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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 1.113 by root, Tue Oct 12 05:30:12 2010 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = op->other_arch->instance ();
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
68{
46 int i; 69 int i;
47 object *tmp; 70 object *tmp;
71
48 for(i=1;i<9;i+=2) 72 for (i = 1; i < 9; i += 2)
73 {
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
50 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 78 tmp->speed_left = -0.2f;
79 }
53 } 80 }
54 81
55 if(op->other_arch) 82 if (op->other_arch)
56 { 83 {
57 tmp=arch_to_object(op->other_arch); 84 tmp = op->other_arch->instance ();
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 85 tmp->x = op->x;
86 tmp->y = op->y;
87 tmp->map = op->map;
88 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 89 insert_ob_in_map (tmp, op->map, op, 0);
60 } 90 }
61 remove_ob(op);
62 free_object(op);
63}
64 91
65void remove_door2(object *op) { 92 op->drop_and_destroy ();
93}
94
95static void
96generate_monster (object *gen)
97{
98 if (!gen->map)
99 return;
100
101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
102 return;
103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
66 int i; 110 int dir;
111
112 if (gen->flag [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 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = gen->other_arch->instance ();
141 }
142 else
143 return;
144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161}
162
163static void
164remove_force (object *op)
165{
166 if (--op->duration > 0)
167 return;
168
169 if (op->env)
170 switch (op->subtype)
171 {
172 case FORCE_CONFUSION:
173 op->env->clr_flag (FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175
176 default:
177 op->clr_flag (FLAG_APPLIED);
178 change_abil (op->env, op);
179 op->env->update_stats ();
180 }
181
182 op->destroy ();
183}
184
185static void
186remove_blindness (object *op)
187{
188 if (--op->stats.food > 0)
189 return;
190
191 op->clr_flag (FLAG_APPLIED);
192
193 if (op->env)
194 {
195 change_abil (op->env, op);
196 op->env->update_stats ();
197 }
198
199 op->destroy ();
200}
201
202static void
203poison_more (object *op)
204{
205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
206 {
207 op->destroy ();
208 return;
209 }
210
211 if (op->stats.food == 1)
212 {
213 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything.
215 */
216 if (op->env->type == PLAYER)
217 {
218 op->clr_flag (FLAG_APPLIED);
219 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 }
222
223 op->destroy ();
224 return;
225 }
226
227 if (op->env->type == PLAYER)
228 {
229 op->env->stats.food--;
230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
231 }
232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234}
235
236
237static void
238move_gate (object *op)
239{ /* 1 = going down, 0 = going up */
67 object *tmp; 240 object *tmp;
68 for(i=1;i<9;i+=2) {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85 241
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 NUM_ANIMATIONS(op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0; 245 op->stats.wc = 0;
249 } 246 }
250 247
251 /* We're going down */ 248 /* We're going down */
252 if(op->value) { 249 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 250 {
251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 253 op->stats.wc = 0;
255 if(op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
256 op->value=0; 255 op->value = 0;
257 else { 256 else
258 op->speed = 0; 257 op->set_speed (0);
259 update_ob_speed(op); 258 }
260 } 259
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 {
263 op->move_block = 0; 262 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
266 } 265 }
266
267 SET_ANIMATION(op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
269 return; 269 return;
270 } 270 }
271 271
272 /* We're going up */ 272 /* We're going up */
273 273
274 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 {
276 277
277 /* Check to make sure that only non pickable and non rollable 278 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 281 * the gate slightly.
281 */ 282 */
282 283
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 286 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 287
289 if (tmp==NULL) { 288 if (!tmp)
290 if(op->arch->clone.speed) 289 {
291 op->value=1; 290 if (op->arch->has_active_speed ())
292 else { 291 op->value = 1;
293 op->speed = 0; 292 else
294 update_ob_speed(op); /* Reached top, let's stop */ 293 op->set_speed (0);
294
295 return;
296 }
295 } 297 }
296 return;
297 }
298 }
299 298
300 if(op->stats.food) { /* The gate is going temporarily down */ 299 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 300 { /* The gate is going temporarily down */
301 if (--op->stats.wc <= 0)
302 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 303 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 304 op->stats.wc = 0;
304 } 305 }
306 }
307 else
305 } else { /* The gate is still going up */ 308 { /* The gate is still going up */
306 op->stats.wc++; 309 op->stats.wc++;
307 310
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 313
311 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
312 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
313 */ 316 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
318 {
315 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
318 323
319 if(tmp!=NULL) { 324 if (tmp)
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 325 {
326 if (tmp->flag [FLAG_ALIVE])
327 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 329 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 330
324 "You are crushed by the %s!",op->name); 331 if (tmp->type == PLAYER)
325 } else 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
333 }
326 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
328 * off the gate. 336 * off the gate.
329 */ 337 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 339 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 342
336 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 344 if (i > 0)
338 remove_ob(tmp); 345 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 346 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 347 pos.move (i);
341 } 348 if (pos.normalise ())
342 } 349 tmp->move_to (pos);
343 } 350 }
351 }
352 }
344 353
345 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 357 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 358
352 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
353 if(tmp) { 360 if (tmp)
354 op->stats.food=1; 361 op->stats.food = 1;
355 } else { 362 else
363 {
356 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 365
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 366 if (!op->arch->stats.ac)
367 op->set_flag (FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
360 } 369 }
361 } /* gate is halfway up */ 370 } /* gate is halfway up */
362 371
363 SET_ANIMATION(op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 373 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 374 } /* gate is going up */
366} 375}
367 376
368/* hp : how long door is open/closed 377/* hp : how long door is open/closed
369 * maxhp : initial value for hp 378 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
371 */ 380 */
381static void
372void move_timed_gate(object *op) 382move_timed_gate (object *op)
373{ 383{
374 int v = op->value; 384 int v = op->value;
375 385
376 if (op->stats.sp) { 386 if (op->stats.sp)
387 {
377 move_gate(op); 388 move_gate (op);
389
378 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 391 op->stats.sp = 0;
380 return; 392 return;
381 } 393 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 394
395 if (--op->stats.hp <= 0)
396 { /* keep gate down */
383 move_gate(op); 397 move_gate (op);
384 if (op->value != v) { /* ready ? */ 398
385 op->speed = 0; 399 if (op->value != v)
386 update_ob_speed(op); 400 op->set_speed (0);
387 }
388 } 401 }
389} 402}
390 403
391/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
393 * connected: connected value of detector 406 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
396 */ 409 */
397 410static void
398void move_detector(object *op) 411move_detector (object *op)
399{ 412{
400 object *tmp; 413 object *tmp;
401 int last = op->value; 414 int last = op->value;
402 int detected; 415 int detected;
416
403 detected = 0; 417 detected = 0;
404 418
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
420 {
406 object *tmp2; 421 object *tmp2;
407 if(op->stats.hp) { 422
423 if (op->stats.hp)
424 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 426 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 427 if (op->slaying && op->slaying == tmp->name)
411 } 428 detected = 1;
412 } 429
430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
431 detected = 1;
432 }
433 }
434
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 435 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 436 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 438 detected = 1;
418 } 439 }
419 440
420 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 442 if (op->stats.sp == 1)
443 {
422 if(detected && last == 0) { 444 if (detected && last == 0)
445 {
423 op->value = 1; 446 op->value = 1;
424 push_button(op); 447 push_button (op, tmp);
425 } 448 }
449
426 if(!detected && last == 1) { 450 if (!detected && last == 1)
451 {
427 op->value = 0; 452 op->value = 0;
428 push_button(op); 453 push_button (op, tmp);
429 } 454 }
430 } 455 }
431 else { /* in this case, we unset buttons */ 456 else
457 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 458 if (detected && last == 1)
459 {
433 op->value = 0; 460 op->value = 0;
434 push_button(op); 461 push_button (op, tmp);
435 } 462 }
463
436 if(!detected && last == 0) { 464 if (!detected && last == 0)
465 {
437 op->value = 1; 466 op->value = 1;
438 push_button(op); 467 push_button (op, tmp);
439 } 468 }
440 } 469 }
441} 470}
442 471
443 472void
444void animate_trigger (object *op) 473animate_trigger (object *op)
445{ 474{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 {
447 op->stats.wc = 0; 477 op->stats.wc = 0;
448 check_trigger(op,NULL); 478 check_trigger (op, NULL);
479 }
449 } else { 480 else
481 {
450 SET_ANIMATION(op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
452 } 484 }
453} 485}
454 486
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 487static void
456 object *next,*tmp; 488move_hole (object *op)
457 489{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 490 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 491 { /* We're opening */
492 if (--op->stats.wc <= 0)
493 { /* Opened, let's stop */
460 op->stats.wc=0; 494 op->stats.wc = 0;
461 op->speed = 0; 495 op->set_speed (0);
462 update_ob_speed(op);
463 496
464 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 499 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 500 {
468 move_apply(op,tmp,tmp); 501 next = tmp->above;
469 } 502 move_apply (op, tmp, tmp);
470 } 503 }
471 SET_ANIMATION(op, op->stats.wc); 504 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 505
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); 506 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 507 update_object (op, UP_OBJ_CHANGE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if (op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_CHANGE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 520 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 521 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 522}
489 523
490 524
491/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
492 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 532 * it, NULL is returned.
499 * 533 *
500 * fix_stopped_item() should be used if the stopped item should be put on 534 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 535 * the map.
502 */ 536 */
537object *
503object *stop_item (object *op) 538stop_item (object *op)
504{ 539{
505 if (op->map == NULL) 540 if (op->map == NULL)
541 return op;
542
543 switch (op->type)
544 {
545 case THROWN_OBJ:
546 {
547 object *payload = op->inv;
548
549 if (payload == NULL)
550 return NULL;
551
552 payload->remove ();
553 op->destroy ();
554 return payload;
555 }
556
557 case ARROW:
558 if (op->has_active_speed ())
559 op = fix_stopped_arrow (op);
506 return op; 560 return op;
507 561
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: 562 default:
527 return op; 563 return op;
528 } 564 }
529} 565}
530 566
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 567/* 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. 568 * Inserts item into the old map, or merges it if it already is on the map.
533 * 569 *
534 * 'map' must be the value of op->map before stop_item() was called. 570 * 'map' must be the value of op->map before stop_item() was called.
535 */ 571 */
572void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
537{ 574{
538 if (map == NULL) 575 if (map == NULL)
539 return; 576 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
541 insert_ob_in_map (op, map, originator,0); 579 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 580 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
544} 582}
545 583
546 584object *
547object *fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
548{ 586{
549 if(rndm(0, 99) < op->stats.food) { 587 if (rndm (0, 99) < op->stats.food)
588 {
550 /* Small chance of breaking */ 589 /* Small chance of breaking */
551 remove_ob (op); 590 op->destroy ();
552 free_object(op);
553 return NULL; 591 return NULL;
554 } 592 }
555 593
594 op->set_speed (0);
556 op->direction=0; 595 op->direction = 0;
557 op->move_on=0; 596 op->move_on = 0;
558 op->move_type=0; 597 op->move_type = 0;
559 op->speed = 0; 598 op->skill = 0; // really?
560 update_ob_speed(op); 599
600 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 602 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 604 op->slaying = op->custom_name;
565 FREE_AND_CLEAR_STR(op->slaying);
566 605
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) {
571 op->slaying = add_string(op->spellarg);
572 free(op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
578 op->spellarg = NULL; 607 op->custom_name = 0;
579 op->stats.sp = 0; 608 op->stats.sp = 0;
580 op->stats.hp = 0; 609 op->stats.hp = 0;
581 op->stats.grace = 0; 610 op->stats.grace = 0;
582 op->level = 0; 611 op->level = 0;
583 op->face=op->arch->clone.face; 612 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
585 update_object (op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
586 return op; 617 return op;
587} 618}
588 619
589/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 622 * here too. -b.t.
592 * 623 *
593 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
595 */ 626 */
596 627static void
597static void stop_arrow (object *op) 628stop_arrow (object *op)
598{ 629{
599 /* Lauwenmark: Handle for plugin stop event */ 630 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 631 return;
632
601 if (op->inv) { 633 if (op->inv)
634 {
635 // replace this by straightforward drop to ground?
602 object *payload = op->inv; 636 object *payload = op->inv;
603 remove_ob (payload); 637
604 clear_owner(payload); 638 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 639 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 640 op->destroy ();
607 free_object (op); 641 }
608 } else { 642 else
643 {
609 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
610 if (op) 646 if (op)
611 merge_ob (op, NULL); 647 merge_ob (op, 0);
612 } 648 }
613} 649}
614 650
615/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
616 */ 652 */
617 653void
618void move_arrow(object *op) { 654move_arrow (object *op)
619 object *tmp; 655{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 656 int was_reflected;
622 mapstruct *m;
623 657
624 if(op->map==NULL) { 658 if (!op->map)
625 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op);
627 free_object(op);
628 return;
629 } 659 {
660 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
661 op->destroy ();
662 return;
663 }
630 664
631 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 666 if (op->type == THROWN_OBJ)
667 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 668 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 669 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 670 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 671 * 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 672 * 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, 673 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
640 */ 675 */
641 if (op->inv == NULL) { 676 if (!op->inv)
642 remove_ob(op); 677 {
643 free_object(op); 678 op->destroy ();
679 return;
680 }
681
682 if (op->last_sp-- < 0)
683 {
684 stop_arrow (op);
685 return;
686 }
687 }
688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->set_speed (op->speed - 0.05);
693
694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
695 values look rediculous. */
696 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
697 {
698 stop_arrow (op);
699 return;
700 }
701
702 /* Calculate target map square */
703 was_reflected = 0;
704
705 mapxy pos (op); pos.move (op->direction);
706
707 if (!pos.normalise ())
708 {
709 stop_arrow (op);
710 return;
711 }
712
713 /* only need to look for living creatures if this flag is set */
714 if (pos->flags () & P_IS_ALIVE)
715 {
716 object *tmp;
717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
720 break;
721
722 /* Not really fair, but don't let monsters hit themselves with
723 * their own arrow - this can be because they fire it then
724 * move into it.
725 */
726 if (tmp && tmp != op->owner)
727 {
728 /* Found living object, but it is reflecting the missile. Update
729 * as below. (Note that for living creatures there is a small
730 * chance that reflect_missile fails.)
731 */
732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
733 {
734 int number = op->face;
735
736 op->direction = absdir (op->direction + 4);
737 update_turn_face (op);
738 was_reflected = 1; /* skip normal movement calculations */
739 }
740 else
741 {
742 /* Attack the object. */
743 op = hit_with_arrow (op, tmp);
744
745 if (!op)
746 return;
747 }
748 } /* if this is not hitting its owner */
749 } /* if there is something alive on this space */
750
751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
752 {
753 int retry = 0;
754
755 /* if the object doesn't reflect, stop the arrow from moving
756 * note that this code will now catch cases where a monster is
757 * on a wall but has reflecting - the arrow won't reflect.
758 * Mapmakers shouldn't put monsters on top of wall in the first
759 * place, so I don't consider that a problem.
760 */
761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
762 {
763 stop_arrow (op);
764 return;
765 }
766 else
767 {
768 /* If one of the major directions (n,s,e,w), just reverse it */
769 if (op->direction & 1)
770 {
771 op->direction = absdir (op->direction + 4);
772 retry = 1;
773 }
774
775 /* There were two blocks with identical code -
776 * use this retry here to make this one block
777 * that did the same thing.
778 */
779 while (retry < 2)
780 {
781 retry++;
782
783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
784 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist.
787 */
788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790
791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
793
794 if (left == right)
795 op->direction = absdir (op->direction + 4);
796 else if (left)
797 op->direction = absdir (op->direction + 2);
798 else if (right)
799 op->direction = absdir (op->direction - 2);
800
801 /* If this space is not out of the map and not blocked, valid space -
802 * don't need to retry again.
803 */
804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
806 break;
807 }
808
809 /* Couldn't find a direction to move the arrow to - just
810 * stop it from moving.
811 */
812 if (retry == 2)
813 {
814 stop_arrow (op);
815 return;
816 }
817
818 /* update object image for new facing */
819 /* many thrown objects *don't* have more than one face */
820 if (op->has_anim ())
821 op->set_anim_frame (op->direction);
822 } /* object is reflected */
823 } /* object ran into a wall */
824
825 /* Move the arrow. */
826 op->move_to (pos);
827}
828
829static void
830change_object (object *op)
831{ /* Doesn`t handle linked objs yet */
832 if (!op->other_arch)
833 {
834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
835 return;
836 }
837
838 /* In non-living items only change when food value is 0 */
839 if (!op->flag [FLAG_ALIVE])
840 {
841 if (op->stats.food-- > 0)
842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
858 else
859 {
860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
862 if (j < 0) /* No free spot */
863 tmp->destroy ();
864 else
865 {
866 mapxy pos (op); pos.move (j);
867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
870 }
871 }
872 }
873
874 op->destroy ();
875}
876
877void
878move_teleporter (object *op)
879{
880 object *tmp, *head = op;
881
882 /* if this is a multipart teleporter, handle the other parts
883 * The check for speed isn't strictly needed - basically, if
884 * there is an old multipart teleporter in which the other parts
885 * have speed, we don't really want to call it twice for the same
886 * function - in fact, as written below, part N would get called
887 * N times without the speed check.
888 */
889 if (op->more && !op->more->has_active_speed ())
890 move_teleporter (op->more);
891
892 if (op->head)
893 head = op->head;
894
895 for (tmp = op->above; tmp; tmp = tmp->above)
896 if (!tmp->flag [FLAG_IS_FLOOR])
897 break;
898
899 /* If nothing above us to move, nothing to do */
900 if (!tmp || tmp->flag [FLAG_WIZPASS])
901 return;
902
903 if (EXIT_PATH (head))
904 {
905 if (tmp->type == PLAYER)
906 {
907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 908 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 909
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 910 tmp->enter_exit (head);
653 values look rediculous. */ 911 }
654 if (op->speed < 0.5 && op->type==ARROW) {
655 stop_arrow(op);
656 return;
657 }
658
659 /* Calculate target map square */
660 new_x = op->x + DIRX(op);
661 new_y = op->y + DIRY(op);
662 was_reflected = 0;
663
664 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
666
667 if (mflags & P_OUT_OF_MAP) {
668 stop_arrow(op);
669 return;
670 }
671
672 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) {
674 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
675 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
676
677
678 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then
680 * move into it.
681 */
682
683 if (tmp != NULL && tmp != op->owner) {
684 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.)
687 */
688
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number;
693
694 op->direction = absdir (op->direction + 4);
695 op->state = 0;
696 if (GET_ANIM_ID (op)) {
697 number += 4;
698 if (number > GET_ANIMATION (op, 8))
699 number -= 8;
700 op->face = &new_faces[number];
701 }
702 was_reflected = 1; /* skip normal movement calculations */
703 }
704 else { 912 else
705 /* Attack the object. */
706 op = hit_with_arrow (op, tmp);
707 if (op == NULL)
708 return;
709 }
710 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */
712
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
715 int retry=0;
716
717 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem.
722 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
724 stop_arrow (op);
725 return;
726 } else {
727 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) {
729 op->direction=absdir(op->direction+4);
730 retry=1;
731 }
732 /* There were two blocks with identical code -
733 * use this retry here to make this one block
734 * that did the same thing.
735 */
736 while (retry<2) {
737 int left, right, mflags;
738 mapstruct *m1;
739 sint16 x1, y1;
740
741 retry++;
742
743 /* 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
745 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist.
747 */
748 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);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
751
752 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);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
755
756 if(left==right)
757 op->direction=absdir(op->direction+4);
758 else if(left)
759 op->direction=absdir(op->direction+2);
760 else if(right)
761 op->direction=absdir(op->direction-2);
762
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
764
765 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again.
767 */
768 if (!(mflags & P_OUT_OF_MAP) &&
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
770
771 }
772 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving.
774 */
775 if (retry==2) {
776 stop_arrow (op);
777 return;
778 }
779 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op))
782 SET_ANIMATION(op, op->direction);
783 } /* object is reflected */
784 } /* object ran into a wall */
785
786 /* Move the arrow. */
787 remove_ob (op);
788 op->x = new_x;
789 op->y = new_y;
790
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed.
793 */
794 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0);
796}
797
798/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */
801
802void change_object(object *op) { /* Doesn`t handle linked objs yet */
803 object *tmp,*env,*pl;
804 int i,j;
805
806 if(op->other_arch==NULL) {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
808 return;
809 }
810
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)) {
868 if(tmp->type==PLAYER) {
869 /* Lauwenmark: Handle for plugin TRIGGER event */
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
871 return;
872 enter_exit(tmp, head);
873 }
874 else
875 /* Currently only players can transfer maps */ 913 /* 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; 914 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 915 }
916 else if (EXIT_X (head) || EXIT_Y (head))
889 } 917 {
890 else { 918 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 919 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 920 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 921 head->destroy ();
894 return; 922 return;
923 }
924
925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
926 return;
927
928 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
929 }
930 else
931 {
932 /* Random teleporter */
933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
934 return;
935
895 teleport(head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
896 } 937 }
897} 938}
898
899 939
900/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
903 can't be generalized. 943 can't be generalized.
904*/ 944*/
905 945static void
906void move_player_changer(object *op) { 946move_player_changer (object *op)
907 object *player; 947{
908 object *walk;
909 char c;
910
911 if (!op->above || !EXIT_PATH(op)) return; 948 if (!op->above || !EXIT_PATH (op))
949 return;
912 950
913 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 952 * needs to be on top.
915 */ 953 */
916 if(op->above->type==PLAYER) { 954 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 955 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 956 object *player = op->above;
957
958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 959 return;
920 player=op->above; 960
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 962 apply_changes_to_player (player, walk);
923 963
924 fix_player(player); 964 player->update_stats ();
965
925 esrv_send_inventory(op->above,op->above); 966 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
927 968
928 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 971 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 972 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 973 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 974 player->contr->bed_y = EXIT_Y (op);
934 } 975 }
935 else 976 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 977 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 978
939 979 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 980 }
943} 981}
944 982
945/* firewalls fire other spells. 983/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 985 * walls can have hp, so they can be torn down.
948 */ 986 */
987void
949void move_firewall(object *op) { 988move_firewall (object *op)
989{
950 object *spell; 990 object *spell;
951 991
952 if ( ! op->map) 992 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
954 994
955 spell = op->inv; 995 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 996
997 if (!spell || spell->type != SPELL)
998 spell = op->other_arch;
999
957 if (!spell) { 1000 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 } 1001 {
1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1003 return;
1004 }
962 1005
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1007}
965 1008
966
967/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
969 * 1011 *
970 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
971 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * 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, 1014 * 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, 1015 * 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 1016 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1017 */
1018static void
976void move_player_mover(object *op) { 1019move_player_mover (object *op)
977 object *victim, *nextmover; 1020{
978 int dir = op->stats.sp; 1021 int dir = 0;
979 sint16 nx, ny;
980 mapstruct *m;
981 1022
982 /* Determine direction now for random movers so we do the right thing */ 1023 for (object *victim = op->ms ().bot; victim; victim = victim->above)
983 if (!dir) dir=rndm(1, 8); 1024 {
984 1025 if (victim->flag [FLAG_ALIVE]
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1026 && !victim->flag [FLAG_WIZPASS]
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1030 {
1031 op->destroy ();
1032 return;
1033 }
988 1034
989 if (victim->head) victim = victim->head; 1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
990 1039
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1040 sint16 nx = op->x + freearr_x[dir];
992 remove_ob(op); 1041 sint16 ny = op->y + freearr_y[dir];
993 free_object(op); 1042 maptile *m = op->map;
994 return;
995 }
996 nx = op->x+freearr_x[dir];
997 ny = op->y+freearr_y[dir];
998 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1045 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); 1046 return;
1002 return ; 1047 }
1003 } 1048
1004 1049 if (victim->head)
1050 victim = victim->head;
1051
1005 if (should_director_abort(op, victim)) return ; 1052 if (should_director_abort (op, victim))
1053 return;
1006 1054
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1056 {
1008 if(nextmover->type == PLAYERMOVER) 1057 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1058 nextmover->speed_left = -.99f;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1059
1060 if (nextmover->flag [FLAG_ALIVE])
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1061 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1062 }
1013 }
1014 1063
1015 if(victim->type==PLAYER) { 1064 if (victim->type == PLAYER)
1065 {
1016 /* only level >=1 movers move people */ 1066 /* only level >=1 movers move people */
1017 if(op->level) { 1067 if (op->level)
1068 {
1018 /* Following is a bit of hack. We need to make sure it 1069 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1070 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1071 * place. This can happen if the player used a spell to
1021 * get to this space. 1072 * get to this space.
1022 */ 1073 */
1023 victim->contr->fire_on=0; 1074 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1075 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1076 move_player (victim, dir);
1026 } 1077 }
1027 else return; 1078 else
1028 } 1079 return;
1029 else move_object(victim,dir); 1080 }
1081 else
1082 victim->move (dir);
1030 1083
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1084 if (!op->stats.maxsp && op->attacktype)
1085 op->stats.maxsp = 2;
1032 1086
1033 if(op->attacktype) { /* flag to paralyze the player */ 1087 if (op->attacktype)
1034 1088 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1089 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1090 }
1037 * would sometimes get -inf speed_left, and from the 1091 }
1038 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed.
1041 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1043 }
1044 }
1045 } 1092 }
1046} 1093}
1047 1094
1048/* 1095/*
1049 * Will duplicate a specified object placed on top of it. 1096 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1097 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1098 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1099 * other_arch: the object to look for and duplicate.
1053 */ 1100 */
1054 1101
1102void
1055void move_duplicator(object *op) { 1103move_duplicator (object *op)
1104{
1056 object *tmp; 1105 object *tmp;
1057 1106
1058 if ( !op->other_arch ) { 1107 if (!op->other_arch)
1108 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1109 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1110 return;
1061 } 1111 }
1062 1112
1063 if (op->above == NULL) 1113 if (op->above == NULL)
1064 return; 1114 return;
1115
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1116 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1117 {
1118 if (op->other_arch->archname == tmp->arch->archname)
1119 {
1067 if (op->level <= 0) { 1120 if (op->level <= 0)
1068 remove_ob(tmp); 1121 tmp->destroy ();
1069 free_object(tmp); 1122 else
1070 } else { 1123 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1124 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1125
1073 new_nrof = 1UL<<31; 1126 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1127 new_nrof = 1UL << 31;
1075 } 1128
1076 break; 1129 tmp->nrof = new_nrof;
1077 } 1130 }
1131
1132 break;
1133 }
1078 } 1134 }
1079} 1135}
1080 1136
1081/* move_creator (by peterm) 1137/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1138 * it has the creator object create it's other_arch right on top of it.
1089 * has to make sure that there is in fact space for the object. 1145 * has to make sure that there is in fact space for the object.
1090 * It should really do this for small objects also, but there is 1146 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1147 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1148 * outside of the map which would cause the server to crash
1093*/ 1149*/
1094 1150void
1095void move_creator(object *creator) { 1151move_creator (object *creator)
1152{
1096 object *new_ob; 1153 object *new_ob;
1097 1154
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1155 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1156 {
1099 creator->stats.hp=-1; 1157 creator->stats.hp = -1;
1100 return; 1158 return;
1159 }
1160
1161 if (creator->inv)
1101 } 1162 {
1102
1103 if (creator->inv != NULL) {
1104 object *ob; 1163 object *ob;
1105 int i; 1164 int i;
1106 object *ob_to_copy; 1165 object *ob_to_copy;
1107 1166
1108 /* select random object from inventory to copy */ 1167 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1168 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1170 {
1111 if (rndm(0, i) == 0) { 1171 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1172 {
1173 ob_to_copy = ob;
1174 }
1175 }
1176
1177 new_ob = ob_to_copy->deep_clone ();
1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } 1180 }
1114 } 1181 else
1115 new_ob = object_create_clone(ob_to_copy); 1182 {
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1183 if (!creator->other_arch)
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1184 {
1118 } else { 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1119 if (creator->other_arch == NULL) { 1186 &creator->name, &creator->map->path, creator->x, creator->y);
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);
1121 return; 1187 return;
1122 } 1188 }
1123 1189
1124 new_ob = object_create_arch(creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1192 }
1127 1193
1128 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1196 {
1197 new_ob->destroy ();
1198 return;
1199 }
1133 1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 if (new_ob->need_identify ())
1204 new_ob->set_flag (FLAG_IDENTIFIED);
1205
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1207 if (new_ob->flag [FLAG_FREED])
1136 return; 1208 return;
1137 1209
1138 if (creator->slaying) { 1210 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1211 new_ob->name = new_ob->title = creator->slaying;
1140 FREE_AND_COPY(new_ob->title, creator->slaying);
1141 }
1142} 1212}
1143 1213
1144/* move_marker --peterm@soda.csua.berkeley.edu 1214/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1215 when moved, a marker will search for a player sitting above
1146 it, and insert an invisible, weightless force into him 1216 it, and insert an invisible, weightless force into him
1147 with a specific code as the slaying field. 1217 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1218 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1219 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1220 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.*/ 1221 unless hp was zero to start with, in which case it is infinite.*/
1152 1222void
1153void move_marker(object *op) { 1223move_marker (object *op)
1154 object *tmp,*tmp2; 1224{
1155 1225 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1226 {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1228 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1229 force->destroy ();
1230
1231 if (op->slaying && !tmp->force_find (op->slaying))
1232 {
1233 tmp->force_add (op->slaying, op->stats.food);
1234
1235 if (op->msg)
1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1237
1238 if (op->stats.hp > 0)
1239 {
1240 op->stats.hp--;
1241
1242 if (op->stats.hp == 0)
1243 {
1244 /* marker expires--granted mark number limit */
1245 op->destroy ();
1246 return;
1247 }
1248 }
1249 }
1165 } 1250 }
1251}
1166 1252
1167 if(tmp2) { 1253// mapscript objects activate themselves (only) then their timer fires
1168 remove_ob(tmp2); 1254// TODO: maybe they should simply trigger the link like any other object?
1169 free_object(tmp2); 1255static void
1256move_mapscript (object *op)
1257{
1258 op->set_speed (0);
1259 cfperl_mapscript_activate (op, true, op, 0);
1260}
1261
1262static void
1263move_lamp (object *op)
1264{
1265 // if the lamp/torch is off, we should disable it.
1266 if (!op->glow_radius)
1267 {
1268 op->set_speed (0);
1269 return;
1170 } 1270 }
1171 1271 else
1172 /* cycle through his inventory to look for the MARK we want to 1272 {
1173 * place 1273 // check whether the face might need to be updated
1174 */ 1274 // (currently this is needed to have already switched on torches
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1275 // on maps, as they just set the glow_radius in the archetype)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1276 if (op->other_arch
1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1279 || (op->flag [FLAG_ANIMATE]
1280 ? (op->animation_id != op->other_arch->animation_id)
1281 : (op->face != op->other_arch->face))
1282 ))
1283 get_animation_from_arch (op, op->other_arch);
1177 } 1284 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182 1285
1183 force->speed = 0; 1286 // lamps and torches on maps don't use up their fuel
1287 if (op->is_on_map ())
1288 return;
1289
1184 if(op->stats.food) { 1290 if (op->stats.food > 0)
1185 force->speed = 0.01; 1291 {
1186 force->speed_left = -op->stats.food;
1187 }
1188 update_ob_speed (force);
1189 /* put in the lock code */
1190 force->slaying = add_string(op->slaying);
1191
1192 if ( op->lore )
1193 force->lore = add_string( op->lore );
1194
1195 insert_ob_in_ob(force,tmp);
1196 if(op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1198
1199 if(op->stats.hp > 0) {
1200 op->stats.hp--; 1292 op->stats.food--;
1201 if(op->stats.hp==0) { 1293 return;
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 } 1294 }
1207 } 1295
1208 } /* if tmp2 == NULL */ 1296 apply_lamp (op, false);
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1297}
1212 1298
1299void
1213int process_object(object *op) { 1300process_object (object *op)
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1301{
1215 return 0; 1302 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1216
1217 if(QUERY_FLAG(op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1219 return 1; 1303 return;
1220 1304
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1222 if (op->type == PLAYER) 1306 return;
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226 1307
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1308 if (op->flag [FLAG_MONSTER])
1309 if (move_monster (op) || op->flag [FLAG_FREED])
1310 return;
1311
1312 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1313 {
1314 animate_object (op, op->contr ? op->facing : op->direction);
1315
1316 if (op->flag [FLAG_SEE_ANYWHERE])
1228 make_sure_seen(op); 1317 make_sure_seen (op);
1318 }
1319
1320 if (expect_false (
1321 op->flag [FLAG_GENERATOR]
1322 || op->flag [FLAG_CHANGING]
1323 || op->flag [FLAG_IS_USED_UP]
1324 ))
1229 } 1325 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1326 if (op->flag [FLAG_CHANGING] && !op->state)
1327 {
1231 change_object(op); 1328 change_object (op);
1232 return 1; 1329 return;
1233 } 1330 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1331
1332 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1235 generate_monster(op); 1333 generate_monster (op);
1236 1334
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1335 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1238 if(QUERY_FLAG(op, FLAG_APPLIED)) 1336 {
1337 if (op->flag [FLAG_APPLIED])
1239 remove_force(op); 1338 remove_force (op);
1240 else { 1339 else
1241 /* IF necessary, delete the item from the players inventory */ 1340 {
1242 object *pl=is_player_inv(op); 1341 op->remove (); // TODO: really necessary?
1243 if (pl) 1342
1244 esrv_del_item(pl->contr, op->count); 1343 if (op->flag [FLAG_SEE_ANYWHERE])
1245 remove_ob(op); 1344 make_sure_not_seen (op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1345
1247 make_sure_not_seen(op); 1346 op->drop_and_destroy ();
1248 free_object(op); 1347 }
1249 } 1348
1250 return 1; 1349 return;
1350 }
1251 } 1351 }
1252 /* Lauwenmark: Handle for plugin time event */ 1352
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
1254 switch(op->type) { 1353 switch (op->type)
1255 case TRANSPORT: 1354 {
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: 1355 case SPELL_EFFECT:
1265 move_spell_effect(op); 1356 move_spell_effect (op);
1266 return 1; 1357 break;
1267 1358
1268 case ROD: 1359 case ROD:
1269 case HORN: 1360 case HORN:
1270 regenerate_rod(op); 1361 regenerate_rod (op);
1271 return 1; 1362 break;
1272 1363
1273 case FORCE: 1364 case FORCE:
1274 case POTION_EFFECT: 1365 case POTION_EFFECT:
1275 remove_force(op); 1366 remove_force (op);
1276 return 1; 1367 break;
1277 1368
1278 case BLINDNESS: 1369 case BLINDNESS:
1279 remove_blindness(op); 1370 remove_blindness (op);
1280 return 0; 1371 break;
1281 1372
1282 case POISONING: 1373 case POISONING:
1283 poison_more(op); 1374 poison_more (op);
1284 return 0; 1375 break;
1285 1376
1286 case DISEASE: 1377 case DISEASE:
1287 move_disease(op); 1378 move_disease (op);
1288 return 0; 1379 break;
1289 1380
1290 case SYMPTOM: 1381 case SYMPTOM:
1291 move_symptom(op); 1382 move_symptom (op);
1292 return 0; 1383 break;
1293 1384
1294 case THROWN_OBJ: 1385 case THROWN_OBJ:
1295 case ARROW: 1386 case ARROW:
1296 move_arrow(op); 1387 move_arrow (op);
1297 return 0; 1388 break;
1298 1389
1299 case LIGHTNING: /* It now moves twice as fast */ 1390 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1391 remove_door (op);
1305 return 0; 1392 break;
1306 1393
1307 case LOCKED_DOOR: 1394 case LOCKED_DOOR:
1308 remove_door2(op); 1395 remove_door2 (op);
1309 return 0; 1396 break;
1310 1397
1311 case TELEPORTER: 1398 case TELEPORTER:
1312 move_teleporter(op); 1399 move_teleporter (op);
1313 return 0; 1400 break;
1314 1401
1315 case GOLEM: 1402 case GOLEM:
1316 move_golem(op); 1403 move_golem (op);
1317 return 0; 1404 break;
1318 1405
1319 case EARTHWALL: 1406 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1407 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1408 break;
1322 1409
1323 case FIREWALL: 1410 case FIREWALL:
1324 move_firewall(op); 1411 move_firewall (op);
1325 if (op->stats.maxsp) 1412 if (op->stats.maxsp)
1326 animate_turning(op); 1413 animate_turning (op);
1327 return 0; 1414 break;
1328 1415
1329 case MOOD_FLOOR: 1416 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1417 do_mood_floor (op);
1331 return 0; 1418 break;
1332 1419
1333 case GATE: 1420 case GATE:
1334 move_gate(op); 1421 move_gate (op);
1335 return 0; 1422 break;
1336 1423
1337 case TIMED_GATE: 1424 case TIMED_GATE:
1338 move_timed_gate(op); 1425 move_timed_gate (op);
1339 return 0; 1426 break;
1340 1427
1341 case TRIGGER: 1428 case TRIGGER:
1342 case TRIGGER_BUTTON: 1429 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1430 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1431 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1432 animate_trigger (op);
1346 return 0; 1433 break;
1347 1434
1348 case DETECTOR: 1435 case DETECTOR:
1349 move_detector(op); 1436 move_detector (op);
1350 1437
1351 case DIRECTOR: 1438 case DIRECTOR:
1352 if (op->stats.maxsp) 1439 if (op->stats.maxsp)
1353 animate_turning(op); 1440 animate_turning (op);
1354 return 0; 1441 break;
1355 1442
1356 case HOLE: 1443 case HOLE:
1357 move_hole(op); 1444 move_hole (op);
1358 return 0; 1445 break;
1359 1446
1360 case DEEP_SWAMP: 1447 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1448 move_deep_swamp (op);
1362 return 0; 1449 break;
1363 1450
1364 case RUNE: 1451 case RUNE:
1365 case TRAP: 1452 case TRAP:
1366 move_rune(op); 1453 move_rune (op);
1367 return 0; 1454 break;
1368 1455
1369 case PLAYERMOVER: 1456 case PLAYERMOVER:
1370 move_player_mover(op); 1457 move_player_mover (op);
1371 return 0; 1458 break;
1372 1459
1373 case CREATOR: 1460 case CREATOR:
1374 move_creator(op); 1461 move_creator (op);
1375 return 0; 1462 break;
1376 1463
1377 case MARKER: 1464 case MARKER:
1378 move_marker(op); 1465 move_marker (op);
1379 return 0; 1466 break;
1380 1467
1381 case PLAYER_CHANGER: 1468 case PLAYER_CHANGER:
1382 move_player_changer(op); 1469 move_player_changer (op);
1383 return 0; 1470 break;
1384 1471
1385 case PEACEMAKER: 1472 case PEACEMAKER:
1386 move_peacemaker(op); 1473 move_peacemaker (op);
1387 return 0; 1474 break;
1388 }
1389 1475
1390 return 0; 1476 case PLAYER:
1477 // players have their own speed-management, so undo the --speed_left
1478 ++op->speed_left;
1479 break;
1480
1481 case MAPSCRIPT:
1482 move_mapscript (op);
1483 break;
1484
1485 case LAMP:
1486 case TORCH:
1487 move_lamp (op);
1488 break;
1489 }
1391} 1490}
1491

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