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Comparing deliantra/server/server/time.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 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 1.8 2006/09/03 00:18:42 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);
260 } 258 }
261 } 259
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 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break; 286 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 }
296 return; 295 return;
297 } 296 }
298 } 297 }
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);
329 op->play_sound (sound_find ("blocked_gate"));
330
322 if(tmp->type==PLAYER) 331 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 "You are crushed by the %s!", &op->name);
325 } else 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)
345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
338 remove_ob(tmp); 349 tmp->move_to (pos);
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0);
341 } 350 }
342 } 351 }
343 } 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)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 357 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;
365
357 if(!op->arch->clone.stats.ac) 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
399 if (op->value != v)
385 op->speed = 0; 400 op->set_speed (0);
386 update_ob_speed(op);
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;
423
407 if(op->stats.hp) { 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 {
428 if (op->slaying && op->slaying == tmp->name)
429 detected = 1;
430
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
411 } 432 detected = 1;
412 } 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)
501 {
467 next=tmp->above; 502 next = tmp->above;
468 move_apply(op,tmp,tmp); 503 move_apply (op, tmp, tmp);
469 }
470 } 504 }
505 }
506
471 SET_ANIMATION(op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
473 return; 509 return;
474 } 510 }
511
475 /* We're closing */ 512 /* We're closing */
476 op->move_on = 0; 513 op->move_on = 0;
477 514
478 op->stats.wc++; 515 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
481 SET_ANIMATION(op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 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;
485 update_ob_speed(op); /* closed, let's stop */ 522 op->set_speed (0); /* 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 op->slaying = 0; 605 op->slaying = op->custom_name;
565 op->skill = 0;
566 606
567 if (op->spellarg != NULL) {
568 op->slaying = op->spellarg;
569 free(op->spellarg);
570 op->spellarg = NULL;
571 } else
572 op->slaying = NULL;
573
574 /* Reset these to zero, so that CAN_MERGE will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
575 op->spellarg = NULL; 608 op->custom_name = 0;
576 op->stats.sp = 0; 609 op->stats.sp = 0;
577 op->stats.hp = 0; 610 op->stats.hp = 0;
578 op->stats.grace = 0; 611 op->stats.grace = 0;
579 op->level = 0; 612 op->level = 0;
580 op->face=op->arch->clone.face; 613 op->face = op->arch->face;
581 op->owner=NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
582 update_object (op,UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
583 return op; 618 return op;
584} 619}
585 620
586/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
587 * 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
588 * here too. -b.t. 623 * here too. -b.t.
589 * 624 *
590 * 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
591 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
592 */ 627 */
593 628static void
594static void stop_arrow (object *op) 629stop_arrow (object *op)
595{ 630{
596 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
597 return; 632 return;
598 633
599 if (op->inv) { 634 if (op->inv)
635 {
636 // replace this by straightforward drop to ground?
600 object *payload = op->inv; 637 object *payload = op->inv;
601 remove_ob (payload); 638
602 clear_owner(payload); 639 payload->owner = 0;
603 insert_ob_in_map (payload, op->map, payload,0); 640 insert_ob_in_map (payload, op->map, payload, 0);
604 remove_ob (op); 641 op->destroy ();
605 free_object (op); 642 }
606 } else { 643 else
644 {
607 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
608 if (op) 647 if (op)
609 merge_ob (op, NULL); 648 merge_ob (op, 0);
610 } 649 }
611} 650}
612 651
613/* 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.
614 */ 653 */
615 654void
616void move_arrow(object *op) { 655move_arrow (object *op)
617 object *tmp; 656{
618 sint16 new_x, new_y;
619 int was_reflected, mflags; 657 int was_reflected;
620 mapstruct *m;
621 658
622 if(op->map==NULL) { 659 if (!op->map)
660 {
623 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op); 662 op->destroy ();
625 free_object(op); 663 return;
664 }
665
666 /* we need to stop thrown objects at some point. Like here. */
667 if (op->type == THROWN_OBJ)
668 {
669 /* If the object that the THROWN_OBJ encapsulates disappears,
670 * we need to have this object go away also - otherwise, you get
671 * left over remnants on the map. Where this currently happens
672 * is if the player throws a bomb - the bomb explodes on its own,
673 * but this object sticks around. We could handle the cleanup in the
674 * bomb code, but there are potential other cases where that could happen,
675 * and it is easy enough to clean it up here.
676 */
677 if (!op->inv)
678 {
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)
626 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++)
627 } 854 {
855 object *tmp = arch_to_object (op->other_arch);
628 856
629 /* we need to stop thrown objects at some point. Like here. */ 857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
630 if(op->type==THROWN_OBJ) { 858
631 /* If the object that the THROWN_OBJ encapsulates disappears, 859 if (env)
632 * we need to have this object go away also - otherwise, you get 860 env->insert (tmp);
633 * left over remnants on the map. Where this currently happens 861 else
634 * is if the player throws a bomb - the bomb explodes on its own,
635 * but this object sticks around. We could handle the cleanup in the
636 * bomb code, but there are potential other cases where that could happen,
637 * and it is easy enough to clean it up here.
638 */ 862 {
639 if (op->inv == NULL) { 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
640 remove_ob(op); 864 if (j < 0) /* No free spot */
641 free_object(op); 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)))
642 return; 910 return;
643 }
644 if(op->last_sp-- < 0) {
645 stop_arrow (op);
646 return;
647 }
648 }
649 911
650 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 912 tmp->enter_exit (head);
651 values look rediculous. */ 913 }
652 if (op->speed < 0.5 && op->type==ARROW) { 914 else
653 stop_arrow(op); 915 /* Currently only players can transfer maps */
654 return; 916 return;
655 } 917 }
918 else if (EXIT_X (head) || EXIT_Y (head))
919 {
920 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
921 {
922 LOG (llevError, "Removed illegal teleporter.\n");
923 head->destroy ();
924 return;
925 }
656 926
657 /* Calculate target map square */ 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
658 new_x = op->x + DIRX(op);
659 new_y = op->y + DIRY(op);
660 was_reflected = 0;
661
662 m = op->map;
663 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
664
665 if (mflags & P_OUT_OF_MAP) {
666 stop_arrow(op);
667 return; 928 return;
668 }
669 929
670 /* only need to look for living creatures if this flag is set */ 930 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
671 if (mflags & P_IS_ALIVE) {
672 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
673 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
674
675 931 }
676 /* Not really fair, but don't let monsters hit themselves with 932 else
677 * their own arrow - this can be because they fire it then
678 * move into it.
679 */
680
681 if (tmp != NULL && tmp != op->owner) {
682 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.)
685 */
686
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
688 (rndm(0, 99)) < (90-op->level/10)) {
689
690 int number = op->face->number;
691
692 op->direction = absdir (op->direction + 4);
693 op->state = 0;
694 if (GET_ANIM_ID (op)) {
695 number += 4;
696 if (number > GET_ANIMATION (op, 8))
697 number -= 8;
698 op->face = &new_faces[number];
699 }
700 was_reflected = 1; /* skip normal movement calculations */
701 }
702 else {
703 /* Attack the object. */
704 op = hit_with_arrow (op, tmp);
705 if (op == NULL)
706 return;
707 }
708 } /* if this is not hitting its owner */
709 } /* if there is something alive on this space */
710
711
712 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
713 int retry=0;
714
715 /* if the object doesn't reflect, stop the arrow from moving
716 * note that this code will now catch cases where a monster is
717 * on a wall but has reflecting - the arrow won't reflect.
718 * Mapmakers shouldn't put monsters on top of wall in the first
719 * place, so I don't consider that a problem.
720 */
721 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
722 stop_arrow (op);
723 return;
724 } else {
725 /* If one of the major directions (n,s,e,w), just reverse it */
726 if(op->direction&1) {
727 op->direction=absdir(op->direction+4);
728 retry=1;
729 }
730 /* There were two blocks with identical code -
731 * use this retry here to make this one block
732 * that did the same thing.
733 */
734 while (retry<2) {
735 int left, right, mflags;
736 mapstruct *m1;
737 sint16 x1, y1;
738
739 retry++;
740
741 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
742 * over a corner in a tiled map, it is possible that
743 * op->direction is within an adjacent map but either
744 * op->direction-1 or op->direction+1 does not exist.
745 */
746 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
747 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
748 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
749
750 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
751 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
752 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
753
754 if(left==right)
755 op->direction=absdir(op->direction+4);
756 else if(left)
757 op->direction=absdir(op->direction+2);
758 else if(right)
759 op->direction=absdir(op->direction-2);
760
761 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
762
763 /* If this space is not out of the map and not blocked, valid space -
764 * don't need to retry again.
765 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
768
769 }
770 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving.
772 */
773 if (retry==2) {
774 stop_arrow (op);
775 return;
776 }
777 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op))
780 SET_ANIMATION(op, op->direction);
781 } /* object is reflected */
782 } /* object ran into a wall */
783
784 /* Move the arrow. */
785 remove_ob (op);
786 op->x = new_x;
787 op->y = new_y;
788
789 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
790 * about 17 squares. Tune as needed.
791 */
792 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0);
794}
795
796/* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */
799
800void change_object(object *op) { /* Doesn`t handle linked objs yet */
801 object *tmp,*env,*pl;
802 int i,j;
803
804 if(op->other_arch==NULL) {
805 LOG(llevError,"Change object (%s) without other_arch error.\n", &op->name);
806 return;
807 }
808
809 /* In non-living items only change when food value is 0 */
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
811 if(op->stats.food-- > 0) return;
812 else op->stats.food=1; /* so 1 other_arch is made */
813 }
814 env=op->env;
815 remove_ob(op);
816 for(i=0;i<NROFNEWOBJS(op);i++) {
817 tmp=arch_to_object(op->other_arch);
818 if (op->type == LAMP)
819 tmp->stats.food = op->stats.food-1;
820 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
821 if(env) {
822 tmp->x=env->x,tmp->y=env->y;
823 tmp=insert_ob_in_ob(tmp,env);
824 /* If this object is the players inventory, we need to tell the
825 * client of the change. Insert_ob_in_map takes care of the
826 * updating the client, so we don't need to do that below.
827 */
828 if ((pl=is_player_inv(env))!=NULL) {
829 esrv_del_item(pl->contr, op->count);
830 esrv_send_item(pl, tmp);
831 }
832 } else {
833 j=find_first_free_spot(tmp,op->map,op->x,op->y);
834 if (j==-1) /* No free spot */
835 free_object(tmp);
836 else {
837 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
838 insert_ob_in_map(tmp,op->map,op,0);
839 }
840 } 933 {
841 } 934 /* Random teleporter */
842 free_object(op);
843}
844
845void move_teleporter(object *op) {
846 object *tmp, *head=op;
847
848 /* if this is a multipart teleporter, handle the other parts
849 * The check for speed isn't strictly needed - basically, if
850 * there is an old multipart teleporter in which the other parts
851 * have speed, we don't really want to call it twice for the same
852 * function - in fact, as written below, part N would get called
853 * N times without the speed check.
854 */
855 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
856
857 if (op->head) head=op->head;
858
859 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
860 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
861
862 /* If nothing above us to move, nothing to do */
863 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
864
865 if(EXIT_PATH(head)) {
866 if(tmp->type==PLAYER) {
867 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
868 return;
869
870 enter_exit(tmp, head);
871 }
872 else
873 /* Currently only players can transfer maps */
874 return;
875 }
876 else if(EXIT_X(head)||EXIT_Y(head)) {
877 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
878 LOG(llevError, "Removed illegal teleporter.\n");
879 remove_ob(head);
880 free_object(head);
881 return;
882 }
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return; 936 return;
885 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 937
886 }
887 else {
888 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return;
891 teleport(head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
892 } 939 }
893} 940}
894
895 941
896/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
898 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
899 can't be generalized. 945 can't be generalized.
900*/ 946*/
901 947void
902void move_player_changer(object *op) { 948move_player_changer (object *op)
949{
903 object *player; 950 object *player;
904 object *walk; 951 object *walk;
905 char c;
906 952
907 if (!op->above || !EXIT_PATH(op)) return; 953 if (!op->above || !EXIT_PATH (op))
954 return;
908 955
909 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
910 * needs to be on top. 957 * needs to be on top.
911 */ 958 */
912 if(op->above->type==PLAYER) { 959 if (op->above->type == PLAYER)
960 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return; 962 return;
963
915 player=op->above; 964 player = op->above;
965
916 for(walk=op->inv;walk!=NULL;walk=walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
917 apply_changes_to_player(player,walk); 967 apply_changes_to_player (player, walk);
918 968
919 fix_player(player); 969 player->update_stats ();
970
920 esrv_send_inventory(op->above,op->above); 971 esrv_send_inventory (op->above, op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
922 973
923 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
925 if (c == '/') {
926 strcpy(player->contr->savebed_map, EXIT_PATH(op));
927 player->contr->bed_x = EXIT_X(op);
928 player->contr->bed_y = EXIT_Y(op);
929 }
930 else
931 LOG(llevDebug,
932 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
933 &EXIT_PATH(op));
934 976 {
935 enter_exit(op->above,op); 977 player->contr->savebed_map = EXIT_PATH (op);
936 save_player(player, 1); 978 player->contr->bed_x = EXIT_X (op);
979 player->contr->bed_y = EXIT_Y (op);
980 }
981 else
982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
983
984 op->above->enter_exit (op);
937 } 985 }
938} 986}
939 987
940/* firewalls fire other spells. 988/* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down. 990 * walls can have hp, so they can be torn down.
943 */ 991 */
992void
944void move_firewall(object *op) { 993move_firewall (object *op)
994{
945 object *spell; 995 object *spell;
946 996
947 if ( ! op->map) 997 if (!op->map)
948 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
949 999
950 spell = op->inv; 1000 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1001
1002 if (!spell || spell->type != SPELL)
1003 spell = op->other_arch;
1004
952 if (!spell) { 1005 if (!spell)
1006 {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
954 &op->name, op->map->name, op->x, op->y);
955 return; 1008 return;
956 } 1009 }
957 1010
958 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);
959} 1012}
960
961 1013
962/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
964 * 1016 *
965 * 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
966 * 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.
967 * 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,
968 * 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,
969 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
970 */ 1022 */
1023void
971void move_player_mover(object *op) { 1024move_player_mover (object *op)
972 object *victim, *nextmover; 1025{
973 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
974 sint16 nx, ny; 1027 sint16 nx, ny;
975 mapstruct *m; 1028 maptile *m;
976 1029
977 /* 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 */
978 if (!dir) dir=rndm(1, 8); 1031 if (!dir)
1032 dir = rndm (1, 8);
979 1033
980 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 {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) { 1037 (victim->move_type & op->move_type || !victim->move_type))
1038 {
983 1039
1040 if (victim->head)
984 if (victim->head) victim = victim->head; 1041 victim = victim->head;
985 1042
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1044 {
987 remove_ob(op); 1045 op->remove ();
988 free_object(op); 1046 return;
1047 }
1048
1049 nx = op->x + freearr_x[dir];
1050 ny = op->y + freearr_y[dir];
1051 m = op->map;
1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1053 {
1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1055 return;
1056 }
1057
1058 if (should_director_abort (op, victim))
1059 return;
1060
1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1062 {
1063 if (nextmover->type == PLAYERMOVER)
1064 nextmover->speed_left = -.99f;
1065
1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1068 }
1069
1070 if (victim->type == PLAYER)
1071 {
1072 /* only level >=1 movers move people */
1073 if (op->level)
1074 {
1075 /* Following is a bit of hack. We need to make sure it
1076 * is cleared, otherwise the player will get stuck in
1077 * place. This can happen if the player used a spell to
1078 * get to this space.
1079 */
1080 victim->contr->fire_on = 0;
1081 victim->speed_left = 1.f;
1082 move_player (victim, dir);
1083 }
1084 else
989 return; 1085 return;
990 } 1086 }
991 nx = op->x+freearr_x[dir];
992 ny = op->y+freearr_y[dir];
993 m = op->map;
994 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
995 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
996 m->path, op->x, op->y);
997 return ;
998 }
999 1087 else
1000 if (should_director_abort(op, victim)) return ;
1001
1002 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1003 if(nextmover->type == PLAYERMOVER)
1004 nextmover->speed_left=-.99;
1005 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1006 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1007 }
1008 }
1009
1010 if(victim->type==PLAYER) {
1011 /* only level >=1 movers move people */
1012 if(op->level) {
1013 /* Following is a bit of hack. We need to make sure it
1014 * is cleared, otherwise the player will get stuck in
1015 * place. This can happen if the player used a spell to
1016 * get to this space.
1017 */
1018 victim->contr->fire_on=0;
1019 victim->speed_left=-FABS(victim->speed);
1020 move_player(victim, dir);
1021 }
1022 else return;
1023 }
1024 else move_object(victim,dir); 1088 move_object (victim, dir);
1025 1089
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1090 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2;
1027 1092
1028 if(op->attacktype) { /* flag to paralyze the player */ 1093 if (op->attacktype)
1029 1094 { /* flag to paralyze the player */
1030 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));
1031 /* Not sure why, but for some chars on metalforge, they
1032 * would sometimes get -inf speed_left, and from the
1033 * description, it could only happen here, so just put
1034 * a lower sanity limit. My only guess is that the
1035 * mover has 0 speed.
1036 */
1037 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1038 } 1096 }
1039 } 1097 }
1040 } 1098 }
1041} 1099}
1042 1100
1045 * connected: what will trigger it. 1103 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy. 1104 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate. 1105 * other_arch: the object to look for and duplicate.
1048 */ 1106 */
1049 1107
1108void
1050void move_duplicator(object *op) { 1109move_duplicator (object *op)
1110{
1051 object *tmp; 1111 object *tmp;
1052 1112
1053 if ( !op->other_arch ) { 1113 if (!op->other_arch)
1114 {
1054 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");
1055 return; 1116 return;
1056 } 1117 }
1057 1118
1058 if (op->above == NULL) 1119 if (op->above == NULL)
1059 return; 1120 return;
1121
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1123 {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1124 if (op->other_arch->archname == tmp->arch->archname)
1125 {
1062 if (op->level <= 0) { 1126 if (op->level <= 0)
1063 remove_ob(tmp); 1127 tmp->destroy ();
1064 free_object(tmp);
1065 } else { 1128 else
1129 {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1130 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1131
1067 if (new_nrof >= 1UL<<31) 1132 if (new_nrof >= 1UL << 31)
1068 new_nrof = 1UL<<31; 1133 new_nrof = 1UL << 31;
1134
1069 tmp->nrof = new_nrof; 1135 tmp->nrof = new_nrof;
1070 } 1136 }
1137
1071 break; 1138 break;
1072 } 1139 }
1073 } 1140 }
1074} 1141}
1075 1142
1076/* move_creator (by peterm) 1143/* move_creator (by peterm)
1084 * 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.
1085 * 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
1086 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1088*/ 1155*/
1089 1156void
1090void move_creator(object *creator) { 1157move_creator (object *creator)
1158{
1091 object *new_ob; 1159 object *new_ob;
1092 1160
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1162 {
1094 creator->stats.hp=-1; 1163 creator->stats.hp = -1;
1095 return; 1164 return;
1165 }
1166
1167 if (creator->inv)
1096 } 1168 {
1097
1098 if (creator->inv != NULL) {
1099 object *ob; 1169 object *ob;
1100 int i; 1170 int i;
1101 object *ob_to_copy; 1171 object *ob_to_copy;
1102 1172
1103 /* select random object from inventory to copy */ 1173 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv; 1174 ob_to_copy = creator->inv;
1105 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 {
1106 if (rndm(0, i) == 0) { 1177 if (rndm (0, i) == 0)
1178 {
1107 ob_to_copy = ob; 1179 ob_to_copy = ob;
1108 }
1109 } 1180 }
1110 new_ob = object_create_clone(ob_to_copy); 1181 }
1182 new_ob = ob_to_copy->deep_clone ();
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } else { 1185 }
1186 else
1187 {
1114 if (creator->other_arch == NULL) { 1188 if (!creator->other_arch)
1115 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, creator->x, creator->y); 1189 {
1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1191 &creator->name, &creator->map->path, creator->x, creator->y);
1116 return; 1192 return;
1117 } 1193 }
1118 1194
1119 new_ob = object_create_arch(creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1121 } 1197 }
1122 1198
1123 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1124 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))
1125 free_object(new_ob); 1201 {
1202 new_ob->destroy ();
1126 return; 1203 return;
1127 } 1204 }
1128 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
1129 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);
1130 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1131 return; 1212 return;
1132 1213
1133 if (creator->slaying) { 1214 if (creator->slaying)
1134 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1135 }
1136} 1216}
1137 1217
1138/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1139 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1140 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1141 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1142 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1143 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1144 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1145 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.*/
1146 1226void
1147void move_marker(object *op) { 1227move_marker (object *op)
1148 object *tmp,*tmp2; 1228{
1149 1229 if (object *tmp = op->ms ().player ())
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1230 {
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1152
1153 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1232 if (object *force = tmp->force_find (op->name))
1155 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)
1156 } 1243 {
1244 op->stats.hp--;
1157 1245
1158 if(tmp2) { 1246 if (op->stats.hp == 0)
1159 remove_ob(tmp2);
1160 free_object(tmp2);
1161 }
1162
1163 /* cycle through his inventory to look for the MARK we want to
1164 * place
1165 */ 1247 {
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1248 /* marker expires--granted mark number limit */
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1249 op->destroy ();
1168 } 1250 return;
1169
1170 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) {
1172 object *force = get_archetype(FORCE_NAME);
1173
1174 force->speed = 0;
1175 if(op->stats.food) {
1176 force->speed = 0.01;
1177 force->speed_left = -op->stats.food;
1178 } 1251 }
1179 update_ob_speed (force);
1180 /* put in the lock code */
1181 force->slaying = op->slaying;
1182
1183 if (op->lore)
1184 force->lore = op->lore;
1185
1186 insert_ob_in_ob(force,tmp);
1187 if(op->msg)
1188 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1189
1190 if(op->stats.hp > 0) {
1191 op->stats.hp--;
1192 if(op->stats.hp==0) {
1193 /* marker expires--granted mark number limit */
1194 remove_ob(op);
1195 free_object(op);
1196 return;
1197 }
1198 } 1252 }
1199 } /* if tmp2 == NULL */ 1253 }
1200 } /* if tmp->type == PLAYER */ 1254 }
1201 } /* For all objects on this space */
1202} 1255}
1203
1204int process_object(object *op) {
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1206 return 0;
1207 1256
1208 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);
1209 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 }
1210 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
1211 if(QUERY_FLAG(op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1213 return 1; 1313 return;
1214 1314
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1216 if (op->type == PLAYER) 1316 {
1217 animate_object(op, op->facing); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1218 else
1219 animate_object(op, op->direction);
1220 1318
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op); 1320 make_sure_seen (op);
1321 }
1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1223 } 1328 {
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1330 {
1225 change_object(op); 1331 change_object (op);
1226 return 1; 1332 return;
1227 } 1333 }
1334
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1229 generate_monster(op); 1336 generate_monster (op);
1230 1337
1231 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)
1339 {
1232 if(QUERY_FLAG(op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1233 remove_force(op); 1341 remove_force (op);
1234 else { 1342 else
1235 /* IF necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op);
1237 if (pl) 1343 {
1238 esrv_del_item(pl->contr, op->count); 1344 op->remove (); // TODO: really necessary?
1239 remove_ob(op); 1345
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op); 1347 make_sure_not_seen (op);
1242 free_object(op); 1348
1349 op->drop_and_destroy ();
1243 } 1350 }
1351
1244 return 1; 1352 return;
1353 }
1245 } 1354 }
1355
1246 switch(op->type) { 1356 switch (op->type)
1247 1357 {
1248 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1249 move_spell_effect(op); 1359 move_spell_effect (op);
1250 return 1; 1360 break;
1251 1361
1252 case ROD: 1362 case ROD:
1253 case HORN: 1363 case HORN:
1254 regenerate_rod(op); 1364 regenerate_rod (op);
1255 return 1; 1365 break;
1256 1366
1257 case FORCE: 1367 case FORCE:
1258 case POTION_EFFECT: 1368 case POTION_EFFECT:
1259 remove_force(op); 1369 remove_force (op);
1260 return 1; 1370 break;
1261 1371
1262 case BLINDNESS: 1372 case BLINDNESS:
1263 remove_blindness(op); 1373 remove_blindness (op);
1264 return 0; 1374 break;
1265 1375
1266 case POISONING: 1376 case POISONING:
1267 poison_more(op); 1377 poison_more (op);
1268 return 0; 1378 break;
1269 1379
1270 case DISEASE: 1380 case DISEASE:
1271 move_disease(op); 1381 move_disease (op);
1272 return 0; 1382 break;
1273 1383
1274 case SYMPTOM: 1384 case SYMPTOM:
1275 move_symptom(op); 1385 move_symptom (op);
1276 return 0; 1386 break;
1277 1387
1278 case THROWN_OBJ: 1388 case THROWN_OBJ:
1279 case ARROW: 1389 case ARROW:
1280 move_arrow(op); 1390 move_arrow (op);
1281 return 0; 1391 break;
1282 1392
1283 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op);
1285 return 0;
1286
1287 case DOOR: 1393 case DOOR:
1288 remove_door(op); 1394 remove_door (op);
1289 return 0; 1395 break;
1290 1396
1291 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1292 remove_door2(op); 1398 remove_door2 (op);
1293 return 0; 1399 break;
1294 1400
1295 case TELEPORTER: 1401 case TELEPORTER:
1296 move_teleporter(op); 1402 move_teleporter (op);
1297 return 0; 1403 break;
1298 1404
1299 case GOLEM: 1405 case GOLEM:
1300 move_golem(op); 1406 move_golem (op);
1301 return 0; 1407 break;
1302 1408
1303 case EARTHWALL: 1409 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1305 return 0; 1411 break;
1306 1412
1307 case FIREWALL: 1413 case FIREWALL:
1308 move_firewall(op); 1414 move_firewall (op);
1309 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1310 animate_turning(op); 1416 animate_turning (op);
1311 return 0; 1417 break;
1312 1418
1313 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1314 do_mood_floor(op); 1420 do_mood_floor (op);
1315 return 0; 1421 break;
1316 1422
1317 case GATE: 1423 case GATE:
1318 move_gate(op); 1424 move_gate (op);
1319 return 0; 1425 break;
1320 1426
1321 case TIMED_GATE: 1427 case TIMED_GATE:
1322 move_timed_gate(op); 1428 move_timed_gate (op);
1323 return 0; 1429 break;
1324 1430
1325 case TRIGGER: 1431 case TRIGGER:
1326 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1329 animate_trigger(op); 1435 animate_trigger (op);
1330 return 0; 1436 break;
1331 1437
1332 case DETECTOR: 1438 case DETECTOR:
1333 move_detector(op); 1439 move_detector (op);
1334 1440
1335 case DIRECTOR: 1441 case DIRECTOR:
1336 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1337 animate_turning(op); 1443 animate_turning (op);
1338 return 0; 1444 break;
1339 1445
1340 case HOLE: 1446 case HOLE:
1341 move_hole(op); 1447 move_hole (op);
1342 return 0; 1448 break;
1343 1449
1344 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1345 move_deep_swamp(op); 1451 move_deep_swamp (op);
1346 return 0; 1452 break;
1347 1453
1348 case RUNE: 1454 case RUNE:
1349 case TRAP: 1455 case TRAP:
1350 move_rune(op); 1456 move_rune (op);
1351 return 0; 1457 break;
1352 1458
1353 case PLAYERMOVER: 1459 case PLAYERMOVER:
1354 move_player_mover(op); 1460 move_player_mover (op);
1355 return 0; 1461 break;
1356 1462
1357 case CREATOR: 1463 case CREATOR:
1358 move_creator(op); 1464 move_creator (op);
1359 return 0; 1465 break;
1360 1466
1361 case MARKER: 1467 case MARKER:
1362 move_marker(op); 1468 move_marker (op);
1363 return 0; 1469 break;
1364 1470
1365 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1366 move_player_changer(op); 1472 move_player_changer (op);
1367 return 0; 1473 break;
1368 1474
1369 case PEACEMAKER: 1475 case PEACEMAKER:
1370 move_peacemaker(op); 1476 move_peacemaker (op);
1371 return 0; 1477 break;
1372 }
1373 1478
1374 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 }
1375} 1493}
1494

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