer (op);
1549 return 0; 1473 break;
1550 1474
1551 case PEACEMAKER: 1475 case PEACEMAKER:
1552 move_peacemaker (op); 1476 move_peacemaker (op);
1553 return 0; 1477 break;
1554 }
1555 1478
1556 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 }
1557} 1493}
1494

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