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Comparing deliantra/server/server/time.C (file contents):
Revision 1.4 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 2009 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.4 2006/08/29 05:03:55 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * 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
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_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)
68{
46 int i; 69 int i;
47 object *tmp; 70 object *tmp;
71
48 for(i=1;i<9;i+=2) 72 for (i = 1; i < 9; i += 2)
73 {
49 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]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
50 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 78 tmp->speed_left = -0.2f;
79 }
53 } 80 }
54 81
55 if(op->other_arch) 82 if (op->other_arch)
56 { 83 {
57 tmp=arch_to_object(op->other_arch); 84 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 85 tmp->x = op->x;
86 tmp->y = op->y;
87 tmp->map = op->map;
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 remove_ob(op);
62 free_object(op);
63}
64 91
65void remove_door2(object *op) { 92 op->drop_and_destroy ();
93}
94
95void
96generate_monster (object *gen)
97{
98 if (!gen->map)
99 return;
100
101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
102 return;
103
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;
66 int i; 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);
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
140 op = arch_to_object (gen->other_arch);
141 }
142 else
143 return;
144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161}
162
163void
164remove_force (object *op)
165{
166 if (--op->duration > 0)
167 return;
168
169 if (op->env)
170 switch (op->subtype)
171 {
172 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175
176 default:
177 CLEAR_FLAG (op, FLAG_APPLIED);
178 change_abil (op->env, op);
179 op->env->update_stats ();
180 }
181
182 op->destroy ();
183}
184
185void
186remove_blindness (object *op)
187{
188 if (--op->stats.food > 0)
189 return;
190
191 CLEAR_FLAG (op, FLAG_APPLIED);
192
193 if (op->env)
194 {
195 change_abil (op->env, op);
196 op->env->update_stats ();
197 }
198
199 op->destroy ();
200}
201
202void
203poison_more (object *op)
204{
205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
206 {
207 op->destroy ();
208 return;
209 }
210
211 if (op->stats.food == 1)
212 {
213 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything.
215 */
216 if (op->env->type == PLAYER)
217 {
218 CLEAR_FLAG (op, FLAG_APPLIED);
219 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 }
222
223 op->destroy ();
224 return;
225 }
226
227 if (op->env->type == PLAYER)
228 {
229 op->env->stats.food--;
230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
231 }
232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234}
235
236
237void
238move_gate (object *op)
239{ /* 1 = going down, 0 = going up */
67 object *tmp; 240 object *tmp;
68 for(i=1;i<9;i+=2) {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85 241
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 NUM_ANIMATIONS(op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0; 245 op->stats.wc = 0;
249 } 246 }
250 247
251 /* We're going down */ 248 /* We're going down */
252 if(op->value) { 249 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 250 {
251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 253 op->stats.wc = 0;
255 if(op->arch->clone.speed) 254 if (op->arch->speed)
256 op->value=0; 255 op->value = 0;
257 else { 256 else
258 op->speed = 0; 257 op->set_speed (0);
259 update_ob_speed(op); 258 }
260 } 259
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 {
263 op->move_block = 0; 262 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
266 } 265 }
266
267 SET_ANIMATION(op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
269 return; 269 return;
270 } 270 }
271 271
272 /* We're going up */ 272 /* We're going up */
273 273
274 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 {
276 277
277 /* Check to make sure that only non pickable and non rollable 278 /* Check to make sure that only non pickable and non rollable
278 * 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,
279 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 281 * the gate slightly.
281 */ 282 */
282 283
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 286 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 287
289 if (tmp==NULL) { 288 if (!tmp)
289 {
290 if(op->arch->clone.speed) 290 if (op->arch->speed)
291 op->value=1; 291 op->value = 1;
292 else { 292 else
293 op->speed = 0; 293 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 294
295 return;
296 }
295 } 297 }
296 return;
297 }
298 }
299 298
300 if(op->stats.food) { /* The gate is going temporarily down */ 299 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 300 { /* The gate is going temporarily down */
301 if (--op->stats.wc <= 0)
302 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 303 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 304 op->stats.wc = 0;
304 } 305 }
306 }
307 else
305 } else { /* The gate is still going up */ 308 { /* The gate is still going up */
306 op->stats.wc++; 309 op->stats.wc++;
307 310
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 313
311 /* 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.
312 * 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
313 */ 316 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
318 {
315 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
318 323
319 if(tmp!=NULL) { 324 if (tmp)
325 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
327 {
321 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);
322 if(tmp->type==PLAYER) 329 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 330
324 "You are crushed by the %s!",op->name); 331 if (tmp->type == PLAYER)
325 } else 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
333 }
326 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
328 * off the gate. 336 * off the gate.
329 */ 337 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 339 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
334 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);
335 342
336 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 344 if (i > 0)
338 remove_ob(tmp); 345 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 346 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 347 pos.move (i);
341 } 348 if (pos.normalise ())
342 } 349 tmp->move_to (pos);
343 } 350 }
351 }
352 }
344 353
345 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 357 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 358
352 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
353 if(tmp) { 360 if (tmp)
354 op->stats.food=1; 361 op->stats.food = 1;
355 } else { 362 else
363 {
356 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 365
366 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
360 } 369 }
361 } /* gate is halfway up */ 370 } /* gate is halfway up */
362 371
363 SET_ANIMATION(op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 373 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 374 } /* gate is going up */
366} 375}
367 376
368/* hp : how long door is open/closed 377/* hp : how long door is open/closed
369 * maxhp : initial value for hp 378 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
371 */ 380 */
381void
372void move_timed_gate(object *op) 382move_timed_gate (object *op)
373{ 383{
374 int v = op->value; 384 int v = op->value;
375 385
376 if (op->stats.sp) { 386 if (op->stats.sp)
387 {
377 move_gate(op); 388 move_gate (op);
389
378 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 391 op->stats.sp = 0;
380 return; 392 return;
381 } 393 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 394
395 if (--op->stats.hp <= 0)
396 { /* keep gate down */
383 move_gate(op); 397 move_gate (op);
384 if (op->value != v) { /* ready ? */ 398
385 op->speed = 0; 399 if (op->value != v)
386 update_ob_speed(op); 400 op->set_speed (0);
387 }
388 } 401 }
389} 402}
390 403
391/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
393 * connected: connected value of detector 406 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
396 */ 409 */
397 410
411void
398void move_detector(object *op) 412move_detector (object *op)
399{ 413{
400 object *tmp; 414 object *tmp;
401 int last = op->value; 415 int last = op->value;
402 int detected; 416 int detected;
417
403 detected = 0; 418 detected = 0;
404 419
405 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)
421 {
406 object *tmp2; 422 object *tmp2;
407 if(op->stats.hp) { 423
424 if (op->stats.hp)
425 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 427 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 428 if (op->slaying && op->slaying == tmp->name)
411 } 429 detected = 1;
412 } 430
431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
432 detected = 1;
433 }
434 }
435
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 436 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 437 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 439 detected = 1;
418 } 440 }
419 441
420 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 443 if (op->stats.sp == 1)
444 {
422 if(detected && last == 0) { 445 if (detected && last == 0)
446 {
423 op->value = 1; 447 op->value = 1;
424 push_button(op); 448 push_button (op, tmp);
425 } 449 }
450
426 if(!detected && last == 1) { 451 if (!detected && last == 1)
452 {
427 op->value = 0; 453 op->value = 0;
428 push_button(op); 454 push_button (op, tmp);
429 } 455 }
430 } 456 }
431 else { /* in this case, we unset buttons */ 457 else
458 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 459 if (detected && last == 1)
460 {
433 op->value = 0; 461 op->value = 0;
434 push_button(op); 462 push_button (op, tmp);
435 } 463 }
464
436 if(!detected && last == 0) { 465 if (!detected && last == 0)
466 {
437 op->value = 1; 467 op->value = 1;
438 push_button(op); 468 push_button (op, tmp);
439 } 469 }
440 } 470 }
441} 471}
442 472
443 473void
444void animate_trigger (object *op) 474animate_trigger (object *op)
445{ 475{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
477 {
447 op->stats.wc = 0; 478 op->stats.wc = 0;
448 check_trigger(op,NULL); 479 check_trigger (op, NULL);
480 }
449 } else { 481 else
482 {
450 SET_ANIMATION(op, op->stats.wc); 483 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
452 } 485 }
453} 486}
454 487
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 488void
456 object *next,*tmp; 489move_hole (object *op)
457 490{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 491 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 492 { /* We're opening */
493 if (--op->stats.wc <= 0)
494 { /* Opened, let's stop */
460 op->stats.wc=0; 495 op->stats.wc = 0;
461 op->speed = 0; 496 op->set_speed (0);
462 update_ob_speed(op);
463 497
464 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 500 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 501 {
468 move_apply(op,tmp,tmp); 502 next = tmp->above;
469 } 503 move_apply (op, tmp, tmp);
470 } 504 }
471 SET_ANIMATION(op, op->stats.wc); 505 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 506
478 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1;
481 SET_ANIMATION(op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
509 return;
510 }
511
512 /* We're closing */
513 op->move_on = 0;
514
515 op->stats.wc++;
516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
519 SET_ANIMATION (op, op->stats.wc);
520 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 522 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 523}
489 524
490 525
491/* stop_item() returns a pointer to the stopped object. The stopped object 526/* stop_item() returns a pointer to the stopped object. The stopped object
492 * may or may not have been removed from maps or inventories. It will not 527 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 533 * it, NULL is returned.
499 * 534 *
500 * fix_stopped_item() should be used if the stopped item should be put on 535 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 536 * the map.
502 */ 537 */
538object *
503object *stop_item (object *op) 539stop_item (object *op)
504{ 540{
505 if (op->map == NULL) 541 if (op->map == NULL)
542 return op;
543
544 switch (op->type)
545 {
546 case THROWN_OBJ:
547 {
548 object *payload = op->inv;
549
550 if (payload == NULL)
551 return NULL;
552
553 payload->remove ();
554 op->destroy ();
555 return payload;
556 }
557
558 case ARROW:
559 if (op->has_active_speed ())
560 op = fix_stopped_arrow (op);
506 return op; 561 return op;
507 562
508 switch (op->type)
509 {
510 case THROWN_OBJ:
511 {
512 object *payload = op->inv;
513 if (payload == NULL)
514 return NULL;
515 remove_ob (payload);
516 remove_ob (op);
517 free_object (op);
518 return payload;
519 }
520
521 case ARROW:
522 if (op->speed >= MIN_ACTIVE_SPEED)
523 op = fix_stopped_arrow (op);
524 return op;
525
526 default: 563 default:
527 return op; 564 return op;
528 } 565 }
529} 566}
530 567
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 568/* fix_stopped_item() - put stopped item where stop_item() had found it.
532 * Inserts item into the old map, or merges it if it already is on the map. 569 * Inserts item into the old map, or merges it if it already is on the map.
533 * 570 *
534 * 'map' must be the value of op->map before stop_item() was called. 571 * 'map' must be the value of op->map before stop_item() was called.
535 */ 572 */
573void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
537{ 575{
538 if (map == NULL) 576 if (map == NULL)
539 return; 577 return;
578
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 580 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 581 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
544} 583}
545 584
546 585object *
547object *fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
548{ 587{
549 if(rndm(0, 99) < op->stats.food) { 588 if (rndm (0, 99) < op->stats.food)
589 {
550 /* Small chance of breaking */ 590 /* Small chance of breaking */
551 remove_ob (op); 591 op->destroy ();
552 free_object(op);
553 return NULL; 592 return NULL;
554 } 593 }
555 594
595 op->set_speed (0);
556 op->direction=0; 596 op->direction = 0;
557 op->move_on=0; 597 op->move_on = 0;
558 op->move_type=0; 598 op->move_type = 0;
559 op->speed = 0; 599 op->skill = 0; // really?
560 update_ob_speed(op); 600
601 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 603 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 605 op->slaying = op->custom_name;
565 FREE_AND_CLEAR_STR(op->slaying);
566 606
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) {
571 op->slaying = add_string(op->spellarg);
572 free(op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
578 op->spellarg = NULL; 608 op->custom_name = 0;
579 op->stats.sp = 0; 609 op->stats.sp = 0;
580 op->stats.hp = 0; 610 op->stats.hp = 0;
581 op->stats.grace = 0; 611 op->stats.grace = 0;
582 op->level = 0; 612 op->level = 0;
583 op->face=op->arch->clone.face; 613 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
585 update_object (op,UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
586 return op; 618 return op;
587} 619}
588 620
589/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
590 * 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
591 * here too. -b.t. 623 * here too. -b.t.
592 * 624 *
593 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
595 */ 627 */
596 628static void
597static void stop_arrow (object *op) 629stop_arrow (object *op)
598{ 630{
599 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
600 return; 632 return;
601 633
602 if (op->inv) { 634 if (op->inv)
635 {
636 // replace this by straightforward drop to ground?
603 object *payload = op->inv; 637 object *payload = op->inv;
604 remove_ob (payload); 638
605 clear_owner(payload); 639 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 640 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 641 op->destroy ();
608 free_object (op); 642 }
609 } else { 643 else
644 {
610 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
611 if (op) 647 if (op)
612 merge_ob (op, NULL); 648 merge_ob (op, 0);
613 } 649 }
614} 650}
615 651
616/* 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.
617 */ 653 */
618 654void
619void move_arrow(object *op) { 655move_arrow (object *op)
620 object *tmp; 656{
621 sint16 new_x, new_y;
622 int was_reflected, mflags; 657 int was_reflected;
623 mapstruct *m;
624 658
625 if(op->map==NULL) { 659 if (!op->map)
660 {
626 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op); 662 op->destroy ();
628 free_object(op); 663 return;
629 return;
630 } 664 }
631 665
632 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) { 667 if (op->type == THROWN_OBJ)
668 {
634 /* If the object that the THROWN_OBJ encapsulates disappears, 669 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * we need to have this object go away also - otherwise, you get 670 * we need to have this object go away also - otherwise, you get
636 * left over remnants on the map. Where this currently happens 671 * left over remnants on the map. Where this currently happens
637 * 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,
638 * 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
639 * 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,
640 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
641 */ 676 */
642 if (op->inv == NULL) { 677 if (!op->inv)
643 remove_ob(op); 678 {
644 free_object(op); 679 op->destroy ();
680 return;
681 }
682
683 if (op->last_sp-- < 0)
684 {
685 stop_arrow (op);
686 return;
687 }
688 }
689
690 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
691 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW)
693 {
694 stop_arrow (op);
695 return;
696 }
697
698 /* Calculate target map square */
699 was_reflected = 0;
700
701 mapxy pos (op); pos.move (op->direction);
702
703 if (!pos.normalise ())
704 {
705 stop_arrow (op);
706 return;
707 }
708
709 /* only need to look for living creatures if this flag is set */
710 if (pos->flags () & P_IS_ALIVE)
711 {
712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
716 break;
717
718 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then
720 * move into it.
721 */
722 if (tmp && tmp != op->owner)
723 {
724 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.)
727 */
728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
729 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4);
733 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */
735 }
736 else
737 {
738 /* Attack the object. */
739 op = hit_with_arrow (op, tmp);
740
741 if (!op)
742 return;
743 }
744 } /* if this is not hitting its owner */
745 } /* if there is something alive on this space */
746
747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
748 {
749 int retry = 0;
750
751 /* if the object doesn't reflect, stop the arrow from moving
752 * note that this code will now catch cases where a monster is
753 * on a wall but has reflecting - the arrow won't reflect.
754 * Mapmakers shouldn't put monsters on top of wall in the first
755 * place, so I don't consider that a problem.
756 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
758 {
759 stop_arrow (op);
760 return;
761 }
762 else
763 {
764 /* If one of the major directions (n,s,e,w), just reverse it */
765 if (op->direction & 1)
766 {
767 op->direction = absdir (op->direction + 4);
768 retry = 1;
769 }
770
771 /* There were two blocks with identical code -
772 * use this retry here to make this one block
773 * that did the same thing.
774 */
775 while (retry < 2)
776 {
777 retry++;
778
779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
780 * over a corner in a tiled map, it is possible that
781 * op->direction is within an adjacent map but either
782 * op->direction-1 or op->direction+1 does not exist.
783 */
784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
786
787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
789
790 if (left == right)
791 op->direction = absdir (op->direction + 4);
792 else if (left)
793 op->direction = absdir (op->direction + 2);
794 else if (right)
795 op->direction = absdir (op->direction - 2);
796
797 /* If this space is not out of the map and not blocked, valid space -
798 * don't need to retry again.
799 */
800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
802 break;
803 }
804
805 /* Couldn't find a direction to move the arrow to - just
806 * stop it from moving.
807 */
808 if (retry == 2)
809 {
810 stop_arrow (op);
811 return;
812 }
813
814 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */
816 if (op->has_anim ())
817 op->set_anim_frame (op->direction);
818 } /* object is reflected */
819 } /* object ran into a wall */
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */
827 op->move_to (pos);
828}
829
830void
831change_object (object *op)
832{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch)
836 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return;
839 }
840
841 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 {
844 if (op->stats.food-- > 0)
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);
861 else
862 {
863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
864 if (j < 0) /* No free spot */
865 tmp->destroy ();
866 else
867 {
868 mapxy pos (op); pos.move (j);
869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
872 }
873 }
874 }
875
876 op->destroy ();
877}
878
879void
880move_teleporter (object *op)
881{
882 object *tmp, *head = op;
883
884 /* if this is a multipart teleporter, handle the other parts
885 * The check for speed isn't strictly needed - basically, if
886 * there is an old multipart teleporter in which the other parts
887 * have speed, we don't really want to call it twice for the same
888 * function - in fact, as written below, part N would get called
889 * N times without the speed check.
890 */
891 if (op->more && !op->more->has_active_speed ())
892 move_teleporter (op->more);
893
894 if (op->head)
895 head = op->head;
896
897 for (tmp = op->above; tmp; tmp = tmp->above)
898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
899 break;
900
901 /* If nothing above us to move, nothing to do */
902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
903 return;
904
905 if (EXIT_PATH (head))
906 {
907 if (tmp->type == PLAYER)
908 {
909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
645 return; 910 return;
646 }
647 if(op->last_sp-- < 0) {
648 stop_arrow (op);
649 return;
650 }
651 }
652 911
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 912 tmp->enter_exit (head);
654 values look rediculous. */ 913 }
655 if (op->speed < 0.5 && op->type==ARROW) {
656 stop_arrow(op);
657 return;
658 }
659
660 /* Calculate target map square */
661 new_x = op->x + DIRX(op);
662 new_y = op->y + DIRY(op);
663 was_reflected = 0;
664
665 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
667
668 if (mflags & P_OUT_OF_MAP) {
669 stop_arrow(op);
670 return;
671 }
672
673 /* only need to look for living creatures if this flag is set */
674 if (mflags & P_IS_ALIVE) {
675 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
676 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
677
678
679 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then
681 * move into it.
682 */
683
684 if (tmp != NULL && tmp != op->owner) {
685 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.)
688 */
689
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694
695 op->direction = absdir (op->direction + 4);
696 op->state = 0;
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */
704 }
705 else { 914 else
706 /* Attack the object. */
707 op = hit_with_arrow (op, tmp);
708 if (op == NULL)
709 return;
710 }
711 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */
713
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
716 int retry=0;
717
718 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem.
723 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
725 stop_arrow (op);
726 return;
727 } else {
728 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) {
730 op->direction=absdir(op->direction+4);
731 retry=1;
732 }
733 /* There were two blocks with identical code -
734 * use this retry here to make this one block
735 * that did the same thing.
736 */
737 while (retry<2) {
738 int left, right, mflags;
739 mapstruct *m1;
740 sint16 x1, y1;
741
742 retry++;
743
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
745 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist.
748 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
751 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
752
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
754 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
755 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
756
757 if(left==right)
758 op->direction=absdir(op->direction+4);
759 else if(left)
760 op->direction=absdir(op->direction+2);
761 else if(right)
762 op->direction=absdir(op->direction-2);
763
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
765
766 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again.
768 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
771
772 }
773 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving.
775 */
776 if (retry==2) {
777 stop_arrow (op);
778 return;
779 }
780 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op))
783 SET_ANIMATION(op, op->direction);
784 } /* object is reflected */
785 } /* object ran into a wall */
786
787 /* Move the arrow. */
788 remove_ob (op);
789 op->x = new_x;
790 op->y = new_y;
791
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed.
794 */
795 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0);
797}
798
799/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */
802
803void change_object(object *op) { /* Doesn`t handle linked objs yet */
804 object *tmp,*env,*pl;
805 int i,j;
806
807 if(op->other_arch==NULL) {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
809 return;
810 }
811
812 /* In non-living items only change when food value is 0 */
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 }
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 }
844 }
845 free_object(op);
846}
847
848void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) {
869 if(tmp->type==PLAYER) {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return;
872
873 enter_exit(tmp, head);
874 }
875 else
876 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
877 return; 916 return;
878 } 917 }
879 else if(EXIT_X(head)||EXIT_Y(head)) { 918 else if (EXIT_X (head) || EXIT_Y (head))
919 {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 920 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
921 {
881 LOG(llevError, "Removed illegal teleporter.\n"); 922 LOG (llevError, "Removed illegal teleporter.\n");
882 remove_ob(head); 923 head->destroy ();
883 free_object(head);
884 return; 924 return;
885 } 925 }
926
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 928 return;
929
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 930 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
931 }
932 else
889 } 933 {
890 else {
891 /* Random teleporter */ 934 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 936 return;
937
894 teleport(head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
895 } 939 }
896} 940}
897
898 941
899/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
901 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
902 can't be generalized. 945 can't be generalized.
903*/ 946*/
904 947void
905void move_player_changer(object *op) { 948move_player_changer (object *op)
949{
906 object *player; 950 object *player;
907 object *walk; 951 object *walk;
908 char c;
909 952
910 if (!op->above || !EXIT_PATH(op)) return; 953 if (!op->above || !EXIT_PATH (op))
954 return;
911 955
912 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 957 * needs to be on top.
914 */ 958 */
915 if(op->above->type==PLAYER) { 959 if (op->above->type == PLAYER)
960 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 962 return;
963
918 player=op->above; 964 player = op->above;
965
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 967 apply_changes_to_player (player, walk);
921 968
922 fix_player(player); 969 player->update_stats ();
970
923 esrv_send_inventory(op->above,op->above); 971 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
925 973
926 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
928 if (c == '/') { 976 {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 977 player->contr->savebed_map = EXIT_PATH (op);
930 player->contr->bed_x = EXIT_X(op); 978 player->contr->bed_x = EXIT_X (op);
931 player->contr->bed_y = EXIT_Y(op); 979 player->contr->bed_y = EXIT_Y (op);
932 } 980 }
933 else 981 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
936 EXIT_PATH(op)); 983
937 984 op->above->enter_exit (op);
938 enter_exit(op->above,op);
939 save_player(player, 1);
940 } 985 }
941} 986}
942 987
943/* firewalls fire other spells. 988/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 990 * walls can have hp, so they can be torn down.
946 */ 991 */
992void
947void move_firewall(object *op) { 993move_firewall (object *op)
994{
948 object *spell; 995 object *spell;
949 996
950 if ( ! op->map) 997 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
952 999
953 spell = op->inv; 1000 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1001
1002 if (!spell || spell->type != SPELL)
1003 spell = op->other_arch;
1004
955 if (!spell) { 1005 if (!spell)
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
957 op->name, op->map->name, op->x, op->y);
958 return;
959 } 1006 {
1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1008 return;
1009 }
960 1010
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
962} 1012}
963
964 1013
965/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
967 * 1016 *
968 * a player mover finds any players that are sitting on it. It 1017 * a player mover finds any players that are sitting on it. It
969 * moves them in the op->stats.sp direction. speed is how often it'll move. 1018 * moves them in the op->stats.sp direction. speed is how often it'll move.
970 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1019 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
971 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1020 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
972 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1022 */
1023void
974void move_player_mover(object *op) { 1024move_player_mover (object *op)
975 object *victim, *nextmover; 1025{
976 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
977 sint16 nx, ny; 1027 sint16 nx, ny;
978 mapstruct *m; 1028 maptile *m;
979 1029
980 /* 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 */
981 if (!dir) dir=rndm(1, 8); 1031 if (!dir)
1032 dir = rndm (1, 8);
982 1033
983 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)
1035 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1037 (victim->move_type & op->move_type || !victim->move_type))
1038 {
986 1039
987 if (victim->head) victim = victim->head; 1040 if (victim->head)
1041 victim = victim->head;
988 1042
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
990 remove_ob(op); 1044 {
991 free_object(op); 1045 op->remove ();
992 return; 1046 return;
993 } 1047 }
1048
994 nx = op->x+freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
995 ny = op->y+freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
996 m = op->map; 1051 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1053 {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
999 m->path, op->x, op->y); 1055 return;
1000 return ; 1056 }
1001 } 1057
1002
1003 if (should_director_abort(op, victim)) return ; 1058 if (should_director_abort (op, victim))
1059 return;
1004 1060
1005 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)
1062 {
1006 if(nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99; 1064 nextmover->speed_left = -.99f;
1065
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1009 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 */
1010 } 1068 }
1011 }
1012 1069
1013 if(victim->type==PLAYER) { 1070 if (victim->type == PLAYER)
1071 {
1014 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1015 if(op->level) { 1073 if (op->level)
1074 {
1016 /* Following is a bit of hack. We need to make sure it 1075 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1019 * get to this space. 1078 * get to this space.
1020 */ 1079 */
1021 victim->contr->fire_on=0; 1080 victim->contr->fire_on = 0;
1022 victim->speed_left=-FABS(victim->speed); 1081 victim->speed_left = 1.f;
1023 move_player(victim, dir); 1082 move_player (victim, dir);
1024 } 1083 }
1025 else return; 1084 else
1026 } 1085 return;
1027 else move_object(victim,dir); 1086 }
1087 else
1088 move_object (victim, dir);
1028 1089
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1090 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2;
1030 1092
1031 if(op->attacktype) { /* flag to paralyze the player */ 1093 if (op->attacktype)
1032 1094 { /* flag to paralyze the player */
1033 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));
1034 /* Not sure why, but for some chars on metalforge, they 1096 }
1035 * would sometimes get -inf speed_left, and from the 1097 }
1036 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed.
1039 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1041 }
1042 }
1043 } 1098 }
1044} 1099}
1045 1100
1046/* 1101/*
1047 * Will duplicate a specified object placed on top of it. 1102 * Will duplicate a specified object placed on top of it.
1048 * connected: what will trigger it. 1103 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1104 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1105 * other_arch: the object to look for and duplicate.
1051 */ 1106 */
1052 1107
1108void
1053void move_duplicator(object *op) { 1109move_duplicator (object *op)
1110{
1054 object *tmp; 1111 object *tmp;
1055 1112
1056 if ( !op->other_arch ) { 1113 if (!op->other_arch)
1114 {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1115 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1058 return; 1116 return;
1059 } 1117 }
1060 1118
1061 if (op->above == NULL) 1119 if (op->above == NULL)
1062 return; 1120 return;
1121
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1123 {
1124 if (op->other_arch->archname == tmp->arch->archname)
1125 {
1065 if (op->level <= 0) { 1126 if (op->level <= 0)
1066 remove_ob(tmp); 1127 tmp->destroy ();
1067 free_object(tmp); 1128 else
1068 } else { 1129 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1130 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1070 if (new_nrof >= 1UL<<31) 1131
1071 new_nrof = 1UL<<31; 1132 if (new_nrof >= 1UL << 31)
1072 tmp->nrof = new_nrof; 1133 new_nrof = 1UL << 31;
1073 } 1134
1074 break; 1135 tmp->nrof = new_nrof;
1075 } 1136 }
1137
1138 break;
1139 }
1076 } 1140 }
1077} 1141}
1078 1142
1079/* move_creator (by peterm) 1143/* move_creator (by peterm)
1080 * it has the creator object create it's other_arch right on top of it. 1144 * it has the creator object create it's other_arch right on top of it.
1087 * 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.
1088 * 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
1089 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1091*/ 1155*/
1092 1156void
1093void move_creator(object *creator) { 1157move_creator (object *creator)
1158{
1094 object *new_ob; 1159 object *new_ob;
1095 1160
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1162 {
1097 creator->stats.hp=-1; 1163 creator->stats.hp = -1;
1098 return; 1164 return;
1165 }
1166
1167 if (creator->inv)
1099 } 1168 {
1100
1101 if (creator->inv != NULL) {
1102 object *ob; 1169 object *ob;
1103 int i; 1170 int i;
1104 object *ob_to_copy; 1171 object *ob_to_copy;
1105 1172
1106 /* select random object from inventory to copy */ 1173 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1174 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1175 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1176 {
1109 if (rndm(0, i) == 0) { 1177 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 1178 {
1179 ob_to_copy = ob;
1180 }
1181 }
1182 new_ob = ob_to_copy->deep_clone ();
1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1111 } 1185 }
1112 } 1186 else
1113 new_ob = object_create_clone(ob_to_copy); 1187 {
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1188 if (!creator->other_arch)
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1189 {
1116 } else { 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (creator->other_arch == NULL) { 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1118 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y);
1119 return; 1192 return;
1120 } 1193 }
1121 1194
1122 new_ob = object_create_arch(creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1197 }
1125 1198
1126 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1127 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))
1128 free_object(new_ob);
1129 return;
1130 } 1201 {
1202 new_ob->destroy ();
1203 return;
1204 }
1131 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);
1209
1132 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);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1212 return;
1135 1213
1136 if (creator->slaying) { 1214 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1215 new_ob->name = new_ob->title = creator->slaying;
1138 FREE_AND_COPY(new_ob->title, creator->slaying);
1139 }
1140} 1216}
1141 1217
1142/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1144 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1145 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1149 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.*/
1150 1226void
1151void move_marker(object *op) { 1227move_marker (object *op)
1152 object *tmp,*tmp2; 1228{
1153 1229 if (object *tmp = op->ms ().player ())
1154 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1230 {
1155 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1156
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1232 if (object *force = tmp->force_find (op->name))
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1236 {
1237 tmp->force_add (op->slaying, op->stats.food);
1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1243 {
1244 op->stats.hp--;
1245
1246 if (op->stats.hp == 0)
1247 {
1248 /* marker expires--granted mark number limit */
1249 op->destroy ();
1250 return;
1251 }
1252 }
1253 }
1163 } 1254 }
1164
1165 if(tmp2) {
1166 remove_ob(tmp2);
1167 free_object(tmp2);
1168 }
1169
1170 /* cycle through his inventory to look for the MARK we want to
1171 * place
1172 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1175 }
1176
1177 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) {
1179 object *force = get_archetype(FORCE_NAME);
1180
1181 force->speed = 0;
1182 if(op->stats.food) {
1183 force->speed = 0.01;
1184 force->speed_left = -op->stats.food;
1185 }
1186 update_ob_speed (force);
1187 /* put in the lock code */
1188 force->slaying = add_string(op->slaying);
1189
1190 if ( op->lore )
1191 force->lore = add_string( op->lore );
1192
1193 insert_ob_in_ob(force,tmp);
1194 if(op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1196
1197 if(op->stats.hp > 0) {
1198 op->stats.hp--;
1199 if(op->stats.hp==0) {
1200 /* marker expires--granted mark number limit */
1201 remove_ob(op);
1202 free_object(op);
1203 return;
1204 }
1205 }
1206 } /* if tmp2 == NULL */
1207 } /* if tmp->type == PLAYER */
1208 } /* For all objects on this space */
1209} 1255}
1210
1211int process_object(object *op) {
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1213 return 0;
1214 1256
1215 if (INVOKE_OBJECT (TICK, op)) 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);
1216 return 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 }
1217 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
1303process_object (object *op)
1304{
1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return;
1307
1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return;
1310
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1220 return 1; 1313 return;
1221 1314
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1223 if (op->type == PLAYER)
1224 animate_object(op, op->facing);
1225 else
1226 animate_object(op, op->direction);
1227
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op);
1230 } 1316 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1317 animate_object (op, op->contr ? op->facing : op->direction);
1232 change_object(op);
1233 return 1;
1234 }
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1236 generate_monster(op);
1237 1318
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1239 if(QUERY_FLAG(op, FLAG_APPLIED))
1240 remove_force(op);
1241 else {
1242 /* IF necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op);
1244 if (pl)
1245 esrv_del_item(pl->contr, op->count);
1246 remove_ob(op);
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1248 make_sure_not_seen(op); 1320 make_sure_seen (op);
1249 free_object(op); 1321 }
1250 } 1322
1251 return 1; 1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1252 } 1328 {
1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1330 {
1331 change_object (op);
1332 return;
1333 }
1334
1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1336 generate_monster (op);
1337
1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1339 {
1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1341 remove_force (op);
1342 else
1343 {
1344 op->remove (); // TODO: really necessary?
1345
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1347 make_sure_not_seen (op);
1348
1349 op->drop_and_destroy ();
1350 }
1351
1352 return;
1353 }
1354 }
1355
1253 switch(op->type) { 1356 switch (op->type)
1254 case TRANSPORT: 1357 {
1255 /* Transports are directed by players - thus, their
1256 * speed is reduced when the player moves them about.
1257 * So give them back there speed here, since process_objects()
1258 * has decremented it.
1259 */
1260 if (op->speed_left < 0.0) op->speed_left += 1.0;
1261 return 1;
1262
1263 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1264 move_spell_effect(op); 1359 move_spell_effect (op);
1265 return 1; 1360 break;
1266 1361
1267 case ROD: 1362 case ROD:
1268 case HORN: 1363 case HORN:
1269 regenerate_rod(op); 1364 regenerate_rod (op);
1270 return 1; 1365 break;
1271 1366
1272 case FORCE: 1367 case FORCE:
1273 case POTION_EFFECT: 1368 case POTION_EFFECT:
1274 remove_force(op); 1369 remove_force (op);
1275 return 1; 1370 break;
1276 1371
1277 case BLINDNESS: 1372 case BLINDNESS:
1278 remove_blindness(op); 1373 remove_blindness (op);
1279 return 0; 1374 break;
1280 1375
1281 case POISONING: 1376 case POISONING:
1282 poison_more(op); 1377 poison_more (op);
1283 return 0; 1378 break;
1284 1379
1285 case DISEASE: 1380 case DISEASE:
1286 move_disease(op); 1381 move_disease (op);
1287 return 0; 1382 break;
1288 1383
1289 case SYMPTOM: 1384 case SYMPTOM:
1290 move_symptom(op); 1385 move_symptom (op);
1291 return 0; 1386 break;
1292 1387
1293 case THROWN_OBJ: 1388 case THROWN_OBJ:
1294 case ARROW: 1389 case ARROW:
1295 move_arrow(op); 1390 move_arrow (op);
1296 return 0; 1391 break;
1297 1392
1298 case LIGHTNING: /* It now moves twice as fast */ 1393 case DOOR:
1299 move_bolt(op);
1300 return 0;
1301
1302 case DOOR:
1303 remove_door(op); 1394 remove_door (op);
1304 return 0; 1395 break;
1305 1396
1306 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1307 remove_door2(op); 1398 remove_door2 (op);
1308 return 0; 1399 break;
1309 1400
1310 case TELEPORTER: 1401 case TELEPORTER:
1311 move_teleporter(op); 1402 move_teleporter (op);
1312 return 0; 1403 break;
1313 1404
1314 case GOLEM: 1405 case GOLEM:
1315 move_golem(op); 1406 move_golem (op);
1316 return 0; 1407 break;
1317 1408
1318 case EARTHWALL: 1409 case EARTHWALL:
1319 hit_player(op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1320 return 0; 1411 break;
1321 1412
1322 case FIREWALL: 1413 case FIREWALL:
1323 move_firewall(op); 1414 move_firewall (op);
1324 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1325 animate_turning(op); 1416 animate_turning (op);
1326 return 0; 1417 break;
1327 1418
1328 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1329 do_mood_floor(op, op); 1420 do_mood_floor (op);
1330 return 0; 1421 break;
1331 1422
1332 case GATE: 1423 case GATE:
1333 move_gate(op); 1424 move_gate (op);
1334 return 0; 1425 break;
1335 1426
1336 case TIMED_GATE: 1427 case TIMED_GATE:
1337 move_timed_gate(op); 1428 move_timed_gate (op);
1338 return 0; 1429 break;
1339 1430
1340 case TRIGGER: 1431 case TRIGGER:
1341 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1342 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1343 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1344 animate_trigger(op); 1435 animate_trigger (op);
1345 return 0; 1436 break;
1346 1437
1347 case DETECTOR: 1438 case DETECTOR:
1348 move_detector(op); 1439 move_detector (op);
1349 1440
1350 case DIRECTOR: 1441 case DIRECTOR:
1351 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1352 animate_turning(op); 1443 animate_turning (op);
1353 return 0; 1444 break;
1354 1445
1355 case HOLE: 1446 case HOLE:
1356 move_hole(op); 1447 move_hole (op);
1357 return 0; 1448 break;
1358 1449
1359 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1360 move_deep_swamp(op); 1451 move_deep_swamp (op);
1361 return 0; 1452 break;
1362 1453
1363 case RUNE: 1454 case RUNE:
1364 case TRAP: 1455 case TRAP:
1365 move_rune(op); 1456 move_rune (op);
1366 return 0; 1457 break;
1367 1458
1368 case PLAYERMOVER: 1459 case PLAYERMOVER:
1369 move_player_mover(op); 1460 move_player_mover (op);
1370 return 0; 1461 break;
1371 1462
1372 case CREATOR: 1463 case CREATOR:
1373 move_creator(op); 1464 move_creator (op);
1374 return 0; 1465 break;
1375 1466
1376 case MARKER: 1467 case MARKER:
1377 move_marker(op); 1468 move_marker (op);
1378 return 0; 1469 break;
1379 1470
1380 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1381 move_player_changer(op); 1472 move_player_changer (op);
1382 return 0; 1473 break;
1383 1474
1384 case PEACEMAKER: 1475 case PEACEMAKER:
1385 move_peacemaker(op); 1476 move_peacemaker (op);
1386 return 0; 1477 break;
1387 }
1388 1478
1389 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 }
1390} 1493}
1494

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