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Comparing deliantra/server/server/time.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.10 by root, Mon Sep 11 20:26:41 2006 UTC

1
1/* 2/*
2 * static char *rcsid_time_c = 3 * static char *rcsid_time_c =
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 4 * "$Id: time.C,v 1.10 2006/09/11 20:26:41 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
32 */ 33 */
33 34
34#include <global.h> 35#include <global.h>
35#include <spells.h> 36#include <spells.h>
36#ifndef __CEXTRACT__ 37#ifndef __CEXTRACT__
37#include <sproto.h> 38# include <sproto.h>
38#endif 39#endif
39 40
40/* The following removes doors. The functions check to see if similar 41/* 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 42 * 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.) 43 * so those will be removed shortly (in a cascade like fashion.)
43 */ 44 */
44 45
46void
45void remove_door(object *op) { 47remove_door (object *op)
48{
46 int i; 49 int i;
47 object *tmp; 50 object *tmp;
51
48 for(i=1;i<9;i+=2) 52 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 53 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
54 {
50 tmp->speed = 0.1; 55 tmp->speed = 0.1;
51 update_ob_speed(tmp); 56 update_ob_speed (tmp);
52 tmp->speed_left= -0.2; 57 tmp->speed_left = -0.2;
53 } 58 }
54 59
55 if(op->other_arch) 60 if (op->other_arch)
56 { 61 {
57 tmp=arch_to_object(op->other_arch); 62 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 63 tmp->x = op->x;
64 tmp->y = op->y;
65 tmp->map = op->map;
66 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 67 insert_ob_in_map (tmp, op->map, op, 0);
60 } 68 }
61 remove_ob(op); 69 remove_ob (op);
62 free_object(op); 70 free_object (op);
63} 71}
64 72
73void
65void remove_door2(object *op) { 74remove_door2 (object *op)
75{
66 int i; 76 int i;
67 object *tmp; 77 object *tmp;
78
68 for(i=1;i<9;i+=2) { 79 for (i = 1; i < 9; i += 2)
80 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 81 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 */ 82 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */
71 tmp->speed = 0.1; 84 tmp->speed = 0.1;
72 update_ob_speed(tmp); 85 update_ob_speed (tmp);
73 tmp->speed_left= -0.2; 86 tmp->speed_left = -0.2;
74 } 87 }
75 } 88 }
76 if(op->other_arch) 89 if (op->other_arch)
77 { 90 {
78 tmp=arch_to_object(op->other_arch); 91 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 92 tmp->x = op->x;
93 tmp->y = op->y;
94 tmp->map = op->map;
95 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 96 insert_ob_in_map (tmp, op->map, op, 0);
81 } 97 }
82 remove_ob(op); 98 remove_ob (op);
83 free_object(op); 99 free_object (op);
84} 100}
85 101
86/* Will generate a monster according to content 102/* Will generate a monster according to content
87 * of generator. 103 * of generator.
88 */ 104 */
105void
89void generate_monster_inv(object *gen) { 106generate_monster_inv (object *gen)
107{
90 int i; 108 int i;
91 object *op,*head=NULL; 109 object *op, *head = NULL;
92 110
93 int qty=0; 111 int qty = 0;
112
94 /* Code below assumes the generator is on a map, as it tries 113 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 114 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 115 * isn't on a map, complain and exit.
97 */ 116 */
98 if (gen->map == NULL) { 117 if (gen->map == NULL)
118 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return; 120 return;
101 } 121 }
102 /*First count numer of objects in inv*/ 122 /*First count numer of objects in inv */
103 for (op=gen->inv;op;op=op->below) 123 for (op = gen->inv; op; op = op->below)
104 qty++; 124 qty++;
105 if (!qty){ 125 if (!qty)
126 {
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); 127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
107 return;/*No inventory*/ 128 return; /*No inventory */
108 } 129 }
109 qty=rndm(0,qty-1); 130 qty = rndm (0, qty - 1);
110 for (op=gen->inv;qty;qty--) 131 for (op = gen->inv; qty; qty--)
111 op=op->below; 132 op = op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); 133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
113 if (i==-1) 134 if (i == -1)
135 return;
136 head = object_create_clone (op);
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
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;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147
148void
149generate_monster_arch (object *gen)
150{
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;
172 while (at != NULL)
173 {
174 op = arch_to_object (at);
175 op->x = gen->x + freearr_x[i] + at->clone.x;
176 op->y = gen->y + freearr_y[i] + at->clone.y;
177
178 if (head != NULL)
179 op->head = head, prev->more = op;
180
181 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0);
184 if (QUERY_FLAG (op, FLAG_FREED))
114 return; 185 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)) 186 if (HAS_RANDOM_ITEMS (op))
158 create_treasure(op->randomitems,op,GT_APPLY, 187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
159 gen->map->difficulty,0); 188 if (head == NULL)
160 if(head==NULL)
161 head=op; 189 head = op;
162 prev=op; 190 prev = op;
163 at=at->more; 191 at = at->more;
164 } 192 }
165} 193}
166 194
195void
167void generate_monster(object *gen) { 196generate_monster (object *gen)
197{
168 198
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 199 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; 200 return;
202 CLEAR_FLAG(op, FLAG_APPLIED); 201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
203 if(op->env!=NULL) { 202 generate_monster_inv (gen);
204 change_abil(op->env,op); 203 else
205 fix_player(op->env); 204 generate_monster_arch (gen);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210 205
211void poison_more(object *op) { 206}
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 207
213 remove_ob(op); 208void
214 free_object(op); 209remove_force (object *op)
210{
211 if (--op->duration > 0)
215 return; 212 return;
216 } 213
217 if(op->stats.food==1) { 214 switch (op->subtype)
218 /* need to remove the object before fix_player is called, else fix_player 215 {
219 * will not do anything. 216 case FORCE_CONFUSION:
220 */ 217 if (op->env != NULL)
221 if(op->env->type==PLAYER) { 218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222
223 default:
224 if (op->env != NULL)
225 {
222 CLEAR_FLAG(op, FLAG_APPLIED); 226 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op);
223 fix_player(op->env); 228 fix_player (op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 229 }
225 } 230 }
226 remove_ob(op); 231 remove_ob (op);
227 free_object(op); 232 free_object (op);
233}
234
235void
236remove_blindness (object *op)
237{
238 if (--op->stats.food > 0)
228 return; 239 return;
240 CLEAR_FLAG (op, FLAG_APPLIED);
241 if (op->env != NULL)
242 {
243 change_abil (op->env, op);
244 fix_player (op->env);
229 } 245 }
246 remove_ob (op);
247 free_object (op);
248}
249
250void
251poison_more (object *op)
252{
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
254 {
255 remove_ob (op);
256 free_object (op);
257 return;
258 }
259 if (op->stats.food == 1)
260 {
261 /* need to remove the object before fix_player is called, else fix_player
262 * will not do anything.
263 */
264 if (op->env->type == PLAYER)
265 {
266 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env);
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 }
270 remove_ob (op);
271 free_object (op);
272 return;
273 }
230 if(op->env->type==PLAYER) { 274 if (op->env->type == PLAYER)
275 {
231 op->env->stats.food--; 276 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 278 }
234 (void)hit_player(op->env, 279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237} 280}
238 281
239 282
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 283void
284move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */
241 object *tmp; 286 object *tmp;
242 287
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 288 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
289 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 NUM_ANIMATIONS(op));
246 dump_object(op); 291 dump_object (op);
247 LOG(llevError,"%s\n",errmsg); 292 LOG (llevError, "%s\n", errmsg);
248 op->stats.wc=0; 293 op->stats.wc = 0;
249 } 294 }
250 295
251 /* We're going down */ 296 /* We're going down */
252 if(op->value) { 297 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 298 {
299 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 301 op->stats.wc = 0;
255 if(op->arch->clone.speed) 302 if (op->arch->clone.speed)
256 op->value=0; 303 op->value = 0;
257 else { 304 else
258 op->speed = 0; 305 {
259 update_ob_speed(op); 306 op->speed = 0;
260 } 307 update_ob_speed (op);
261 } 308 }
309 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 {
263 op->move_block = 0; 312 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 314 update_all_los (op->map, op->x, op->y);
266 } 315 }
267 SET_ANIMATION(op, op->stats.wc); 316 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 317 update_object (op, UP_OBJ_CHANGE);
269 return; 318 return;
270 } 319 }
271 320
272 /* We're going up */ 321 /* We're going up */
273 322
274 /* First, lets see if we are already at the top */ 323 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 324 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
325 {
276 326
277 /* Check to make sure that only non pickable and non rollable 327 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 328 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 329 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 330 * the gate slightly.
281 */ 331 */
282 332
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 333 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 334 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) 335 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 336
289 if (tmp==NULL) { 337 if (tmp == NULL)
338 {
290 if(op->arch->clone.speed) 339 if (op->arch->clone.speed)
291 op->value=1; 340 op->value = 1;
292 else { 341 else
293 op->speed = 0; 342 {
343 op->speed = 0;
294 update_ob_speed(op); /* Reached top, let's stop */ 344 update_ob_speed (op); /* Reached top, let's stop */
345 }
346 return;
347 }
295 } 348 }
296 return;
297 }
298 }
299 349
300 if(op->stats.food) { /* The gate is going temporarily down */ 350 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 351 { /* The gate is going temporarily down */
352 if (--op->stats.wc <= 0)
353 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 354 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 355 op->stats.wc = 0;
304 } 356 }
357 }
358 else
305 } else { /* The gate is still going up */ 359 { /* The gate is still going up */
306 op->stats.wc++; 360 op->stats.wc++;
307 361
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 364
311 /* If there is something on top of the gate, we try to roll it off. 365 /* 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 366 * If a player/monster, we don't roll, we just hit them with damage
313 */ 367 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 {
315 /* Halfway or further, check blocks */ 370 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 371 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 373
319 if(tmp!=NULL) { 374 if (tmp != NULL)
375 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 376 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 378 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 379 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 380 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); 381 }
325 } else 382 else
326 /* If the object is not alive, and the object either can 383 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 384 * be picked up or the object rolls, move the object
328 * off the gate. 385 * off the gate.
329 */ 386 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 387 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) 388 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 389 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 390 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 391
336 /* If there is a free spot, move the object someplace */ 392 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 393 if (i != -1)
338 remove_ob(tmp); 394 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 395 remove_ob (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 396 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 397 insert_ob_in_map (tmp, op->map, op, 0);
342 } 398 }
343 } 399 }
400 }
344 401
345 /* See if there is still anything blocking the gate */ 402 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 403 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 404 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) 405 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 406
352 /* IF there is, start putting the gate down */ 407 /* IF there is, start putting the gate down */
353 if(tmp) { 408 if (tmp)
409 {
354 op->stats.food=1; 410 op->stats.food = 1;
355 } else { 411 }
412 else
413 {
356 op->move_block = MOVE_ALL; 414 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 415 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 416 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 417 update_all_los (op->map, op->x, op->y);
360 } 418 }
361 } /* gate is halfway up */ 419 } /* gate is halfway up */
362 420
363 SET_ANIMATION(op, op->stats.wc); 421 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 422 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 423 } /* gate is going up */
366} 424}
367 425
368/* hp : how long door is open/closed 426/* hp : how long door is open/closed
369 * maxhp : initial value for hp 427 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 428 * sp : 1 = open, 0 = close
371 */ 429 */
430void
372void move_timed_gate(object *op) 431move_timed_gate (object *op)
373{ 432{
374 int v = op->value; 433 int v = op->value;
375 434
376 if (op->stats.sp) { 435 if (op->stats.sp)
436 {
377 move_gate(op); 437 move_gate (op);
378 if (op->value != v) /* change direction ? */ 438 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 439 op->stats.sp = 0;
380 return; 440 return;
381 } 441 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 442 if (--op->stats.hp <= 0)
443 { /* keep gate down */
383 move_gate(op); 444 move_gate (op);
384 if (op->value != v) { /* ready ? */ 445 if (op->value != v)
385 op->speed = 0; 446 { /* ready ? */
447 op->speed = 0;
386 update_ob_speed(op); 448 update_ob_speed (op);
387 } 449 }
388 } 450 }
389} 451}
390 452
391/* slaying: name of the thing the detector is to look for 453/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 454 * speed: frequency of 'glances'
393 * connected: connected value of detector 455 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 456 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 457 * -1 if detection unsets buttons
396 */ 458 */
397 459
460void
398void move_detector(object *op) 461move_detector (object *op)
399{ 462{
400 object *tmp; 463 object *tmp;
401 int last = op->value; 464 int last = op->value;
402 int detected; 465 int detected;
466
403 detected = 0; 467 detected = 0;
404 468
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
470 {
406 object *tmp2; 471 object *tmp2;
407 if(op->stats.hp) { 472
473 if (op->stats.hp)
474 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 477 if (op->slaying && !strcmp (op->slaying, tmp->name))
478 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 480 detected = 1;
412 } 481 }
482 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 483 if (op->slaying && !strcmp (op->slaying, tmp->name))
484 {
414 detected = 1; 485 detected = 1;
415 } 486 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 488 detected = 1;
418 } 489 }
419 490
420 /* the detector sets the button if detection is found */ 491 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 492 if (op->stats.sp == 1)
493 {
422 if(detected && last == 0) { 494 if (detected && last == 0)
495 {
423 op->value = 1; 496 op->value = 1;
424 push_button(op); 497 push_button (op);
425 } 498 }
426 if(!detected && last == 1) { 499 if (!detected && last == 1)
500 {
427 op->value = 0; 501 op->value = 0;
428 push_button(op); 502 push_button (op);
429 } 503 }
430 } 504 }
431 else { /* in this case, we unset buttons */ 505 else
506 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 507 if (detected && last == 1)
508 {
433 op->value = 0; 509 op->value = 0;
434 push_button(op); 510 push_button (op);
435 } 511 }
436 if(!detected && last == 0) { 512 if (!detected && last == 0)
513 {
437 op->value = 1; 514 op->value = 1;
438 push_button(op); 515 push_button (op);
439 } 516 }
440 } 517 }
441} 518}
442 519
443 520
521void
444void animate_trigger (object *op) 522animate_trigger (object *op)
445{ 523{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
525 {
447 op->stats.wc = 0; 526 op->stats.wc = 0;
448 check_trigger(op,NULL); 527 check_trigger (op, NULL);
528 }
449 } else { 529 else
530 {
450 SET_ANIMATION(op, op->stats.wc); 531 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 532 update_object (op, UP_OBJ_FACE);
452 } 533 }
453} 534}
454 535
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 536void
537move_hole (object *op)
538{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 539 object *next, *tmp;
457 540
458 if(op->value) { /* We're opening */ 541 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 542 { /* We're opening */
543 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */
460 op->stats.wc=0; 545 op->stats.wc = 0;
461 op->speed = 0; 546 op->speed = 0;
462 update_ob_speed(op); 547 update_ob_speed (op);
463 548
464 /* Hard coding this makes sense for holes I suppose */ 549 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 550 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 551 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 552 {
468 move_apply(op,tmp,tmp); 553 next = tmp->above;
469 } 554 move_apply (op, tmp, tmp);
470 } 555 }
471 SET_ANIMATION(op, op->stats.wc); 556 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477
478 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1;
481 SET_ANIMATION(op, op->stats.wc); 557 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 558 update_object (op, UP_OBJ_FACE);
559 return;
560 }
561 /* We're closing */
562 op->move_on = 0;
563
564 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1;
567 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
484 op->speed = 0; 571 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */ 572 update_ob_speed (op); /* closed, let's stop */
486 return; 573 return;
487 } 574 }
488} 575}
489 576
490 577
491/* stop_item() returns a pointer to the stopped object. The stopped object 578/* stop_item() returns a pointer to the stopped object. The stopped object
498 * it, NULL is returned. 585 * it, NULL is returned.
499 * 586 *
500 * fix_stopped_item() should be used if the stopped item should be put on 587 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 588 * the map.
502 */ 589 */
590object *
503object *stop_item (object *op) 591stop_item (object *op)
504{ 592{
505 if (op->map == NULL) 593 if (op->map == NULL)
594 return op;
595
596 switch (op->type)
597 {
598 case THROWN_OBJ:
599 {
600 object *payload = op->inv;
601
602 if (payload == NULL)
603 return NULL;
604 remove_ob (payload);
605 remove_ob (op);
606 free_object (op);
607 return payload;
608 }
609
610 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED)
612 op = fix_stopped_arrow (op);
506 return op; 613 return op;
507 614
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: 615 default:
527 return op; 616 return op;
528 } 617 }
529} 618}
530 619
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 620/* 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. 621 * Inserts item into the old map, or merges it if it already is on the map.
533 * 622 *
534 * 'map' must be the value of op->map before stop_item() was called. 623 * 'map' must be the value of op->map before stop_item() was called.
535 */ 624 */
625void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 626fix_stopped_item (object *op, mapstruct *map, object *originator)
537{ 627{
538 if (map == NULL) 628 if (map == NULL)
539 return; 629 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 630 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 631 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 632 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 633 merge_ob (op, NULL); /* only some arrows actually need this */
544} 634}
545 635
546 636
637object *
547object *fix_stopped_arrow (object *op) 638fix_stopped_arrow (object *op)
548{ 639{
549 if(rndm(0, 99) < op->stats.food) { 640 if (rndm (0, 99) < op->stats.food)
641 {
550 /* Small chance of breaking */ 642 /* Small chance of breaking */
551 remove_ob (op); 643 remove_ob (op);
552 free_object(op); 644 free_object (op);
553 return NULL; 645 return NULL;
554 } 646 }
555 647
556 op->direction=0; 648 op->direction = 0;
557 op->move_on=0; 649 op->move_on = 0;
558 op->move_type=0; 650 op->move_type = 0;
559 op->speed = 0; 651 op->speed = 0;
560 update_ob_speed(op); 652 update_ob_speed (op);
561 op->stats.wc = op->stats.sp; 653 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 654 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 655 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 656 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 657 op->skill = 0;
566 658
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 659 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 660 {
661 op->slaying = op->spellarg;
572 free(op->spellarg); 662 free (op->spellarg);
573 op->spellarg = NULL; 663 op->spellarg = NULL;
664 }
574 } else 665 else
575 op->slaying = NULL; 666 op->slaying = NULL;
576 667
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 668 /* Reset these to zero, so that CAN_MERGE will work properly */
578 op->spellarg = NULL; 669 op->spellarg = NULL;
579 op->stats.sp = 0; 670 op->stats.sp = 0;
580 op->stats.hp = 0; 671 op->stats.hp = 0;
581 op->stats.grace = 0; 672 op->stats.grace = 0;
582 op->level = 0; 673 op->level = 0;
583 op->face=op->arch->clone.face; 674 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 675 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
586 return op; 677 return op;
587} 678}
588 679
589/* stop_arrow() - what to do when a non-living flying object 680/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 681 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 682 * here too. -b.t.
592 * 683 *
593 * Returns a pointer to the stopped object (which will have been removed 684 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 685 * from maps or inventories), or NULL if was destroyed.
595 */ 686 */
596 687
688static void
597static void stop_arrow (object *op) 689stop_arrow (object *op)
598{ 690{
599 /* Lauwenmark: Handle for plugin stop event */ 691 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 692 return;
693
601 if (op->inv) { 694 if (op->inv)
695 {
602 object *payload = op->inv; 696 object *payload = op->inv;
697
603 remove_ob (payload); 698 remove_ob (payload);
604 clear_owner(payload); 699 clear_owner (payload);
605 insert_ob_in_map (payload, op->map, payload,0); 700 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 701 remove_ob (op);
607 free_object (op); 702 free_object (op);
608 } else { 703 }
704 else
705 {
609 op = fix_stopped_arrow (op); 706 op = fix_stopped_arrow (op);
610 if (op) 707 if (op)
611 merge_ob (op, NULL); 708 merge_ob (op, NULL);
612 } 709 }
613} 710}
614 711
615/* Move an arrow along its course. op is the arrow or thrown object. 712/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 713 */
617 714
715void
618void move_arrow(object *op) { 716move_arrow (object *op)
717{
619 object *tmp; 718 object *tmp;
620 sint16 new_x, new_y; 719 sint16 new_x, new_y;
621 int was_reflected, mflags; 720 int was_reflected, mflags;
622 mapstruct *m; 721 mapstruct *m;
623 722
624 if(op->map==NULL) { 723 if (op->map == NULL)
724 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 725 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 726 remove_ob (op);
627 free_object(op); 727 free_object (op);
628 return; 728 return;
629 } 729 }
630 730
631 /* we need to stop thrown objects at some point. Like here. */ 731 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 732 if (op->type == THROWN_OBJ)
733 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 734 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 735 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 736 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 737 * is if the player throws a bomb - the bomb explodes on its own,
637 * but this object sticks around. We could handle the cleanup in the 738 * but this object sticks around. We could handle the cleanup in the
638 * bomb code, but there are potential other cases where that could happen, 739 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 740 * and it is easy enough to clean it up here.
640 */ 741 */
641 if (op->inv == NULL) { 742 if (op->inv == NULL)
743 {
642 remove_ob(op); 744 remove_ob (op);
643 free_object(op); 745 free_object (op);
644 return; 746 return;
645 } 747 }
646 if(op->last_sp-- < 0) { 748 if (op->last_sp-- < 0)
749 {
647 stop_arrow (op); 750 stop_arrow (op);
648 return; 751 return;
649 } 752 }
650 } 753 }
651 754
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 755 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 756 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 757 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 758 {
759 stop_arrow (op);
760 return;
761 }
658 762
659 /* Calculate target map square */ 763 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 764 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 765 new_y = op->y + DIRY (op);
662 was_reflected = 0; 766 was_reflected = 0;
663 767
664 m = op->map; 768 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 770
667 if (mflags & P_OUT_OF_MAP) { 771 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 772 {
773 stop_arrow (op);
774 return;
775 }
671 776
672 /* only need to look for living creatures if this flag is set */ 777 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 778 if (mflags & P_IS_ALIVE)
779 {
674 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above) 780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
675 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break; 781 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break;
676 783
677 784
678 /* Not really fair, but don't let monsters hit themselves with 785 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 786 * their own arrow - this can be because they fire it then
680 * move into it. 787 * move into it.
681 */ 788 */
682 789
683 if (tmp != NULL && tmp != op->owner) { 790 if (tmp != NULL && tmp != op->owner)
791 {
684 /* Found living object, but it is reflecting the missile. Update 792 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 793 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 794 * chance that reflect_missile fails.)
687 */ 795 */
688 796
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
690 (rndm(0, 99)) < (90-op->level/10)) { 798 {
691 799
692 int number = op->face->number; 800 int number = op->face->number;
693 801
694 op->direction = absdir (op->direction + 4); 802 op->direction = absdir (op->direction + 4);
695 op->state = 0; 803 op->state = 0;
696 if (GET_ANIM_ID (op)) { 804 if (GET_ANIM_ID (op))
697 number += 4; 805 {
806 number += 4;
698 if (number > GET_ANIMATION (op, 8)) 807 if (number > GET_ANIMATION (op, 8))
699 number -= 8; 808 number -= 8;
700 op->face = &new_faces[number]; 809 op->face = &new_faces[number];
701 } 810 }
702 was_reflected = 1; /* skip normal movement calculations */ 811 was_reflected = 1; /* skip normal movement calculations */
703 } 812 }
704 else { 813 else
814 {
705 /* Attack the object. */ 815 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 816 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 817 if (op == NULL)
708 return; 818 return;
709 } 819 }
710 } /* if this is not hitting its owner */ 820 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 821 } /* if there is something alive on this space */
712 822
713 823
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 825 {
826 int retry = 0;
716 827
717 /* if the object doesn't reflect, stop the arrow from moving 828 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 829 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 830 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 831 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 832 * place, so I don't consider that a problem.
722 */ 833 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 834 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
835 {
724 stop_arrow (op); 836 stop_arrow (op);
725 return; 837 return;
726 } else { 838 }
839 else
840 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 841 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 842 if (op->direction & 1)
843 {
729 op->direction=absdir(op->direction+4); 844 op->direction = absdir (op->direction + 4);
730 retry=1; 845 retry = 1;
731 } 846 }
732 /* There were two blocks with identical code - 847 /* There were two blocks with identical code -
733 * use this retry here to make this one block 848 * use this retry here to make this one block
734 * that did the same thing. 849 * that did the same thing.
735 */ 850 */
736 while (retry<2) { 851 while (retry < 2)
852 {
737 int left, right, mflags; 853 int left, right, mflags;
738 mapstruct *m1; 854 mapstruct *m1;
739 sint16 x1, y1; 855 sint16 x1, y1;
740 856
741 retry++; 857 retry++;
742 858
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
744 * over a corner in a tiled map, it is possible that 860 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 861 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 862 * op->direction-1 or op->direction+1 does not exist.
747 */ 863 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
749 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); 865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); 866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 867
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
753 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1); 869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); 870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 871
756 if(left==right) 872 if (left == right)
757 op->direction=absdir(op->direction+4); 873 op->direction = absdir (op->direction + 4);
758 else if(left) 874 else if (left)
759 op->direction=absdir(op->direction+2); 875 op->direction = absdir (op->direction + 2);
760 else if(right) 876 else if (right)
761 op->direction=absdir(op->direction-2); 877 op->direction = absdir (op->direction - 2);
762 878
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 880
765 /* If this space is not out of the map and not blocked, valid space - 881 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 882 * don't need to retry again.
767 */ 883 */
768 if (!(mflags & P_OUT_OF_MAP) && 884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 885 break;
770 886
771 } 887 }
772 /* Couldn't find a direction to move the arrow to - just 888 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 889 * top it from moving.
774 */ 890 */
775 if (retry==2) { 891 if (retry == 2)
776 stop_arrow (op); 892 {
777 return; 893 stop_arrow (op);
778 } 894 return;
895 }
779 /* update object image for new facing */ 896 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 897 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 898 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 899 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 900 } /* object is reflected */
784 } /* object ran into a wall */ 901 } /* object ran into a wall */
785 902
786 /* Move the arrow. */ 903 /* Move the arrow. */
787 remove_ob (op); 904 remove_ob (op);
788 op->x = new_x; 905 op->x = new_x;
789 op->y = new_y; 906 op->y = new_y;
790 907
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 909 * about 17 squares. Tune as needed.
793 */ 910 */
794 op->speed -= 0.05; 911 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 912 insert_ob_in_map (op, m, op, 0);
796} 913}
797 914
798/* This routine doesnt seem to work for "inanimate" objects that 915/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 916 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 917 * Modified this routine to allow held objects. b.t. */
801 918
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 919void
920change_object (object *op)
921{ /* Doesn`t handle linked objs yet */
803 object *tmp,*env,*pl; 922 object *tmp, *env, *pl;
804 int i,j; 923 int i, j;
805 924
806 if(op->other_arch==NULL) { 925 if (op->other_arch == NULL)
926 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 return;
929 }
930
931 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 {
934 if (op->stats.food-- > 0)
935 return;
936 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 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */
965 free_object (tmp);
966 else
967 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
969 insert_ob_in_map (tmp, op->map, op, 0);
970 }
971 }
972 }
973 free_object (op);
974}
975
976void
977move_teleporter (object *op)
978{
979 object *tmp, *head = op;
980
981 /* if this is a multipart teleporter, handle the other parts
982 * The check for speed isn't strictly needed - basically, if
983 * 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
985 * function - in fact, as written below, part N would get called
986 * N times without the speed check.
987 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
989 move_teleporter (op->more);
990
991 if (op->head)
992 head = op->head;
993
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break;
997
998 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 1000 return;
809 }
810 1001
811 /* In non-living items only change when food value is 0 */
812 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
813 if(op->stats.food-- > 0) return;
814 else op->stats.food=1; /* so 1 other_arch is made */
815 }
816 env=op->env;
817 remove_ob(op);
818 for(i=0;i<NROFNEWOBJS(op);i++) {
819 tmp=arch_to_object(op->other_arch);
820 if (op->type == LAMP)
821 tmp->stats.food = op->stats.food-1;
822 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
823 if(env) {
824 tmp->x=env->x,tmp->y=env->y;
825 tmp=insert_ob_in_ob(tmp,env);
826 /* If this object is the players inventory, we need to tell the
827 * client of the change. Insert_ob_in_map takes care of the
828 * updating the client, so we don't need to do that below.
829 */
830 if ((pl=is_player_inv(env))!=NULL) {
831 esrv_del_item(pl->contr, op->count);
832 esrv_send_item(pl, tmp);
833 }
834 } else {
835 j=find_first_free_spot(tmp,op->map,op->x,op->y);
836 if (j==-1) /* No free spot */
837 free_object(tmp);
838 else {
839 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
840 insert_ob_in_map(tmp,op->map,op,0);
841 }
842 }
843 }
844 free_object(op);
845}
846
847void move_teleporter(object *op) {
848 object *tmp, *head=op;
849
850 /* if this is a multipart teleporter, handle the other parts
851 * The check for speed isn't strictly needed - basically, if
852 * there is an old multipart teleporter in which the other parts
853 * have speed, we don't really want to call it twice for the same
854 * function - in fact, as written below, part N would get called
855 * N times without the speed check.
856 */
857 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
858
859 if (op->head) head=op->head;
860
861 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
862 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
863
864 /* If nothing above us to move, nothing to do */
865 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
866
867 if(EXIT_PATH(head)) { 1002 if (EXIT_PATH (head))
1003 {
868 if(tmp->type==PLAYER) { 1004 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 1005 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 1007 return;
1008
872 enter_exit(tmp, head); 1009 enter_exit (tmp, head);
873 } 1010 }
874 else 1011 else
875 /* Currently only players can transfer maps */ 1012 /* Currently only players can transfer maps */
876 return;
877 }
878 else if(EXIT_X(head)||EXIT_Y(head)) {
879 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
880 LOG(llevError, "Removed illegal teleporter.\n");
881 remove_ob(head);
882 free_object(head);
883 return;
884 }
885 /* Lauwenmark: Handle for plugin TRIGGER event */
886 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
887 return; 1013 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 1014 }
1015 else if (EXIT_X (head) || EXIT_Y (head))
889 } 1016 {
890 else { 1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 1018 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 1019 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1020 remove_ob (head);
1021 free_object (head);
894 return; 1022 return;
1023 }
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return;
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 }
1028 else
1029 {
1030 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return;
895 teleport(head, TELEPORTER, tmp); 1033 teleport (head, TELEPORTER, tmp);
896 } 1034 }
897} 1035}
898 1036
899 1037
900/* This object will teleport someone to a different map 1038/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 1039 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 1040 This was invented for giving classes, but there's no reason it
903 can't be generalized. 1041 can't be generalized.
904*/ 1042*/
905 1043
1044void
906void move_player_changer(object *op) { 1045move_player_changer (object *op)
1046{
907 object *player; 1047 object *player;
908 object *walk; 1048 object *walk;
909 char c; 1049 char c;
910 1050
911 if (!op->above || !EXIT_PATH(op)) return; 1051 if (!op->above || !EXIT_PATH (op))
1052 return;
912 1053
913 /* This isn't all that great - means that the player_mover 1054 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 1055 * needs to be on top.
915 */ 1056 */
916 if(op->above->type==PLAYER) { 1057 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 1058 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 1060 return;
920 player=op->above; 1061 player = op->above;
1062
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 1063 for (walk = op->inv; walk != NULL; walk = walk->below)
922 apply_changes_to_player(player,walk); 1064 apply_changes_to_player (player, walk);
923 1065
924 fix_player(player); 1066 fix_player (player);
1067
925 esrv_send_inventory(op->above,op->above); 1068 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 1069 esrv_update_item (UPD_FACE, op->above, op->above);
927 1070
928 /* update players death & WoR home-position */ 1071 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 1072 sscanf (EXIT_PATH (op), "%c", &c);
930 if (c == '/') { 1073 if (c == '/')
1074 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1075 strcpy (player->contr->savebed_map, EXIT_PATH (op));
932 player->contr->bed_x = EXIT_X(op); 1076 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 1077 player->contr->bed_y = EXIT_Y (op);
934 } 1078 }
935 else 1079 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 1081
939
940 enter_exit(op->above,op); 1082 enter_exit (op->above, op);
941 save_player(player, 1); 1083 save_player (player, 1);
942 } 1084 }
943} 1085}
944 1086
945/* firewalls fire other spells. 1087/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1088 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1089 * walls can have hp, so they can be torn down.
948 */ 1090 */
1091void
949void move_firewall(object *op) { 1092move_firewall (object *op)
1093{
950 object *spell; 1094 object *spell;
951 1095
952 if ( ! op->map) 1096 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1097 return; /* dm has created a firewall in his inventory */
954 1098
955 spell = op->inv; 1099 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1100 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone;
957 if (!spell) { 1102 if (!spell)
958 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
959 op->name, op->map->name, op->x, op->y);
960 return;
961 } 1103 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1105 return;
1106 }
962 1107
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1109}
965 1110
966 1111
967/* move_player_mover: this function takes a "player mover" as an 1112/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1113 * argument, and performs the function of a player mover, which is:
971 * moves them in the op->stats.sp direction. speed is how often it'll move. 1116 * moves them in the op->stats.sp direction. speed is how often it'll move.
972 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1117 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
973 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1118 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
974 * it'll paralyze the victim for hp*his speed/op->speed 1119 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1120 */
1121void
976void move_player_mover(object *op) { 1122move_player_mover (object *op)
1123{
977 object *victim, *nextmover; 1124 object *victim, *nextmover;
978 int dir = op->stats.sp; 1125 int dir = op->stats.sp;
979 sint16 nx, ny; 1126 sint16 nx, ny;
980 mapstruct *m; 1127 mapstruct *m;
981 1128
982 /* Determine direction now for random movers so we do the right thing */ 1129 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1130 if (!dir)
1131 dir = rndm (1, 8);
984 1132
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1134 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1136 (victim->move_type & op->move_type || !victim->move_type))
1137 {
988 1138
989 if (victim->head) victim = victim->head; 1139 if (victim->head)
1140 victim = victim->head;
990 1141
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1143 {
993 free_object(op); 1144 remove_ob (op);
994 return; 1145 free_object (op);
995 } 1146 return;
1147 }
996 nx = op->x+freearr_x[dir]; 1148 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1149 ny = op->y + freearr_y[dir];
998 m = op->map; 1150 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1001 m->path, op->x, op->y); 1154 return;
1002 return ; 1155 }
1003 } 1156
1004
1005 if (should_director_abort(op, victim)) return ; 1157 if (should_director_abort (op, victim))
1158 return;
1006 1159
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1161 {
1008 if(nextmover->type == PLAYERMOVER) 1162 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1163 nextmover->speed_left = -.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1012 } 1167 }
1013 } 1168 }
1014 1169
1015 if(victim->type==PLAYER) { 1170 if (victim->type == PLAYER)
1171 {
1016 /* only level >=1 movers move people */ 1172 /* only level >=1 movers move people */
1017 if(op->level) { 1173 if (op->level)
1174 {
1018 /* Following is a bit of hack. We need to make sure it 1175 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1176 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1177 * place. This can happen if the player used a spell to
1021 * get to this space. 1178 * get to this space.
1022 */ 1179 */
1023 victim->contr->fire_on=0; 1180 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1181 victim->speed_left = -FABS (victim->speed);
1025 move_player(victim, dir); 1182 move_player (victim, dir);
1026 } 1183 }
1027 else return; 1184 else
1028 } 1185 return;
1029 else move_object(victim,dir); 1186 }
1187 else
1188 move_object (victim, dir);
1030 1189
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1190 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2;
1032 1192
1033 if(op->attacktype) { /* flag to paralyze the player */ 1193 if (op->attacktype)
1194 { /* flag to paralyze the player */
1034 1195
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1197 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the 1198 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put 1199 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the 1200 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed. 1201 * mover has 0 speed.
1041 */ 1202 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1203 if (victim->speed_left < -5.0)
1043 } 1204 victim->speed_left = -5.0;
1044 } 1205 }
1206 }
1045 } 1207 }
1046} 1208}
1047 1209
1048/* 1210/*
1049 * Will duplicate a specified object placed on top of it. 1211 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1212 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1213 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1214 * other_arch: the object to look for and duplicate.
1053 */ 1215 */
1054 1216
1217void
1055void move_duplicator(object *op) { 1218move_duplicator (object *op)
1219{
1056 object *tmp; 1220 object *tmp;
1057 1221
1058 if ( !op->other_arch ) { 1222 if (!op->other_arch)
1223 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1060 return; 1225 return;
1061 } 1226 }
1062 1227
1063 if (op->above == NULL) 1228 if (op->above == NULL)
1064 return; 1229 return;
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1231 {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1233 {
1067 if (op->level <= 0) { 1234 if (op->level <= 0)
1068 remove_ob(tmp); 1235 {
1069 free_object(tmp); 1236 remove_ob (tmp);
1070 } else { 1237 free_object (tmp);
1238 }
1239 else
1240 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1241 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1242
1073 new_nrof = 1UL<<31; 1243 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1244 new_nrof = 1UL << 31;
1075 } 1245 tmp->nrof = new_nrof;
1076 break; 1246 }
1077 } 1247 break;
1248 }
1078 } 1249 }
1079} 1250}
1080 1251
1081/* move_creator (by peterm) 1252/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1253 * it has the creator object create it's other_arch right on top of it.
1090 * It should really do this for small objects also, but there is 1261 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1262 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1263 * outside of the map which would cause the server to crash
1093*/ 1264*/
1094 1265
1266void
1095void move_creator(object *creator) { 1267move_creator (object *creator)
1268{
1096 object *new_ob; 1269 object *new_ob;
1097 1270
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1272 {
1099 creator->stats.hp=-1; 1273 creator->stats.hp = -1;
1100 return; 1274 return;
1101 } 1275 }
1102 1276
1103 if (creator->inv != NULL) { 1277 if (creator->inv != NULL)
1278 {
1104 object *ob; 1279 object *ob;
1105 int i; 1280 int i;
1106 object *ob_to_copy; 1281 object *ob_to_copy;
1107 1282
1108 /* select random object from inventory to copy */ 1283 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1284 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1286 {
1111 if (rndm(0, i) == 0) { 1287 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1288 {
1113 } 1289 ob_to_copy = ob;
1114 } 1290 }
1291 }
1115 new_ob = object_create_clone(ob_to_copy); 1292 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1295 }
1296 else
1297 {
1119 if (creator->other_arch == NULL) { 1298 if (creator->other_arch == NULL)
1299 {
1120 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); 1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1301 creator->x, creator->y);
1121 return; 1302 return;
1122 } 1303 }
1123 1304
1124 new_ob = object_create_arch(creator->other_arch); 1305 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1307 }
1127 1308
1128 /* Make sure this multipart object fits */ 1309 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1311 {
1130 free_object(new_ob); 1312 free_object (new_ob);
1131 return; 1313 return;
1132 } 1314 }
1133 1315
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1317 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1318 return;
1137 1319
1138 if (creator->slaying) { 1320 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1321 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1322 new_ob->name = new_ob->title = creator->slaying;
1141 } 1323 }
1142} 1324}
1143 1325
1144/* move_marker --peterm@soda.csua.berkeley.edu 1326/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1327 when moved, a marker will search for a player sitting above
1148 At that time, it writes the contents of its own message 1330 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1331 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1332 0 and then delete itself every time it grants a mark.
1151 unless hp was zero to start with, in which case it is infinite.*/ 1333 unless hp was zero to start with, in which case it is infinite.*/
1152 1334
1335void
1153void move_marker(object *op) { 1336move_marker (object *op)
1337{
1154 object *tmp,*tmp2; 1338 object *tmp, *tmp2;
1155 1339
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */ 1341 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1158 1344
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1345 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1347 {
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1165 } 1349 break;
1350 }
1166 1351
1167 if(tmp2) { 1352 if (tmp2)
1168 remove_ob(tmp2); 1353 {
1169 free_object(tmp2); 1354 remove_ob (tmp2);
1170 } 1355 free_object (tmp2);
1356 }
1171 1357
1172 /* cycle through his inventory to look for the MARK we want to 1358 /* cycle through his inventory to look for the MARK we want to
1173 * place 1359 * place
1174 */ 1360 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1177 } 1364 break;
1178 1365 }
1366
1179 /* if we didn't find our own MARK */ 1367 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) { 1368 if (tmp2 == NULL)
1369 {
1181 object *force = get_archetype(FORCE_NAME); 1370 object *force = get_archetype (FORCE_NAME);
1182 1371
1183 force->speed = 0; 1372 force->speed = 0;
1184 if(op->stats.food) { 1373 if (op->stats.food)
1374 {
1185 force->speed = 0.01; 1375 force->speed = 0.01;
1186 force->speed_left = -op->stats.food; 1376 force->speed_left = -op->stats.food;
1187 } 1377 }
1188 update_ob_speed (force); 1378 update_ob_speed (force);
1189 /* put in the lock code */ 1379 /* put in the lock code */
1190 force->slaying = add_string(op->slaying); 1380 force->slaying = op->slaying;
1191 1381
1192 if ( op->lore ) 1382 if (op->lore)
1193 force->lore = add_string( op->lore ); 1383 force->lore = op->lore;
1194 1384
1195 insert_ob_in_ob(force,tmp); 1385 insert_ob_in_ob (force, tmp);
1196 if(op->msg) 1386 if (op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1198 1388
1199 if(op->stats.hp > 0) { 1389 if (op->stats.hp > 0)
1200 op->stats.hp--; 1390 {
1201 if(op->stats.hp==0) { 1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1202 /* marker expires--granted mark number limit */ 1394 /* marker expires--granted mark number limit */
1203 remove_ob(op); 1395 remove_ob (op);
1204 free_object(op); 1396 free_object (op);
1205 return; 1397 return;
1206 } 1398 }
1207 } 1399 }
1208 } /* if tmp2 == NULL */ 1400 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */ 1401 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */ 1402 } /* For all objects on this space */
1211} 1403}
1212 1404
1405int
1213int process_object(object *op) { 1406process_object (object *op)
1407{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1215 return 0;
1216
1217 if(QUERY_FLAG(op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1219 return 1;
1220
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1222 if (op->type == PLAYER)
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1228 make_sure_seen(op);
1229 }
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1231 change_object(op);
1232 return 1;
1233 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1235 generate_monster(op);
1236
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1238 if(QUERY_FLAG(op, FLAG_APPLIED))
1239 remove_force(op);
1240 else {
1241 /* IF necessary, delete the item from the players inventory */
1242 object *pl=is_player_inv(op);
1243 if (pl)
1244 esrv_del_item(pl->contr, op->count);
1245 remove_ob(op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op);
1248 free_object(op);
1249 }
1250 return 1;
1251 }
1252 /* Lauwenmark: Handle for plugin time event */
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
1254 switch(op->type) {
1255 case TRANSPORT:
1256 /* Transports are directed by players - thus, their
1257 * speed is reduced when the player moves them about.
1258 * So give them back there speed here, since process_objects()
1259 * has decremented it.
1260 */
1261 if (op->speed_left < 0.0) op->speed_left += 1.0;
1262 return 1;
1263
1264 case SPELL_EFFECT:
1265 move_spell_effect(op);
1266 return 1;
1267
1268 case ROD:
1269 case HORN:
1270 regenerate_rod(op);
1271 return 1;
1272
1273 case FORCE:
1274 case POTION_EFFECT:
1275 remove_force(op);
1276 return 1;
1277
1278 case BLINDNESS:
1279 remove_blindness(op);
1280 return 0;
1281
1282 case POISONING:
1283 poison_more(op);
1284 return 0;
1285
1286 case DISEASE:
1287 move_disease(op);
1288 return 0;
1289
1290 case SYMPTOM:
1291 move_symptom(op);
1292 return 0;
1293
1294 case THROWN_OBJ:
1295 case ARROW:
1296 move_arrow(op);
1297 return 0;
1298
1299 case LIGHTNING: /* It now moves twice as fast */
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op);
1305 return 0;
1306
1307 case LOCKED_DOOR:
1308 remove_door2(op);
1309 return 0;
1310
1311 case TELEPORTER:
1312 move_teleporter(op);
1313 return 0;
1314
1315 case GOLEM:
1316 move_golem(op);
1317 return 0;
1318
1319 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1);
1321 return 0;
1322
1323 case FIREWALL:
1324 move_firewall(op);
1325 if (op->stats.maxsp)
1326 animate_turning(op);
1327 return 0;
1328
1329 case MOOD_FLOOR:
1330 do_mood_floor(op, op);
1331 return 0;
1332
1333 case GATE:
1334 move_gate(op);
1335 return 0;
1336
1337 case TIMED_GATE:
1338 move_timed_gate(op);
1339 return 0;
1340
1341 case TRIGGER:
1342 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR:
1345 animate_trigger(op);
1346 return 0;
1347
1348 case DETECTOR:
1349 move_detector(op);
1350
1351 case DIRECTOR:
1352 if (op->stats.maxsp)
1353 animate_turning(op);
1354 return 0;
1355
1356 case HOLE:
1357 move_hole(op);
1358 return 0;
1359
1360 case DEEP_SWAMP:
1361 move_deep_swamp(op);
1362 return 0;
1363
1364 case RUNE:
1365 case TRAP:
1366 move_rune(op);
1367 return 0;
1368
1369 case PLAYERMOVER:
1370 move_player_mover(op);
1371 return 0;
1372
1373 case CREATOR:
1374 move_creator(op);
1375 return 0;
1376
1377 case MARKER:
1378 move_marker(op);
1379 return 0;
1380
1381 case PLAYER_CHANGER:
1382 move_player_changer(op);
1383 return 0;
1384
1385 case PEACEMAKER:
1386 move_peacemaker(op);
1387 return 0;
1388 }
1389
1390 return 0; 1409 return 0;
1410
1411 if (INVOKE_OBJECT (TICK, op))
1412 return 0;
1413
1414 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1;
1417
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction);
1424
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op);
1427 }
1428
1429 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1430 {
1431 change_object (op);
1432 return 1;
1433 }
1434
1435 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1436 generate_monster (op);
1437
1438 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1439 {
1440 if (QUERY_FLAG (op, FLAG_APPLIED))
1441 remove_force (op);
1442 else
1443 {
1444 /* IF necessary, delete the item from the players inventory */
1445 object *pl = is_player_inv (op);
1446
1447 if (pl)
1448 esrv_del_item (pl->contr, op->count);
1449
1450 remove_ob (op);
1451
1452 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1453 make_sure_not_seen (op);
1454
1455 free_object (op);
1456 }
1457
1458 return 1;
1459 }
1460 switch (op->type)
1461 {
1462 case SPELL_EFFECT:
1463 move_spell_effect (op);
1464 return 1;
1465
1466 case ROD:
1467 case HORN:
1468 regenerate_rod (op);
1469 return 1;
1470
1471 case FORCE:
1472 case POTION_EFFECT:
1473 remove_force (op);
1474 return 1;
1475
1476 case BLINDNESS:
1477 remove_blindness (op);
1478 return 0;
1479
1480 case POISONING:
1481 poison_more (op);
1482 return 0;
1483
1484 case DISEASE:
1485 move_disease (op);
1486 return 0;
1487
1488 case SYMPTOM:
1489 move_symptom (op);
1490 return 0;
1491
1492 case THROWN_OBJ:
1493 case ARROW:
1494 move_arrow (op);
1495 return 0;
1496
1497 case LIGHTNING: /* It now moves twice as fast */
1498 move_bolt (op);
1499 return 0;
1500
1501 case DOOR:
1502 remove_door (op);
1503 return 0;
1504
1505 case LOCKED_DOOR:
1506 remove_door2 (op);
1507 return 0;
1508
1509 case TELEPORTER:
1510 move_teleporter (op);
1511 return 0;
1512
1513 case GOLEM:
1514 move_golem (op);
1515 return 0;
1516
1517 case EARTHWALL:
1518 hit_player (op, 2, op, AT_PHYSICAL, 1);
1519 return 0;
1520
1521 case FIREWALL:
1522 move_firewall (op);
1523 if (op->stats.maxsp)
1524 animate_turning (op);
1525 return 0;
1526
1527 case MOOD_FLOOR:
1528 do_mood_floor (op);
1529 return 0;
1530
1531 case GATE:
1532 move_gate (op);
1533 return 0;
1534
1535 case TIMED_GATE:
1536 move_timed_gate (op);
1537 return 0;
1538
1539 case TRIGGER:
1540 case TRIGGER_BUTTON:
1541 case TRIGGER_PEDESTAL:
1542 case TRIGGER_ALTAR:
1543 animate_trigger (op);
1544 return 0;
1545
1546 case DETECTOR:
1547 move_detector (op);
1548
1549 case DIRECTOR:
1550 if (op->stats.maxsp)
1551 animate_turning (op);
1552 return 0;
1553
1554 case HOLE:
1555 move_hole (op);
1556 return 0;
1557
1558 case DEEP_SWAMP:
1559 move_deep_swamp (op);
1560 return 0;
1561
1562 case RUNE:
1563 case TRAP:
1564 move_rune (op);
1565 return 0;
1566
1567 case PLAYERMOVER:
1568 move_player_mover (op);
1569 return 0;
1570
1571 case CREATOR:
1572 move_creator (op);
1573 return 0;
1574
1575 case MARKER:
1576 move_marker (op);
1577 return 0;
1578
1579 case PLAYER_CHANGER:
1580 move_player_changer (op);
1581 return 0;
1582
1583 case PEACEMAKER:
1584 move_peacemaker (op);
1585 return 0;
1586 }
1587
1588 return 0;
1391} 1589}

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