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Comparing deliantra/server/server/time.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:58 2006 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 2009 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: time.C,v 1.9 2006/09/10 15:59:58 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>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* 25/*
31 * 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
32 * collected in this file. 27 * collected in this file.
33 */ 28 */
34
35#include <global.h> 29#include <global.h>
36#include <spells.h> 30#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 31#include <sproto.h>
39#endif
40 32
41/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
42 * 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
43 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
44 */ 36 */
45
46void 37void
47remove_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)
48{ 68{
49 int i; 69 int i;
50 object *tmp; 70 object *tmp;
51 71
52 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
53 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]);
54 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
55 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
58 } 79 }
80 }
59 81
60 if (op->other_arch) 82 if (op->other_arch)
61 { 83 {
62 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
63 tmp->x = op->x; 85 tmp->x = op->x;
64 tmp->y = op->y; 86 tmp->y = op->y;
65 tmp->map = op->map; 87 tmp->map = op->map;
66 tmp->level = op->level; 88 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
68 } 90 }
69 remove_ob (op);
70 free_object (op);
71}
72 91
73void 92 op->drop_and_destroy ();
74remove_door2 (object *op)
75{
76 int i;
77 object *tmp;
78
79 for (i = 1; i < 9; i += 2)
80 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
82 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */
84 tmp->speed = 0.1;
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2;
87 }
88 }
89 if (op->other_arch)
90 {
91 tmp = arch_to_object (op->other_arch);
92 tmp->x = op->x;
93 tmp->y = op->y;
94 tmp->map = op->map;
95 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0);
97 }
98 remove_ob (op);
99 free_object (op);
100} 93}
101 94
102/* Will generate a monster according to content
103 * of generator.
104 */
105void 95void
106generate_monster_inv (object *gen) 96generate_monster (object *gen)
107{ 97{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 98 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 99 return;
136 head = object_create_clone (op); 100
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return; 102 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147 103
148void 104 // sleeping generators won't generate, this will make monsters like
149generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
150{ 106 if (gen->flag [FLAG_SLEEP])
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return; 107 return;
172 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
173 { 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
174 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
175 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
176 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
177 144
178 if (head != NULL) 145 op->expand_tail ();
179 op->head = head, prev->more = op;
180 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
181 if (rndm (0, 9)) 151 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0); 153
184 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194 156
195void
196generate_monster (object *gen)
197{
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 157 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205 159
160 op->destroy ();
206} 161}
207 162
208void 163void
209remove_force (object *op) 164remove_force (object *op)
210{ 165{
211 if (--op->duration > 0) 166 if (--op->duration > 0)
212 return; 167 return;
213 168
169 if (op->env)
214 switch (op->subtype) 170 switch (op->subtype)
215 { 171 {
216 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
217 if (op->env != NULL)
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 175
223 default: 176 default:
224 if (op->env != NULL)
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 178 change_abil (op->env, op);
228 fix_player (op->env); 179 op->env->update_stats ();
229 }
230 } 180 }
231 remove_ob (op); 181
232 free_object (op); 182 op->destroy ();
233} 183}
234 184
235void 185void
236remove_blindness (object *op) 186remove_blindness (object *op)
237{ 187{
238 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
239 return; 189 return;
190
240 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
192
241 if (op->env != NULL) 193 if (op->env)
242 { 194 {
243 change_abil (op->env, op); 195 change_abil (op->env, op);
244 fix_player (op->env); 196 op->env->update_stats ();
245 } 197 }
246 remove_ob (op); 198
247 free_object (op); 199 op->destroy ();
248} 200}
249 201
250void 202void
251poison_more (object *op) 203poison_more (object *op)
252{ 204{
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
254 { 206 {
255 remove_ob (op); 207 op->destroy ();
256 free_object (op);
257 return; 208 return;
258 } 209 }
210
259 if (op->stats.food == 1) 211 if (op->stats.food == 1)
260 { 212 {
261 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
262 * will not do anything. 214 * will not do anything.
263 */ 215 */
264 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
265 { 217 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env); 219 op->env->update_stats ();
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 } 221 }
270 remove_ob (op); 222
271 free_object (op); 223 op->destroy ();
272 return; 224 return;
273 } 225 }
226
274 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
275 { 228 {
276 op->env->stats.food--; 229 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 231 }
232
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 234}
281 235
282 236
283void 237void
284move_gate (object *op) 238move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
286 object *tmp; 240 object *tmp;
287 241
288 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))
289 { 243 {
290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 245 op->stats.wc = 0;
294 } 246 }
295 247
296 /* We're going down */ 248 /* We're going down */
297 if (op->value) 249 if (op->value)
298 { 250 {
299 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 253 op->stats.wc = 0;
302 if (op->arch->clone.speed) 254 if (op->arch->speed)
303 op->value = 0; 255 op->value = 0;
304 else 256 else
305 {
306 op->speed = 0; 257 op->set_speed (0);
307 update_ob_speed (op);
308 } 258 }
309 } 259
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 { 261 {
312 op->move_block = 0; 262 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
315 } 265 }
266
316 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
318 return; 269 return;
319 } 270 }
320 271
328 * 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,
329 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
330 * the gate slightly. 281 * the gate slightly.
331 */ 282 */
332 283
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
334 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
335 break; 286 break;
336 287
337 if (tmp == NULL) 288 if (!tmp)
338 { 289 {
339 if (op->arch->clone.speed) 290 if (op->arch->speed)
340 op->value = 1; 291 op->value = 1;
341 else 292 else
342 {
343 op->speed = 0; 293 op->set_speed (0);
344 update_ob_speed (op); /* Reached top, let's stop */ 294
345 }
346 return; 295 return;
347 } 296 }
348 } 297 }
349 298
350 if (op->stats.food) 299 if (op->stats.food)
357 } 306 }
358 else 307 else
359 { /* The gate is still going up */ 308 { /* The gate is still going up */
360 op->stats.wc++; 309 op->stats.wc++;
361 310
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
364 313
365 /* 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.
366 * 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
367 */ 316 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 { 318 {
370 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
373 323
374 if (tmp != NULL) 324 if (tmp)
375 { 325 {
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 { 327 {
378 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
379 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
380 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
381 } 333 }
382 else
383 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
385 * off the gate. 336 * off the gate.
386 */ 337 */
387 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
388 { 339 {
389 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
390 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);
391 342
392 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
393 if (i != -1) 344 if (i > 0)
394 { 345 {
346 mapxy pos (tmp);
395 remove_ob (tmp); 347 pos.move (i);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 348 if (pos.normalise ())
397 insert_ob_in_map (tmp, op->map, op, 0); 349 tmp->move_to (pos);
398 } 350 }
399 } 351 }
400 } 352 }
401 353
402 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
404 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
405 break; 357 break;
406 358
407 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
408 if (tmp) 360 if (tmp)
409 {
410 op->stats.food = 1; 361 op->stats.food = 1;
411 }
412 else 362 else
413 { 363 {
414 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
415 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
417 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
418 } 369 }
419 } /* gate is halfway up */ 370 } /* gate is halfway up */
420 371
433 int v = op->value; 384 int v = op->value;
434 385
435 if (op->stats.sp) 386 if (op->stats.sp)
436 { 387 {
437 move_gate (op); 388 move_gate (op);
389
438 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0; 391 op->stats.sp = 0;
440 return; 392 return;
441 } 393 }
394
442 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 396 { /* keep gate down */
444 move_gate (op); 397 move_gate (op);
398
445 if (op->value != v) 399 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 400 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 401 }
451} 402}
452 403
453/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
464 int last = op->value; 415 int last = op->value;
465 int detected; 416 int detected;
466 417
467 detected = 0; 418 detected = 0;
468 419
469 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)
470 { 421 {
471 object *tmp2; 422 object *tmp2;
472 423
473 if (op->stats.hp) 424 if (op->stats.hp)
474 { 425 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 427 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 429 detected = 1;
430
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 432 detected = 1;
481 } 433 }
482 } 434 }
435
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 437 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 439 detected = 1;
489 } 440 }
490 441
491 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
492 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
493 { 444 {
494 if (detected && last == 0) 445 if (detected && last == 0)
495 { 446 {
496 op->value = 1; 447 op->value = 1;
497 push_button (op); 448 push_button (op, tmp);
498 } 449 }
450
499 if (!detected && last == 1) 451 if (!detected && last == 1)
500 { 452 {
501 op->value = 0; 453 op->value = 0;
502 push_button (op); 454 push_button (op, tmp);
503 } 455 }
504 } 456 }
505 else 457 else
506 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
507 if (detected && last == 1) 459 if (detected && last == 1)
508 { 460 {
509 op->value = 0; 461 op->value = 0;
510 push_button (op); 462 push_button (op, tmp);
511 } 463 }
464
512 if (!detected && last == 0) 465 if (!detected && last == 0)
513 { 466 {
514 op->value = 1; 467 op->value = 1;
515 push_button (op); 468 push_button (op, tmp);
516 } 469 }
517 } 470 }
518} 471}
519
520 472
521void 473void
522animate_trigger (object *op) 474animate_trigger (object *op)
523{ 475{
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
534} 486}
535 487
536void 488void
537move_hole (object *op) 489move_hole (object *op)
538{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
539 object *next, *tmp;
540
541 if (op->value) 491 if (op->value)
542 { /* We're opening */ 492 { /* We're opening */
543 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
545 op->stats.wc = 0; 495 op->stats.wc = 0;
546 op->speed = 0; 496 op->set_speed (0);
547 update_ob_speed (op);
548 497
549 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
552 { 501 {
553 next = tmp->above; 502 next = tmp->above;
554 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
555 } 504 }
556 } 505 }
506
557 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
559 return; 509 return;
560 } 510 }
511
561 /* We're closing */ 512 /* We're closing */
562 op->move_on = 0; 513 op->move_on = 0;
563 514
564 op->stats.wc++; 515 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
567 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
573 return;
574 }
575} 523}
576 524
577 525
578/* 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
579 * 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
593 if (op->map == NULL) 541 if (op->map == NULL)
594 return op; 542 return op;
595 543
596 switch (op->type) 544 switch (op->type)
597 { 545 {
598 case THROWN_OBJ: 546 case THROWN_OBJ:
599 { 547 {
600 object *payload = op->inv; 548 object *payload = op->inv;
601 549
602 if (payload == NULL) 550 if (payload == NULL)
603 return NULL; 551 return NULL;
604 remove_ob (payload); 552
605 remove_ob (op); 553 payload->remove ();
606 free_object (op); 554 op->destroy ();
607 return payload; 555 return payload;
608 } 556 }
609 557
610 case ARROW: 558 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
613 return op; 561 return op;
614 562
615 default: 563 default:
616 return op; 564 return op;
617 } 565 }
618} 566}
619 567
620/* 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.
621 * 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.
622 * 570 *
623 * '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.
624 */ 572 */
625void 573void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
627{ 575{
628 if (map == NULL) 576 if (map == NULL)
629 return; 577 return;
578
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
631 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 581 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
634} 583}
635 584
636
637object * 585object *
638fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
639{ 587{
640 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
641 { 589 {
642 /* Small chance of breaking */ 590 /* Small chance of breaking */
643 remove_ob (op); 591 op->destroy ();
644 free_object (op);
645 return NULL; 592 return NULL;
646 } 593 }
647 594
595 op->set_speed (0);
648 op->direction = 0; 596 op->direction = 0;
649 op->move_on = 0; 597 op->move_on = 0;
650 op->move_type = 0; 598 op->move_type = 0;
651 op->speed = 0; 599 op->skill = 0; // really?
652 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
656 op->slaying = 0; 605 op->slaying = op->custom_name;
657 op->skill = 0;
658 606
659 if (op->spellarg != NULL)
660 {
661 op->slaying = op->spellarg;
662 free (op->spellarg);
663 op->spellarg = NULL;
664 }
665 else
666 op->slaying = NULL;
667
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
669 op->spellarg = NULL; 608 op->custom_name = 0;
670 op->stats.sp = 0; 609 op->stats.sp = 0;
671 op->stats.hp = 0; 610 op->stats.hp = 0;
672 op->stats.grace = 0; 611 op->stats.grace = 0;
673 op->level = 0; 612 op->level = 0;
674 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
676 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
677 return op; 618 return op;
678} 619}
679 620
680/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
681 * 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
682 * here too. -b.t. 623 * here too. -b.t.
683 * 624 *
684 * 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
685 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
686 */ 627 */
687
688static void 628static void
689stop_arrow (object *op) 629stop_arrow (object *op)
690{ 630{
691 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
692 return; 632 return;
693 633
694 if (op->inv) 634 if (op->inv)
695 { 635 {
636 // replace this by straightforward drop to ground?
696 object *payload = op->inv; 637 object *payload = op->inv;
697 638
698 remove_ob (payload); 639 payload->owner = 0;
699 clear_owner (payload);
700 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 641 op->destroy ();
702 free_object (op);
703 } 642 }
704 else 643 else
705 { 644 {
706 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
707 if (op) 647 if (op)
708 merge_ob (op, NULL); 648 merge_ob (op, 0);
709 } 649 }
710} 650}
711 651
712/* 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.
713 */ 653 */
714
715void 654void
716move_arrow (object *op) 655move_arrow (object *op)
717{ 656{
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags; 657 int was_reflected;
721 mapstruct *m;
722 658
723 if (op->map == NULL) 659 if (!op->map)
724 { 660 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
726 remove_ob (op); 662 op->destroy ();
727 free_object (op);
728 return; 663 return;
729 } 664 }
730 665
731 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 667 if (op->type == THROWN_OBJ)
737 * 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,
738 * 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
739 * 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,
740 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
741 */ 676 */
742 if (op->inv == NULL) 677 if (!op->inv)
743 { 678 {
744 remove_ob (op); 679 op->destroy ();
745 free_object (op);
746 return; 680 return;
747 } 681 }
682
748 if (op->last_sp-- < 0) 683 if (op->last_sp-- < 0)
749 { 684 {
750 stop_arrow (op); 685 stop_arrow (op);
751 return; 686 return;
752 } 687 }
759 stop_arrow (op); 694 stop_arrow (op);
760 return; 695 return;
761 } 696 }
762 697
763 /* Calculate target map square */ 698 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0; 699 was_reflected = 0;
767 700
768 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770 702
771 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
772 { 704 {
773 stop_arrow (op); 705 stop_arrow (op);
774 return; 706 return;
775 } 707 }
776 708
777 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
779 { 711 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break; 716 break;
783
784 717
785 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
787 * move into it. 720 * move into it.
788 */ 721 */
789
790 if (tmp != NULL && tmp != op->owner) 722 if (tmp && tmp != op->owner)
791 { 723 {
792 /* Found living object, but it is reflecting the missile. Update 724 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
795 */ 727 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
798 { 729 {
799
800 int number = op->face->number; 730 int number = op->face;
801 731
802 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
803 op->state = 0; 733 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
812 } 735 }
813 else 736 else
814 { 737 {
815 /* Attack the object. */ 738 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 739 op = hit_with_arrow (op, tmp);
740
817 if (op == NULL) 741 if (!op)
818 return; 742 return;
819 } 743 }
820 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
822 746
823 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 { 748 {
826 int retry = 0; 749 int retry = 0;
827 750
828 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
842 if (op->direction & 1) 765 if (op->direction & 1)
843 { 766 {
844 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
845 retry = 1; 768 retry = 1;
846 } 769 }
770
847 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
848 * use this retry here to make this one block 772 * use this retry here to make this one block
849 * that did the same thing. 773 * that did the same thing.
850 */ 774 */
851 while (retry < 2) 775 while (retry < 2)
852 { 776 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++; 777 retry++;
858 778
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
860 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
863 */ 783 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867 786
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871 789
872 if (left == right) 790 if (left == right)
873 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
874 else if (left) 792 else if (left)
875 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
876 else if (right) 794 else if (right)
877 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
878 796
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
882 * don't need to retry again. 798 * don't need to retry again.
883 */ 799 */
884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
885 break; 802 break;
886
887 } 803 }
804
888 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving. 806 * stop it from moving.
890 */ 807 */
891 if (retry == 2) 808 if (retry == 2)
892 { 809 {
893 stop_arrow (op); 810 stop_arrow (op);
894 return; 811 return;
895 } 812 }
813
896 /* update object image for new facing */ 814 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
899 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
900 } /* object is reflected */ 818 } /* object is reflected */
901 } /* object ran into a wall */ 819 } /* object ran into a wall */
902
903 /* Move the arrow. */
904 remove_ob (op);
905 op->x = new_x;
906 op->y = new_y;
907 820
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
910 */ 823 */
911 op->speed -= 0.05; 824 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913}
914 825
915/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
916 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
917 * Modified this routine to allow held objects. b.t. */ 828}
918 829
919void 830void
920change_object (object *op) 831change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j; 833 int i, j;
924 834
925 if (op->other_arch == NULL) 835 if (!op->other_arch)
926 { 836 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
928 return; 838 return;
929 } 839 }
930 840
931 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 { 843 {
934 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
935 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
936 else 861 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 }
961 else
962 { 862 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
965 free_object (tmp); 865 tmp->destroy ();
966 else 866 else
967 { 867 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
969 insert_ob_in_map (tmp, op->map, op, 0); 869
970 } 870 if (pos.normalise ())
871 pos.insert (tmp, op);
971 } 872 }
873 }
972 } 874 }
973 free_object (op); 875
876 op->destroy ();
974} 877}
975 878
976void 879void
977move_teleporter (object *op) 880move_teleporter (object *op)
978{ 881{
983 * there is an old multipart teleporter in which the other parts 886 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 887 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 888 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 889 * N times without the speed check.
987 */ 890 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 892 move_teleporter (op->more);
990 893
991 if (op->head) 894 if (op->head)
992 head = op->head; 895 head = op->head;
993 896
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break; 899 break;
997 900
998 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1004 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
1005 { 908 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 910 return;
1008 911
1009 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1010 } 913 }
1011 else 914 else
1012 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1013 return; 916 return;
1014 } 917 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 918 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 919 {
1017 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)))
1018 { 921 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 922 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 923 head->destroy ();
1021 free_object (head);
1022 return; 924 return;
1023 } 925 }
926
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 928 return;
929
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 930 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 931 }
1028 else 932 else
1029 { 933 {
1030 /* Random teleporter */ 934 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 936 return;
937
1033 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1034 } 939 }
1035} 940}
1036
1037 941
1038/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 945 can't be generalized.
1042*/ 946*/
1043
1044void 947void
1045move_player_changer (object *op) 948move_player_changer (object *op)
1046{ 949{
1047 object *player; 950 object *player;
1048 object *walk; 951 object *walk;
1049 char c;
1050 952
1051 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1052 return; 954 return;
1053 955
1054 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 957 * needs to be on top.
1056 */ 958 */
1057 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1058 { 960 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 962 return;
963
1061 player = op->above; 964 player = op->above;
1062 965
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1065 968
1066 fix_player (player); 969 player->update_stats ();
1067 970
1068 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1070 973
1071 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 976 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1078 } 980 }
1079 else 981 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 983
1082 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 985 }
1085} 986}
1086 987
1087/* firewalls fire other spells. 988/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1095 996
1096 if (!op->map) 997 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1098 999
1099 spell = op->inv; 1000 spell = op->inv;
1001
1100 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1004
1102 if (!spell) 1005 if (!spell)
1103 { 1006 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1105 return; 1008 return;
1106 } 1009 }
1107 1010
1108 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);
1109} 1012}
1110
1111 1013
1112/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
1114 * 1016 *
1115 * 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
1119 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1022 */
1121void 1023void
1122move_player_mover (object *op) 1024move_player_mover (object *op)
1123{ 1025{
1124 object *victim, *nextmover;
1125 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1126 sint16 nx, ny; 1027 sint16 nx, ny;
1127 mapstruct *m; 1028 maptile *m;
1128 1029
1129 /* 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 */
1130 if (!dir) 1031 if (!dir)
1131 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1132 1033
1133 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)
1134 { 1035 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1136 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1137 { 1038 {
1138 1039
1139 if (victim->head) 1040 if (victim->head)
1140 victim = victim->head; 1041 victim = victim->head;
1141 1042
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 { 1044 {
1144 remove_ob (op); 1045 op->remove ();
1145 free_object (op);
1146 return; 1046 return;
1147 } 1047 }
1048
1148 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1150 m = op->map; 1051 m = op->map;
1151 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)
1152 { 1053 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1154 return; 1055 return;
1155 } 1056 }
1156 1057
1157 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1158 return; 1059 return;
1159 1060
1160 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)
1161 { 1062 {
1162 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 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 */
1167 }
1168 } 1068 }
1169 1069
1170 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1171 { 1071 {
1172 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1176 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1178 * get to this space. 1078 * get to this space.
1179 */ 1079 */
1180 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1182 move_player (victim, dir); 1082 move_player (victim, dir);
1183 } 1083 }
1184 else 1084 else
1185 return; 1085 return;
1186 } 1086 }
1190 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1192 1092
1193 if (op->attacktype) 1093 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1195
1196 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));
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1096 }
1206 } 1097 }
1207 } 1098 }
1208} 1099}
1209 1100
1219{ 1110{
1220 object *tmp; 1111 object *tmp;
1221 1112
1222 if (!op->other_arch) 1113 if (!op->other_arch)
1223 { 1114 {
1224 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");
1225 return; 1116 return;
1226 } 1117 }
1227 1118
1228 if (op->above == NULL) 1119 if (op->above == NULL)
1229 return; 1120 return;
1121
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1123 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1233 { 1125 {
1234 if (op->level <= 0) 1126 if (op->level <= 0)
1235 { 1127 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1128 else
1240 { 1129 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1130 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1131
1243 if (new_nrof >= 1UL << 31) 1132 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1133 new_nrof = 1UL << 31;
1134
1245 tmp->nrof = new_nrof; 1135 tmp->nrof = new_nrof;
1246 } 1136 }
1137
1247 break; 1138 break;
1248 } 1139 }
1249 } 1140 }
1250} 1141}
1251 1142
1260 * 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.
1261 * 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
1262 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1264*/ 1155*/
1265
1266void 1156void
1267move_creator (object *creator) 1157move_creator (object *creator)
1268{ 1158{
1269 object *new_ob; 1159 object *new_ob;
1270 1160
1272 { 1162 {
1273 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1274 return; 1164 return;
1275 } 1165 }
1276 1166
1277 if (creator->inv != NULL) 1167 if (creator->inv)
1278 { 1168 {
1279 object *ob; 1169 object *ob;
1280 int i; 1170 int i;
1281 object *ob_to_copy; 1171 object *ob_to_copy;
1282 1172
1287 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1288 { 1178 {
1289 ob_to_copy = ob; 1179 ob_to_copy = ob;
1290 } 1180 }
1291 } 1181 }
1292 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1185 }
1296 else 1186 else
1297 { 1187 {
1298 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1299 { 1189 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1192 return;
1303 } 1193 }
1304 1194
1305 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1197 }
1308 1198
1309 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1310 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))
1311 {
1312 free_object (new_ob);
1313 return;
1314 } 1201 {
1202 new_ob->destroy ();
1203 return;
1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1315 1209
1316 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);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1212 return;
1319 1213
1320 if (creator->slaying) 1214 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1216}
1325 1217
1326/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1333 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.*/
1334
1335void 1226void
1336move_marker (object *op) 1227move_marker (object *op)
1337{ 1228{
1338 object *tmp, *tmp2; 1229 if (object *tmp = op->ms ().player ())
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 { 1230 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1347 { 1236 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1237 tmp->force_add (op->slaying, op->stats.food);
1349 break; 1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1350 } 1243 {
1244 op->stats.hp--;
1351 1245
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food) 1246 if (op->stats.hp == 0)
1374 { 1247 {
1375 force->speed = 0.01; 1248 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1249 op->destroy ();
1250 return;
1377 } 1251 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1252 }
1400 } /* if tmp2 == NULL */ 1253 }
1401 } /* if tmp->type == PLAYER */ 1254 }
1402 } /* For all objects on this space */
1403} 1255}
1404 1256
1405int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1406process_object (object *op) 1303process_object (object *op)
1407{ 1304{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1409 return 0; 1306 return;
1410 1307
1411 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1412 return 0; 1309 return;
1413 1310
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1; 1313 return;
1417 1314
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 { 1316 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1424 1318
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op); 1320 make_sure_seen (op);
1427 } 1321 }
1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1428 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1429 { 1330 {
1430 change_object (op); 1331 change_object (op);
1431 return 1; 1332 return;
1432 } 1333 }
1334
1433 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1434 generate_monster (op); 1336 generate_monster (op);
1435 1337
1436 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)
1437 { 1339 {
1438 if (QUERY_FLAG (op, FLAG_APPLIED)) 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
1356 switch (op->type)
1357 {
1358 case SPELL_EFFECT:
1359 move_spell_effect (op);
1360 break;
1361
1362 case ROD:
1363 case HORN:
1364 regenerate_rod (op);
1365 break;
1366
1367 case FORCE:
1368 case POTION_EFFECT:
1439 remove_force (op); 1369 remove_force (op);
1440 else 1370 break;
1441 {
1442 /* IF necessary, delete the item from the players inventory */
1443 object *pl = is_player_inv (op);
1444 1371
1445 if (pl)
1446 esrv_del_item (pl->contr, op->count);
1447 remove_ob (op);
1448 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1449 make_sure_not_seen (op);
1450 free_object (op);
1451 }
1452 return 1;
1453 }
1454 switch (op->type)
1455 {
1456
1457 case SPELL_EFFECT:
1458 move_spell_effect (op);
1459 return 1;
1460
1461 case ROD:
1462 case HORN:
1463 regenerate_rod (op);
1464 return 1;
1465
1466 case FORCE:
1467 case POTION_EFFECT:
1468 remove_force (op);
1469 return 1;
1470
1471 case BLINDNESS: 1372 case BLINDNESS:
1472 remove_blindness (op); 1373 remove_blindness (op);
1473 return 0; 1374 break;
1474 1375
1475 case POISONING: 1376 case POISONING:
1476 poison_more (op); 1377 poison_more (op);
1477 return 0; 1378 break;
1478 1379
1479 case DISEASE: 1380 case DISEASE:
1480 move_disease (op); 1381 move_disease (op);
1481 return 0; 1382 break;
1482 1383
1483 case SYMPTOM: 1384 case SYMPTOM:
1484 move_symptom (op); 1385 move_symptom (op);
1485 return 0; 1386 break;
1486 1387
1487 case THROWN_OBJ: 1388 case THROWN_OBJ:
1488 case ARROW: 1389 case ARROW:
1489 move_arrow (op); 1390 move_arrow (op);
1490 return 0; 1391 break;
1491 1392
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495
1496 case DOOR: 1393 case DOOR:
1497 remove_door (op); 1394 remove_door (op);
1498 return 0; 1395 break;
1499 1396
1500 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1501 remove_door2 (op); 1398 remove_door2 (op);
1502 return 0; 1399 break;
1503 1400
1504 case TELEPORTER: 1401 case TELEPORTER:
1505 move_teleporter (op); 1402 move_teleporter (op);
1506 return 0; 1403 break;
1507 1404
1508 case GOLEM: 1405 case GOLEM:
1509 move_golem (op); 1406 move_golem (op);
1510 return 0; 1407 break;
1511 1408
1512 case EARTHWALL: 1409 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1411 break;
1515 1412
1516 case FIREWALL: 1413 case FIREWALL:
1517 move_firewall (op); 1414 move_firewall (op);
1518 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1519 animate_turning (op); 1416 animate_turning (op);
1520 return 0; 1417 break;
1521 1418
1522 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1523 do_mood_floor (op); 1420 do_mood_floor (op);
1524 return 0; 1421 break;
1525 1422
1526 case GATE: 1423 case GATE:
1527 move_gate (op); 1424 move_gate (op);
1528 return 0; 1425 break;
1529 1426
1530 case TIMED_GATE: 1427 case TIMED_GATE:
1531 move_timed_gate (op); 1428 move_timed_gate (op);
1532 return 0; 1429 break;
1533 1430
1534 case TRIGGER: 1431 case TRIGGER:
1535 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1435 animate_trigger (op);
1539 return 0; 1436 break;
1540 1437
1541 case DETECTOR: 1438 case DETECTOR:
1542 move_detector (op); 1439 move_detector (op);
1543 1440
1544 case DIRECTOR: 1441 case DIRECTOR:
1545 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1546 animate_turning (op); 1443 animate_turning (op);
1547 return 0; 1444 break;
1548 1445
1549 case HOLE: 1446 case HOLE:
1550 move_hole (op); 1447 move_hole (op);
1551 return 0; 1448 break;
1552 1449
1553 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1451 move_deep_swamp (op);
1555 return 0; 1452 break;
1556 1453
1557 case RUNE: 1454 case RUNE:
1558 case TRAP: 1455 case TRAP:
1559 move_rune (op); 1456 move_rune (op);
1560 return 0; 1457 break;
1561 1458
1562 case PLAYERMOVER: 1459 case PLAYERMOVER:
1563 move_player_mover (op); 1460 move_player_mover (op);
1564 return 0; 1461 break;
1565 1462
1566 case CREATOR: 1463 case CREATOR:
1567 move_creator (op); 1464 move_creator (op);
1568 return 0; 1465 break;
1569 1466
1570 case MARKER: 1467 case MARKER:
1571 move_marker (op); 1468 move_marker (op);
1572 return 0; 1469 break;
1573 1470
1574 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1575 move_player_changer (op); 1472 move_player_changer (op);
1576 return 0; 1473 break;
1577 1474
1578 case PEACEMAKER: 1475 case PEACEMAKER:
1579 move_peacemaker (op); 1476 move_peacemaker (op);
1580 return 0; 1477 break;
1581 }
1582 1478
1583 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 }
1584} 1493}
1494

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