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Comparing deliantra/server/server/time.C (file contents):
Revision 1.34 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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.
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 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 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)
68{
40 int i; 69 int i;
41 object *tmp; 70 object *tmp;
42 71
43 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
44 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]);
45 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
46 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
48 } 79 }
80 }
49 81
50 if (op->other_arch) 82 if (op->other_arch)
51 { 83 {
52 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 85 tmp->x = op->x;
55 tmp->map = op->map; 87 tmp->map = op->map;
56 tmp->level = op->level; 88 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
58 } 90 }
59 91
60 op->destroy (); 92 op->drop_and_destroy ();
61} 93}
62 94
63void 95void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 96generate_monster (object *gen)
97{ 97{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 98 if (!gen->map)
153 return; 99 return;
154 100
155 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))
156 if (i == -1)
157 return; 102 return;
158 103
159 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);
160 { 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
161 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
164 144
165 if (head) 145 op->expand_tail ();
166 op->head = head, prev->more = op;
167 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
168 if (rndm (0, 9)) 151 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
170 153
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 154 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 156
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 157 return;
158 }
192 159
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 161}
199 162
200void 163void
201remove_force (object *op) 164remove_force (object *op)
202{ 165{
245 return; 208 return;
246 } 209 }
247 210
248 if (op->stats.food == 1) 211 if (op->stats.food == 1)
249 { 212 {
250 /* 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
251 * will not do anything. 214 * will not do anything.
252 */ 215 */
253 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
254 { 217 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
271} 234}
272 235
273 236
274void 237void
275move_gate (object *op) 238move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
277 object *tmp; 240 object *tmp;
278 241
279 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))
280 { 243 {
281 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));
286 if (op->value) 249 if (op->value)
287 { 250 {
288 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 253 op->stats.wc = 0;
291 if (op->arch->clone.speed) 254 if (op->arch->speed)
292 op->value = 0; 255 op->value = 0;
293 else 256 else
294 op->set_speed (0); 257 op->set_speed (0);
295 } 258 }
296 259
316 * 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,
317 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 281 * the gate slightly.
319 */ 282 */
320 283
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
322 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))
323 break; 286 break;
324 287
325 if (tmp == NULL) 288 if (!tmp)
326 { 289 {
327 if (op->arch->clone.speed) 290 if (op->arch->speed)
328 op->value = 1; 291 op->value = 1;
329 else 292 else
330 op->set_speed (0); 293 op->set_speed (0);
331 294
332 return; 295 return;
343 } 306 }
344 else 307 else
345 { /* The gate is still going up */ 308 { /* The gate is still going up */
346 op->stats.wc++; 309 op->stats.wc++;
347 310
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 313
351 /* 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.
352 * 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
353 */ 316 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 318 {
356 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
359 323
360 if (tmp != NULL) 324 if (tmp)
361 { 325 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 327 {
364 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
365 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
366 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);
367 } 333 }
368 else
369 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
371 * off the gate. 336 * off the gate.
372 */ 337 */
373 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)))
374 { 339 {
375 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
376 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);
377 342
378 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
379 if (i != -1) 344 if (i > 0)
380 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
381 tmp->remove (); 349 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 350 }
385 } 351 }
386 } 352 }
387 353
388 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
390 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))
391 break; 357 break;
392 358
393 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
394 if (tmp) 360 if (tmp)
395 {
396 op->stats.food = 1; 361 op->stats.food = 1;
397 }
398 else 362 else
399 { 363 {
400 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
401 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
404 } 369 }
405 } /* gate is halfway up */ 370 } /* gate is halfway up */
406 371
419 int v = op->value; 384 int v = op->value;
420 385
421 if (op->stats.sp) 386 if (op->stats.sp)
422 { 387 {
423 move_gate (op); 388 move_gate (op);
389
424 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 391 op->stats.sp = 0;
426 return; 392 return;
427 } 393 }
394
428 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 396 { /* keep gate down */
430 move_gate (op); 397 move_gate (op);
398
431 if (op->value != v) 399 if (op->value != v)
432 op->set_speed (0); 400 op->set_speed (0);
433 } 401 }
434} 402}
435 403
447 int last = op->value; 415 int last = op->value;
448 int detected; 416 int detected;
449 417
450 detected = 0; 418 detected = 0;
451 419
452 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)
453 { 421 {
454 object *tmp2; 422 object *tmp2;
455 423
456 if (op->stats.hp) 424 if (op->stats.hp)
457 { 425 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 427 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 429 detected = 1;
430
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 432 detected = 1;
464 } 433 }
465 } 434 }
435
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 437 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 439 detected = 1;
472 } 440 }
473 441
474 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
476 { 444 {
477 if (detected && last == 0) 445 if (detected && last == 0)
478 { 446 {
479 op->value = 1; 447 op->value = 1;
480 push_button (op); 448 push_button (op, tmp);
481 } 449 }
450
482 if (!detected && last == 1) 451 if (!detected && last == 1)
483 { 452 {
484 op->value = 0; 453 op->value = 0;
485 push_button (op); 454 push_button (op, tmp);
486 } 455 }
487 } 456 }
488 else 457 else
489 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
490 if (detected && last == 1) 459 if (detected && last == 1)
491 { 460 {
492 op->value = 0; 461 op->value = 0;
493 push_button (op); 462 push_button (op, tmp);
494 } 463 }
464
495 if (!detected && last == 0) 465 if (!detected && last == 0)
496 { 466 {
497 op->value = 1; 467 op->value = 1;
498 push_button (op); 468 push_button (op, tmp);
499 } 469 }
500 } 470 }
501} 471}
502
503 472
504void 473void
505animate_trigger (object *op) 474animate_trigger (object *op)
506{ 475{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517} 486}
518 487
519void 488void
520move_hole (object *op) 489move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 491 if (op->value)
525 { /* We're opening */ 492 { /* We're opening */
526 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
528 op->stats.wc = 0; 495 op->stats.wc = 0;
529 op->set_speed (0); 496 op->set_speed (0);
530 497
531 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 501 {
535 next = tmp->above; 502 next = tmp->above;
536 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
537 } 504 }
538 } 505 }
539 506
540 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
542 return; 509 return;
543 } 510 }
511
544 /* We're closing */ 512 /* We're closing */
545 op->move_on = 0; 513 op->move_on = 0;
546 514
547 op->stats.wc++; 515 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 547 {
580 object *payload = op->inv; 548 object *payload = op->inv;
581 549
582 if (payload == NULL) 550 if (payload == NULL)
583 return NULL; 551 return NULL;
552
584 payload->remove (); 553 payload->remove ();
585 op->destroy (); 554 op->destroy ();
586 return payload; 555 return payload;
587 } 556 }
588 557
604void 573void
605fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
606{ 575{
607 if (map == NULL) 576 if (map == NULL)
608 return; 577 return;
578
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 581 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
613} 583}
614 584
615
616object * 585object *
617fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
618{ 587{
619 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
620 { 589 {
623 return NULL; 592 return NULL;
624 } 593 }
625 594
626 op->set_speed (0); 595 op->set_speed (0);
627 op->direction = 0; 596 op->direction = 0;
628 op->move_on = 0; 597 op->move_on = 0;
629 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
633 op->slaying = 0; 605 op->slaying = op->custom_name;
634 op->skill = 0;
635 606
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* 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 */
646 op->spellarg = NULL; 608 op->custom_name = 0;
647 op->stats.sp = 0; 609 op->stats.sp = 0;
648 op->stats.hp = 0; 610 op->stats.hp = 0;
649 op->stats.grace = 0; 611 op->stats.grace = 0;
650 op->level = 0; 612 op->level = 0;
651 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
653 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
654 return op; 618 return op;
655} 619}
656 620
657/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
658 * 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
667 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
668 return; 632 return;
669 633
670 if (op->inv) 634 if (op->inv)
671 { 635 {
636 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 637 object *payload = op->inv;
673 638
674 payload->remove ();
675 payload->owner = 0; 639 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 641 op->destroy ();
678 } 642 }
679 else 643 else
680 { 644 {
681 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
682 if (op) 647 if (op)
683 merge_ob (op, NULL); 648 merge_ob (op, 0);
684 } 649 }
685} 650}
686 651
687/* 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.
688 */ 653 */
689
690void 654void
691move_arrow (object *op) 655move_arrow (object *op)
692{ 656{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 657 int was_reflected;
696 maptile *m;
697 658
698 if (op->map == NULL) 659 if (!op->map)
699 { 660 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 662 op->destroy ();
702 return; 663 return;
703 } 664 }
711 * 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,
712 * 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
713 * 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,
714 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
715 */ 676 */
716 if (op->inv == NULL) 677 if (!op->inv)
717 { 678 {
718 op->destroy (); 679 op->destroy ();
719 return; 680 return;
720 } 681 }
721 682
733 stop_arrow (op); 694 stop_arrow (op);
734 return; 695 return;
735 } 696 }
736 697
737 /* Calculate target map square */ 698 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 699 was_reflected = 0;
741 700
742 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 702
745 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
746 { 704 {
747 stop_arrow (op); 705 stop_arrow (op);
748 return; 706 return;
749 } 707 }
750 708
751 /* 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 */
752 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
753 { 711 {
754 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)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 716 break;
757 717
758 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
767 */ 727 */
768 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))
769 { 729 {
770 int number = op->face->number; 730 int number = op->face;
771 731
772 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
773 op->state = 0; 733 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
786 } 735 }
787 else 736 else
788 { 737 {
789 /* Attack the object. */ 738 /* Attack the object. */
793 return; 742 return;
794 } 743 }
795 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
797 746
798 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))
799 { 748 {
800 int retry = 0; 749 int retry = 0;
801 750
802 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
803 * 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
816 if (op->direction & 1) 765 if (op->direction & 1)
817 { 766 {
818 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
819 retry = 1; 768 retry = 1;
820 } 769 }
770
821 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
822 * use this retry here to make this one block 772 * use this retry here to make this one block
823 * that did the same thing. 773 * that did the same thing.
824 */ 774 */
825 while (retry < 2) 775 while (retry < 2)
826 { 776 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 777 retry++;
832 778
833 /* 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
834 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
837 */ 783 */
838 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));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 786
842 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));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 789
846 if (left == right) 790 if (left == right)
847 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
848 else if (left) 792 else if (left)
849 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
850 else if (right) 794 else if (right)
851 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
852 796
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* 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 -
856 * don't need to retry again. 798 * don't need to retry again.
857 */ 799 */
858 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))
859 break; 802 break;
860
861 } 803 }
804
862 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 806 * stop it from moving.
864 */ 807 */
865 if (retry == 2) 808 if (retry == 2)
866 { 809 {
867 stop_arrow (op); 810 stop_arrow (op);
868 return; 811 return;
869 } 812 }
813
870 /* update object image for new facing */ 814 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 818 } /* object is reflected */
875 } /* object ran into a wall */ 819 } /* object ran into a wall */
876
877 /* Move the arrow. */
878 op->remove ();
879 op->x = new_x;
880 op->y = new_y;
881 820
882 /* 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
883 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
884 */ 823 */
885 op->speed -= 0.05; 824 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 825
889/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 828}
892 829
893void 830void
894change_object (object *op) 831change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
896 int i, j; 833 int i, j;
897 834
898 if (op->other_arch == NULL) 835 if (!op->other_arch)
899 { 836 {
900 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 ());
901 return; 838 return;
902 } 839 }
903 840
904 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 843 {
907 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
908 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);
909 else 861 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else
941 { 862 {
942 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);
943 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
944 tmp->destroy (); 865 tmp->destroy ();
945 else 866 else
946 { 867 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
949 } 872 }
950 } 873 }
951 } 874 }
952 875
953 op->destroy (); 876 op->destroy ();
969 move_teleporter (op->more); 892 move_teleporter (op->more);
970 893
971 if (op->head) 894 if (op->head)
972 head = op->head; 895 head = op->head;
973 896
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 899 break;
977 900
978 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1009 else 932 else
1010 { 933 {
1011 /* Random teleporter */ 934 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 936 return;
937
1014 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1015 } 939 }
1016} 940}
1017
1018 941
1019/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1021 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
1022 can't be generalized. 945 can't be generalized.
1024void 947void
1025move_player_changer (object *op) 948move_player_changer (object *op)
1026{ 949{
1027 object *player; 950 object *player;
1028 object *walk; 951 object *walk;
1029 char c;
1030 952
1031 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1032 return; 954 return;
1033 955
1034 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1039 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1040 return; 962 return;
1041 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 }
1077 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1078 999
1079 spell = op->inv; 1000 spell = op->inv;
1080 1001
1081 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1082 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1083 1004
1084 if (!spell) 1005 if (!spell)
1085 { 1006 {
1086 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);
1087 return; 1008 return;
1100 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1101 */ 1022 */
1102void 1023void
1103move_player_mover (object *op) 1024move_player_mover (object *op)
1104{ 1025{
1105 object *victim, *nextmover;
1106 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1107 sint16 nx, ny; 1027 sint16 nx, ny;
1108 maptile *m; 1028 maptile *m;
1109 1029
1110 /* 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 */
1111 if (!dir) 1031 if (!dir)
1112 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1113 1033
1114 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)
1115 { 1035 {
1116 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1117 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1118 { 1038 {
1119 1039
1136 } 1056 }
1137 1057
1138 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1139 return; 1059 return;
1140 1060
1141 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)
1142 { 1062 {
1143 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1144 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1145 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1146 {
1147 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 */
1148 }
1149 } 1068 }
1150 1069
1151 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1152 { 1071 {
1153 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1157 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1158 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1159 * get to this space. 1078 * get to this space.
1160 */ 1079 */
1161 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1162 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1163 move_player (victim, dir); 1082 move_player (victim, dir);
1164 } 1083 }
1165 else 1084 else
1166 return; 1085 return;
1167 } 1086 }
1171 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1172 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1173 1092
1174 if (op->attacktype) 1093 if (op->attacktype)
1175 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1176
1177 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));
1178 /* Not sure why, but for some chars on metalforge, they
1179 * would sometimes get -inf speed_left, and from the
1180 * description, it could only happen here, so just put
1181 * a lower sanity limit. My only guess is that the
1182 * mover has 0 speed.
1183 */
1184 if (victim->speed_left < -5.0)
1185 victim->speed_left = -5.0;
1186 } 1096 }
1187 } 1097 }
1188 } 1098 }
1189} 1099}
1190 1100
1206 return; 1116 return;
1207 } 1117 }
1208 1118
1209 if (op->above == NULL) 1119 if (op->above == NULL)
1210 return; 1120 return;
1121
1211 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1212 { 1123 {
1213 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1214 { 1125 {
1215 if (op->level <= 0) 1126 if (op->level <= 0)
1216 tmp->destroy (); 1127 tmp->destroy ();
1217 else 1128 else
1218 { 1129 {
1240 * 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.
1241 * 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
1242 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1243 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1244*/ 1155*/
1245
1246void 1156void
1247move_creator (object *creator) 1157move_creator (object *creator)
1248{ 1158{
1249 object *new_ob; 1159 object *new_ob;
1250 1160
1252 { 1162 {
1253 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1254 return; 1164 return;
1255 } 1165 }
1256 1166
1257 if (creator->inv != NULL) 1167 if (creator->inv)
1258 { 1168 {
1259 object *ob; 1169 object *ob;
1260 int i; 1170 int i;
1261 object *ob_to_copy; 1171 object *ob_to_copy;
1262 1172
1267 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1268 { 1178 {
1269 ob_to_copy = ob; 1179 ob_to_copy = ob;
1270 } 1180 }
1271 } 1181 }
1272 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1273 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1274 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1275 } 1185 }
1276 else 1186 else
1277 { 1187 {
1278 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1279 { 1189 {
1280 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",
1281 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1282 return; 1192 return;
1283 } 1193 }
1285 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1286 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1287 } 1197 }
1288 1198
1289 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1290 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))
1291 { 1201 {
1292 new_ob->destroy (); 1202 new_ob->destroy ();
1293 return; 1203 return;
1294 } 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);
1295 1209
1296 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);
1297 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1298 return; 1212 return;
1299 1213
1300 if (creator->slaying) 1214 if (creator->slaying)
1301 {
1302 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1303 }
1304} 1216}
1305 1217
1306/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1307 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1308 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1309 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1310 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1311 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1312 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1313 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.*/
1314
1315void 1226void
1316move_marker (object *op) 1227move_marker (object *op)
1317{ 1228{
1318 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1319 { 1230 {
1320 object *tmp2;
1321
1322 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1323 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1324 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1325 { 1236 {
1326 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1327 break;
1328 }
1329 1238
1330 /* cycle through his inventory to look for the MARK we want to
1331 * place
1332 */
1333 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1335 break;
1336
1337 /* if we didn't find our own MARK */
1338 if (tmp2 == NULL)
1339 {
1340 object *force = get_archetype (FORCE_NAME);
1341
1342 if (op->stats.food)
1343 {
1344 force->set_speed (0.01);
1345 force->speed_left = -op->stats.food;
1346 }
1347 else
1348 force->set_speed (0);
1349
1350 /* put in the lock code */
1351 force->slaying = op->slaying;
1352
1353 if (op->lore)
1354 force->lore = op->lore;
1355
1356 insert_ob_in_ob (force, tmp);
1357 if (op->msg) 1239 if (op->msg)
1358 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1359 1241
1360 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1361 { 1243 {
1362 op->stats.hp--; 1244 op->stats.hp--;
1245
1363 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1364 { 1247 {
1365 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1366 op->destroy (); 1249 op->destroy ();
1367 return; 1250 return;
1369 } 1252 }
1370 } 1253 }
1371 } 1254 }
1372} 1255}
1373 1256
1374int 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
1375process_object (object *op) 1303process_object (object *op)
1376{ 1304{
1377 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1378 return 0; 1306 return;
1379 1307
1380 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1381 return 0; 1309 return;
1382 1310
1383 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1384 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1385 return 1; 1313 return;
1386 1314
1387 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1388 { 1316 {
1389 if (op->type == PLAYER)
1390 animate_object (op, op->facing);
1391 else
1392 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1393 1318
1394 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1395 make_sure_seen (op); 1320 make_sure_seen (op);
1396 } 1321 }
1397 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1398 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1399 { 1330 {
1400 change_object (op); 1331 change_object (op);
1401 return 1; 1332 return;
1402 } 1333 }
1403 1334
1404 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1405 generate_monster (op); 1336 generate_monster (op);
1406 1337
1407 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)
1408 { 1339 {
1409 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1410 remove_force (op); 1341 remove_force (op);
1411 else 1342 else
1412 { 1343 {
1413 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1414 object *pl = op->in_player ();
1415 1345
1416 if (pl)
1417 esrv_del_item (pl->contr, op->count);
1418
1419 op->remove ();
1420
1421 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1422 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1423 1348
1424 op->destroy (); 1349 op->drop_and_destroy ();
1425 } 1350 }
1426 1351
1427 return 1; 1352 return;
1353 }
1428 } 1354 }
1429 1355
1430 switch (op->type) 1356 switch (op->type)
1431 { 1357 {
1432 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1433 move_spell_effect (op); 1359 move_spell_effect (op);
1434 return 1; 1360 break;
1435 1361
1436 case ROD: 1362 case ROD:
1437 case HORN: 1363 case HORN:
1438 regenerate_rod (op); 1364 regenerate_rod (op);
1439 return 1; 1365 break;
1440 1366
1441 case FORCE: 1367 case FORCE:
1442 case POTION_EFFECT: 1368 case POTION_EFFECT:
1443 remove_force (op); 1369 remove_force (op);
1444 return 1; 1370 break;
1445 1371
1446 case BLINDNESS: 1372 case BLINDNESS:
1447 remove_blindness (op); 1373 remove_blindness (op);
1448 return 0; 1374 break;
1449 1375
1450 case POISONING: 1376 case POISONING:
1451 poison_more (op); 1377 poison_more (op);
1452 return 0; 1378 break;
1453 1379
1454 case DISEASE: 1380 case DISEASE:
1455 move_disease (op); 1381 move_disease (op);
1456 return 0; 1382 break;
1457 1383
1458 case SYMPTOM: 1384 case SYMPTOM:
1459 move_symptom (op); 1385 move_symptom (op);
1460 return 0; 1386 break;
1461 1387
1462 case THROWN_OBJ: 1388 case THROWN_OBJ:
1463 case ARROW: 1389 case ARROW:
1464 move_arrow (op); 1390 move_arrow (op);
1465 return 0; 1391 break;
1466 1392
1467 case DOOR: 1393 case DOOR:
1468 remove_door (op); 1394 remove_door (op);
1469 return 0; 1395 break;
1470 1396
1471 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1472 remove_door2 (op); 1398 remove_door2 (op);
1473 return 0; 1399 break;
1474 1400
1475 case TELEPORTER: 1401 case TELEPORTER:
1476 move_teleporter (op); 1402 move_teleporter (op);
1477 return 0; 1403 break;
1478 1404
1479 case GOLEM: 1405 case GOLEM:
1480 move_golem (op); 1406 move_golem (op);
1481 return 0; 1407 break;
1482 1408
1483 case EARTHWALL: 1409 case EARTHWALL:
1484 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1485 return 0; 1411 break;
1486 1412
1487 case FIREWALL: 1413 case FIREWALL:
1488 move_firewall (op); 1414 move_firewall (op);
1489 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1490 animate_turning (op); 1416 animate_turning (op);
1491 return 0; 1417 break;
1492 1418
1493 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1494 do_mood_floor (op); 1420 do_mood_floor (op);
1495 return 0; 1421 break;
1496 1422
1497 case GATE: 1423 case GATE:
1498 move_gate (op); 1424 move_gate (op);
1499 return 0; 1425 break;
1500 1426
1501 case TIMED_GATE: 1427 case TIMED_GATE:
1502 move_timed_gate (op); 1428 move_timed_gate (op);
1503 return 0; 1429 break;
1504 1430
1505 case TRIGGER: 1431 case TRIGGER:
1506 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1507 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1508 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1509 animate_trigger (op); 1435 animate_trigger (op);
1510 return 0; 1436 break;
1511 1437
1512 case DETECTOR: 1438 case DETECTOR:
1513 move_detector (op); 1439 move_detector (op);
1514 1440
1515 case DIRECTOR: 1441 case DIRECTOR:
1516 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1517 animate_turning (op); 1443 animate_turning (op);
1518 return 0; 1444 break;
1519 1445
1520 case HOLE: 1446 case HOLE:
1521 move_hole (op); 1447 move_hole (op);
1522 return 0; 1448 break;
1523 1449
1524 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1525 move_deep_swamp (op); 1451 move_deep_swamp (op);
1526 return 0; 1452 break;
1527 1453
1528 case RUNE: 1454 case RUNE:
1529 case TRAP: 1455 case TRAP:
1530 move_rune (op); 1456 move_rune (op);
1531 return 0; 1457 break;
1532 1458
1533 case PLAYERMOVER: 1459 case PLAYERMOVER:
1534 move_player_mover (op); 1460 move_player_mover (op);
1535 return 0; 1461 break;
1536 1462
1537 case CREATOR: 1463 case CREATOR:
1538 move_creator (op); 1464 move_creator (op);
1539 return 0; 1465 break;
1540 1466
1541 case MARKER: 1467 case MARKER:
1542 move_marker (op); 1468 move_marker (op);
1543 return 0; 1469 break;
1544 1470
1545 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1546 move_player_changer (op); 1472 move_player_changer (op);
1547 return 0; 1473 break;
1548 1474
1549 case PEACEMAKER: 1475 case PEACEMAKER:
1550 move_peacemaker (op); 1476 move_peacemaker (op);
1551 return 0; 1477 break;
1552 }
1553 1478
1554 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 }
1555} 1493}
1494

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