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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 1.119 by root, Mon Oct 29 23:55:57 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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))
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc,
245 NUM_ANIMATIONS(op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0;
249 } 243 {
244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
245 op->stats.wc = 0;
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 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 285 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 286
289 if (tmp==NULL) { 287 if (!tmp)
290 if(op->arch->clone.speed) 288 {
291 op->value=1; 289 if (op->arch->has_active_speed ())
292 else { 290 op->value = 1;
293 op->speed = 0; 291 else
294 update_ob_speed(op); /* Reached top, let's stop */ 292 op->set_speed (0);
293
294 return;
295 }
295 } 296 }
296 return;
297 }
298 }
299 297
300 if(op->stats.food) { /* The gate is going temporarily down */ 298 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 303 op->stats.wc = 0;
304 } 304 }
305 }
306 else
305 } else { /* The gate is still going up */ 307 { /* The gate is still going up */
306 op->stats.wc++; 308 op->stats.wc++;
307 309
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 312
311 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
313 */ 315 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 {
315 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
318 322
319 if(tmp!=NULL) { 323 if (tmp)
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 324 {
325 if (tmp->flag [FLAG_ALIVE])
326 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 328 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 329
324 "You are crushed by the %s!",op->name); 330 if (tmp->type == PLAYER)
325 } else 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
332 }
326 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
328 * off the gate. 335 * off the gate.
329 */ 336 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 338 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 341
336 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 343 if (i > 0)
338 remove_ob(tmp); 344 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 345 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 346 pos.move (i);
341 } 347 if (pos.normalise ())
342 } 348 tmp->move_to (pos);
343 } 349 }
350 }
351 }
344 352
345 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 356 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 357
352 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
353 if(tmp) { 359 if (tmp)
354 op->stats.food=1; 360 op->stats.food = 1;
355 } else { 361 else
362 {
356 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 364
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 365 if (!op->arch->stats.ac)
366 op->set_flag (FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
360 } 368 }
361 } /* gate is halfway up */ 369 } /* gate is halfway up */
362 370
363 SET_ANIMATION(op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 372 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 373 } /* gate is going up */
366} 374}
367 375
368/* hp : how long door is open/closed 376/* hp : how long door is open/closed
369 * maxhp : initial value for hp 377 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
371 */ 379 */
380static void
372void move_timed_gate(object *op) 381move_timed_gate (object *op)
373{ 382{
374 int v = op->value; 383 int v = op->value;
375 384
376 if (op->stats.sp) { 385 if (op->stats.sp)
386 {
377 move_gate(op); 387 move_gate (op);
388
378 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 390 op->stats.sp = 0;
380 return; 391 return;
381 } 392 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 393
394 if (--op->stats.hp <= 0)
395 { /* keep gate down */
383 move_gate(op); 396 move_gate (op);
384 if (op->value != v) { /* ready ? */ 397
385 op->speed = 0; 398 if (op->value != v)
386 update_ob_speed(op); 399 op->set_speed (0);
387 }
388 } 400 }
389} 401}
390 402
391/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
393 * connected: connected value of detector 405 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
396 */ 408 */
397 409static void
398void move_detector(object *op) 410move_detector (object *op)
399{ 411{
400 object *tmp; 412 object *tmp;
401 int last = op->value; 413 int last = op->value;
402 int detected; 414 int detected;
415
403 detected = 0; 416 detected = 0;
404 417
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
419 {
406 object *tmp2; 420 object *tmp2;
407 if(op->stats.hp) { 421
422 if (op->stats.hp)
423 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 425 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 426 if (op->slaying && op->slaying == tmp->name)
411 } 427 detected = 1;
412 } 428
429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
430 detected = 1;
431 }
432 }
433
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 434 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 435 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 437 detected = 1;
418 } 438 }
419 439
420 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 441 if (op->stats.sp == 1)
442 {
422 if(detected && last == 0) { 443 if (detected && last == 0)
444 {
423 op->value = 1; 445 op->value = 1;
424 push_button(op); 446 push_button (op, tmp);
425 } 447 }
448
426 if(!detected && last == 1) { 449 if (!detected && last == 1)
450 {
427 op->value = 0; 451 op->value = 0;
428 push_button(op); 452 push_button (op, tmp);
429 } 453 }
430 } 454 }
431 else { /* in this case, we unset buttons */ 455 else
456 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 457 if (detected && last == 1)
458 {
433 op->value = 0; 459 op->value = 0;
434 push_button(op); 460 push_button (op, tmp);
435 } 461 }
462
436 if(!detected && last == 0) { 463 if (!detected && last == 0)
464 {
437 op->value = 1; 465 op->value = 1;
438 push_button(op); 466 push_button (op, tmp);
439 } 467 }
440 } 468 }
441} 469}
442 470
443 471void
444void animate_trigger (object *op) 472animate_trigger (object *op)
445{ 473{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
475 {
447 op->stats.wc = 0; 476 op->stats.wc = 0;
448 check_trigger(op,NULL); 477 check_trigger (op, NULL);
478 }
449 } else { 479 else
480 {
450 SET_ANIMATION(op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
452 } 483 }
453} 484}
454 485
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 486static void
456 object *next,*tmp; 487move_hole (object *op)
457 488{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 489 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 490 { /* We're opening */
491 if (--op->stats.wc <= 0)
492 { /* Opened, let's stop */
460 op->stats.wc=0; 493 op->stats.wc = 0;
461 op->speed = 0; 494 op->set_speed (0);
462 update_ob_speed(op);
463 495
464 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 498 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 499 {
468 move_apply(op,tmp,tmp); 500 next = tmp->above;
469 } 501 move_apply (op, tmp, tmp);
470 } 502 }
471 SET_ANIMATION(op, op->stats.wc); 503 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 504
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); 505 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
507 return;
508 }
509
510 /* We're closing */
511 op->move_on = 0;
512
513 op->stats.wc++;
514 if (op->stats.wc >= NUM_ANIMATIONS (op))
515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
517 SET_ANIMATION (op, op->stats.wc);
518 update_object (op, UP_OBJ_CHANGE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 520 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 521}
489 522
490 523
491/* stop_item() returns a pointer to the stopped object. The stopped object 524/* 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 525 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 531 * it, NULL is returned.
499 * 532 *
500 * fix_stopped_item() should be used if the stopped item should be put on 533 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 534 * the map.
502 */ 535 */
536object *
503object *stop_item (object *op) 537stop_item (object *op)
504{ 538{
505 if (op->map == NULL) 539 if (op->map == NULL)
540 return op;
541
542 switch (op->type)
543 {
544 case THROWN_OBJ:
545 {
546 object *payload = op->inv;
547
548 if (payload == NULL)
549 return NULL;
550
551 payload->remove ();
552 op->destroy ();
553 return payload;
554 }
555
556 case ARROW:
557 if (op->has_active_speed ())
558 op = fix_stopped_arrow (op);
506 return op; 559 return op;
507 560
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: 561 default:
527 return op; 562 return op;
528 } 563 }
529} 564}
530 565
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 566/* 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. 567 * Inserts item into the old map, or merges it if it already is on the map.
533 * 568 *
534 * 'map' must be the value of op->map before stop_item() was called. 569 * 'map' must be the value of op->map before stop_item() was called.
535 */ 570 */
571void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
537{ 573{
538 if (map == NULL) 574 if (map == NULL)
539 return; 575 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
541 insert_ob_in_map (op, map, originator,0); 578 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 579 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
544} 581}
545 582
546 583object *
547object *fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
548{ 585{
549 if(rndm(0, 99) < op->stats.food) { 586 if (rndm (0, 99) < op->stats.food)
587 {
550 /* Small chance of breaking */ 588 /* Small chance of breaking */
551 remove_ob (op); 589 op->destroy ();
552 free_object(op);
553 return NULL; 590 return NULL;
554 } 591 }
555 592
593 op->set_speed (0);
556 op->direction=0; 594 op->direction = 0;
557 op->move_on=0; 595 op->move_on = 0;
558 op->move_type=0; 596 op->move_type = 0;
559 op->speed = 0; 597 op->skill = 0; // really?
560 update_ob_speed(op); 598
599 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 601 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 603 op->slaying = op->custom_name;
565 FREE_AND_CLEAR_STR(op->slaying);
566 604
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 */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
578 op->spellarg = NULL; 606 op->custom_name = 0;
579 op->stats.sp = 0; 607 op->stats.sp = 0;
580 op->stats.hp = 0; 608 op->stats.hp = 0;
581 op->stats.grace = 0; 609 op->stats.grace = 0;
582 op->level = 0; 610 op->level = 0;
583 op->face=op->arch->clone.face; 611 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
585 update_object (op,UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
586 return op; 616 return op;
587} 617}
588 618
589/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 621 * here too. -b.t.
592 * 622 *
593 * Returns a pointer to the stopped object (which will have been removed 623 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
595 */ 625 */
596 626static void
597static void stop_arrow (object *op) 627stop_arrow (object *op)
598{ 628{
599 /* Lauwenmark: Handle for plugin stop event */ 629 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 630 return;
631
601 if (op->inv) { 632 if (op->inv)
633 {
634 // replace this by straightforward drop to ground?
602 object *payload = op->inv; 635 object *payload = op->inv;
603 remove_ob (payload); 636
604 clear_owner(payload); 637 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 638 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 639 op->destroy ();
607 free_object (op); 640 }
608 } else { 641 else
642 {
609 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
610 if (op) 645 if (op)
611 merge_ob (op, NULL); 646 merge_ob (op, 0);
612 } 647 }
613} 648}
614 649
615/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
616 */ 651 */
617 652void
618void move_arrow(object *op) { 653move_arrow (object *op)
619 object *tmp; 654{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 655 int was_reflected;
622 mapstruct *m;
623 656
624 if(op->map==NULL) { 657 if (!op->map)
625 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op);
627 free_object(op);
628 return;
629 } 658 {
659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
660 op->destroy ();
661 return;
662 }
630 663
631 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 665 if (op->type == THROWN_OBJ)
666 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 667 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 668 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 669 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 670 * 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 671 * 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, 672 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
640 */ 674 */
641 if (op->inv == NULL) { 675 if (!op->inv)
642 remove_ob(op); 676 {
643 free_object(op); 677 op->destroy ();
678 return;
679 }
680
681 if (op->last_sp-- < 0)
682 {
683 stop_arrow (op);
684 return;
685 }
686 }
687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
694 values look rediculous. */
695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
696 {
697 stop_arrow (op);
698 return;
699 }
700
701 /* Calculate target map square */
702 was_reflected = 0;
703
704 mapxy pos (op); pos.move (op->direction);
705
706 if (!pos.normalise ())
707 {
708 stop_arrow (op);
709 return;
710 }
711
712 /* only need to look for living creatures if this flag is set */
713 if (pos->flags () & P_IS_ALIVE)
714 {
715 object *tmp;
716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
719 break;
720
721 /* Not really fair, but don't let monsters hit themselves with
722 * their own arrow - this can be because they fire it then
723 * move into it.
724 */
725 if (tmp && tmp != op->owner)
726 {
727 /* Found living object, but it is reflecting the missile. Update
728 * as below. (Note that for living creatures there is a small
729 * chance that reflect_missile fails.)
730 */
731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
732 {
733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */
736 }
737 else
738 {
739 /* Attack the object. */
740 op = hit_with_arrow (op, tmp);
741
742 if (!op)
743 return;
744 }
745 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */
747
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 {
750 int retry = 0;
751
752 /* if the object doesn't reflect, stop the arrow from moving
753 * note that this code will now catch cases where a monster is
754 * on a wall but has reflecting - the arrow won't reflect.
755 * Mapmakers shouldn't put monsters on top of wall in the first
756 * place, so I don't consider that a problem.
757 */
758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 {
760 stop_arrow (op);
761 return;
762 }
763 else
764 {
765 /* If one of the major directions (n,s,e,w), just reverse it */
766 if (op->direction & 1)
767 {
768 op->direction = absdir (op->direction + 4);
769 retry = 1;
770 }
771
772 /* There were two blocks with identical code -
773 * use this retry here to make this one block
774 * that did the same thing.
775 */
776 while (retry < 2)
777 {
778 retry++;
779
780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
781 * over a corner in a tiled map, it is possible that
782 * op->direction is within an adjacent map but either
783 * op->direction-1 or op->direction+1 does not exist.
784 */
785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
787
788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
790
791 if (left == right)
792 op->direction = absdir (op->direction + 4);
793 else if (left)
794 op->direction = absdir (op->direction + 2);
795 else if (right)
796 op->direction = absdir (op->direction - 2);
797
798 /* If this space is not out of the map and not blocked, valid space -
799 * don't need to retry again.
800 */
801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
803 break;
804 }
805
806 /* Couldn't find a direction to move the arrow to - just
807 * stop it from moving.
808 */
809 if (retry == 2)
810 {
811 stop_arrow (op);
812 return;
813 }
814
815 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */
817 if (op->has_anim ())
818 op->set_anim_frame (op->direction);
819 } /* object is reflected */
820 } /* object ran into a wall */
821
822 /* Move the arrow. */
823 op->move_to (pos);
824}
825
826static void
827change_object (object *op)
828{ /* Doesn`t handle linked objs yet */
829 if (!op->other_arch)
830 {
831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
832 return;
833 }
834
835 /* In non-living items only change when food value is 0 */
836 if (!op->flag [FLAG_ALIVE])
837 {
838 if (op->stats.food-- > 0)
839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
855 else
856 {
857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
859 if (j < 0) /* No free spot */
860 tmp->destroy ();
861 else
862 {
863 mapxy pos (op); pos.move (j);
864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
867 }
868 }
869 }
870
871 op->destroy ();
872}
873
874void
875move_teleporter (object *op)
876{
877 object *tmp, *head = op;
878
879 /* if this is a multipart teleporter, handle the other parts
880 * The check for speed isn't strictly needed - basically, if
881 * there is an old multipart teleporter in which the other parts
882 * have speed, we don't really want to call it twice for the same
883 * function - in fact, as written below, part N would get called
884 * N times without the speed check.
885 */
886 if (op->more && !op->more->has_active_speed ())
887 move_teleporter (op->more);
888
889 if (op->head)
890 head = op->head;
891
892 for (tmp = op->above; tmp; tmp = tmp->above)
893 if (!tmp->flag [FLAG_IS_FLOOR])
894 break;
895
896 /* If nothing above us to move, nothing to do */
897 if (!tmp || tmp->flag [FLAG_WIZPASS])
898 return;
899
900 if (EXIT_PATH (head))
901 {
902 if (tmp->type == PLAYER)
903 {
904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 905 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 906
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 907 tmp->enter_exit (head);
653 values look rediculous. */ 908 }
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 { 909 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 */ 910 /* 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; 911 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 912 }
913 else if (EXIT_X (head) || EXIT_Y (head))
889 } 914 {
890 else { 915 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 916 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 917 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 918 head->destroy ();
894 return; 919 return;
920 }
921
922 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
923 return;
924
925 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
926 }
927 else
928 {
929 /* Random teleporter */
930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
931 return;
932
895 teleport(head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
896 } 934 }
897} 935}
898
899 936
900/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
903 can't be generalized. 940 can't be generalized.
904*/ 941*/
905 942static void
906void move_player_changer(object *op) { 943move_player_changer (object *op)
907 object *player; 944{
908 object *walk;
909 char c;
910
911 if (!op->above || !EXIT_PATH(op)) return; 945 if (!op->above || !EXIT_PATH (op))
946 return;
912 947
913 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 949 * needs to be on top.
915 */ 950 */
916 if(op->above->type==PLAYER) { 951 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 952 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 953 object *player = op->above;
954
955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 956 return;
920 player=op->above; 957
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 959 apply_changes_to_player (player, walk);
923 960
924 fix_player(player); 961 player->update_stats ();
962
925 esrv_send_inventory(op->above,op->above); 963 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
927 965
928 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 968 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 969 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 970 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 971 player->contr->bed_y = EXIT_Y (op);
934 } 972 }
935 else 973 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 974 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 975
939 976 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 977 }
943} 978}
944 979
945/* firewalls fire other spells. 980/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 982 * walls can have hp, so they can be torn down.
948 */ 983 */
984void
949void move_firewall(object *op) { 985move_firewall (object *op)
986{
950 object *spell; 987 object *spell;
951 988
952 if ( ! op->map) 989 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
954 991
955 spell = op->inv; 992 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 993
994 if (!spell || spell->type != SPELL)
995 spell = op->other_arch;
996
957 if (!spell) { 997 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 } 998 {
999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1000 return;
1001 }
962 1002
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1004}
965 1005
966
967/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
969 * 1008 *
970 * a player mover finds any players that are sitting on it. It 1009 * 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. 1010 * 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, 1011 * 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, 1012 * 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 1013 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1014 */
1015static void
976void move_player_mover(object *op) { 1016move_player_mover (object *op)
977 object *victim, *nextmover; 1017{
978 int dir = op->stats.sp; 1018 int dir = 0;
979 sint16 nx, ny;
980 mapstruct *m;
981 1019
982 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
983 if (!dir) dir=rndm(1, 8); 1021 {
984 1022 if (victim->flag [FLAG_ALIVE]
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1023 && !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)) { 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1027 {
1028 op->destroy ();
1029 return;
1030 }
988 1031
989 if (victim->head) victim = victim->head; 1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
990 1036
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1037 sint16 nx = op->x + freearr_x[dir];
992 remove_ob(op); 1038 sint16 ny = op->y + freearr_y[dir];
993 free_object(op); 1039 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) { 1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1042 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); 1043 return;
1002 return ; 1044 }
1003 } 1045
1004 1046 if (victim->head)
1047 victim = victim->head;
1048
1005 if (should_director_abort(op, victim)) return ; 1049 if (should_director_abort (op, victim))
1050 return;
1006 1051
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1053 {
1008 if(nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1055 nextmover->speed_left = -.99f;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1056
1057 if (nextmover->flag [FLAG_ALIVE])
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1059 }
1013 }
1014 1060
1015 if(victim->type==PLAYER) { 1061 if (victim->type == PLAYER)
1062 {
1016 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1017 if(op->level) { 1064 if (op->level)
1065 {
1018 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1021 * get to this space. 1069 * get to this space.
1022 */ 1070 */
1023 victim->contr->fire_on=0; 1071 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1072 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1073 move_player (victim, dir);
1026 } 1074 }
1027 else return; 1075 else
1028 } 1076 return;
1029 else move_object(victim,dir); 1077 }
1078 else
1079 victim->move (dir);
1030 1080
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1081 if (!op->stats.maxsp && op->attacktype)
1082 op->stats.maxsp = 2;
1032 1083
1033 if(op->attacktype) { /* flag to paralyze the player */ 1084 if (op->attacktype)
1034 1085 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1087 }
1037 * would sometimes get -inf speed_left, and from the 1088 }
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 } 1089 }
1046} 1090}
1047 1091
1048/* 1092/*
1049 * Will duplicate a specified object placed on top of it. 1093 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1094 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1095 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1096 * other_arch: the object to look for and duplicate.
1053 */ 1097 */
1054 1098
1099void
1055void move_duplicator(object *op) { 1100move_duplicator (object *op)
1101{
1056 object *tmp; 1102 object *tmp;
1057 1103
1058 if ( !op->other_arch ) { 1104 if (!op->other_arch)
1105 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1106 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1107 return;
1061 } 1108 }
1062 1109
1063 if (op->above == NULL) 1110 if (op->above == NULL)
1064 return; 1111 return;
1112
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1114 {
1115 if (op->other_arch->archname == tmp->arch->archname)
1116 {
1067 if (op->level <= 0) { 1117 if (op->level <= 0)
1068 remove_ob(tmp); 1118 tmp->destroy ();
1069 free_object(tmp); 1119 else
1070 } else { 1120 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1121 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1122
1073 new_nrof = 1UL<<31; 1123 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1124 new_nrof = 1UL << 31;
1075 } 1125
1076 break; 1126 tmp->nrof = new_nrof;
1077 } 1127 }
1128
1129 break;
1130 }
1078 } 1131 }
1079} 1132}
1080 1133
1081/* move_creator (by peterm) 1134/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1135 * 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. 1142 * 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 1143 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1093*/ 1146*/
1094 1147void
1095void move_creator(object *creator) { 1148move_creator (object *creator)
1149{
1096 object *new_ob; 1150 object *new_ob;
1097 1151
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1153 {
1099 creator->stats.hp=-1; 1154 creator->stats.hp = -1;
1100 return; 1155 return;
1156 }
1157
1158 if (creator->inv)
1101 } 1159 {
1102
1103 if (creator->inv != NULL) {
1104 object *ob; 1160 object *ob;
1105 int i; 1161 int i;
1106 object *ob_to_copy; 1162 object *ob_to_copy;
1107 1163
1108 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1167 {
1111 if (rndm(0, i) == 0) { 1168 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1169 {
1170 ob_to_copy = ob;
1171 }
1172 }
1173
1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } 1177 }
1114 } 1178 else
1115 new_ob = object_create_clone(ob_to_copy); 1179 {
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1180 if (!creator->other_arch)
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1181 {
1118 } else { 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1119 if (creator->other_arch == NULL) { 1183 &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; 1184 return;
1122 } 1185 }
1123 1186
1124 new_ob = object_create_arch(creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1189 }
1127 1190
1128 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1193 {
1194 new_ob->destroy ();
1195 return;
1196 }
1133 1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1202
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1136 return; 1205 return;
1137 1206
1138 if (creator->slaying) { 1207 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1208 new_ob->name = new_ob->title = creator->slaying;
1140 FREE_AND_COPY(new_ob->title, creator->slaying);
1141 }
1142} 1209}
1143 1210
1144/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1146 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1147 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1217 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.*/ 1218 unless hp was zero to start with, in which case it is infinite.*/
1152 1219void
1153void move_marker(object *op) { 1220move_marker (object *op)
1154 object *tmp,*tmp2; 1221{
1155 1222 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1223 {
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 */ 1224 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1225 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1229 {
1230 tmp->force_add (op->slaying, op->stats.food);
1231
1232 if (op->msg)
1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1234
1235 if (op->stats.hp > 0)
1236 {
1237 op->stats.hp--;
1238
1239 if (op->stats.hp == 0)
1240 {
1241 /* marker expires--granted mark number limit */
1242 op->destroy ();
1243 return;
1244 }
1245 }
1246 }
1165 } 1247 }
1248}
1166 1249
1167 if(tmp2) { 1250// mapscript objects activate themselves (only) then their timer fires
1168 remove_ob(tmp2); 1251// TODO: maybe they should simply trigger the link like any other object?
1169 free_object(tmp2); 1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1170 } 1267 }
1171 1268 else
1172 /* cycle through his inventory to look for the MARK we want to 1269 {
1173 * place 1270 // check whether the face might need to be updated
1174 */ 1271 // (currently this is needed to have already switched on torches
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1272 // 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; 1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1177 } 1281 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182 1282
1183 force->speed = 0; 1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1184 if(op->stats.food) { 1287 if (op->stats.food > 0)
1185 force->speed = 0.01; 1288 {
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--; 1289 op->stats.food--;
1201 if(op->stats.hp==0) { 1290 return;
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 } 1291 }
1207 } 1292
1208 } /* if tmp2 == NULL */ 1293 apply_lamp (op, false);
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1294}
1212 1295
1296void
1213int process_object(object *op) { 1297process_object (object *op)
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1298{
1215 return 0; 1299 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; 1300 return;
1220 1301
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1222 if (op->type == PLAYER) 1303 return;
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226 1304
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1305 if (op->flag [FLAG_MONSTER])
1306 if (move_monster (op) || op->flag [FLAG_FREED])
1307 return;
1308
1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1310 {
1311 animate_object (op, op->contr ? op->facing : op->direction);
1312
1313 if (op->flag [FLAG_SEE_ANYWHERE])
1228 make_sure_seen(op); 1314 make_sure_seen (op);
1315 }
1316
1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1229 } 1322 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1231 change_object(op); 1325 change_object (op);
1232 return 1; 1326 return;
1233 } 1327 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1328
1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1235 generate_monster(op); 1330 generate_monster (op);
1236 1331
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1238 if(QUERY_FLAG(op, FLAG_APPLIED)) 1333 {
1334 if (op->flag [FLAG_APPLIED])
1239 remove_force(op); 1335 remove_force (op);
1240 else { 1336 else
1241 /* IF necessary, delete the item from the players inventory */ 1337 {
1242 object *pl=is_player_inv(op); 1338 op->remove (); // TODO: really necessary?
1243 if (pl) 1339
1244 esrv_del_item(pl->contr, op->count); 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1245 remove_ob(op); 1341 make_sure_not_seen (op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1342
1247 make_sure_not_seen(op); 1343 op->drop_and_destroy ();
1248 free_object(op); 1344 }
1249 } 1345
1250 return 1; 1346 return;
1347 }
1251 } 1348 }
1252 /* Lauwenmark: Handle for plugin time event */ 1349
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
1254 switch(op->type) { 1350 switch (op->type)
1255 case TRANSPORT: 1351 {
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: 1352 case SPELL_EFFECT:
1265 move_spell_effect(op); 1353 move_spell_effect (op);
1266 return 1; 1354 break;
1267 1355
1268 case ROD: 1356 case ROD:
1269 case HORN: 1357 case HORN:
1270 regenerate_rod(op); 1358 regenerate_rod (op);
1271 return 1; 1359 break;
1272 1360
1273 case FORCE: 1361 case FORCE:
1274 case POTION_EFFECT: 1362 case POTION_EFFECT:
1275 remove_force(op); 1363 remove_force (op);
1276 return 1; 1364 break;
1277 1365
1278 case BLINDNESS: 1366 case BLINDNESS:
1279 remove_blindness(op); 1367 remove_blindness (op);
1280 return 0; 1368 break;
1281 1369
1282 case POISONING: 1370 case POISONING:
1283 poison_more(op); 1371 poison_more (op);
1284 return 0; 1372 break;
1285 1373
1286 case DISEASE: 1374 case DISEASE:
1287 move_disease(op); 1375 move_disease (op);
1288 return 0; 1376 break;
1289 1377
1290 case SYMPTOM: 1378 case SYMPTOM:
1291 move_symptom(op); 1379 move_symptom (op);
1292 return 0; 1380 break;
1293 1381
1294 case THROWN_OBJ: 1382 case THROWN_OBJ:
1295 case ARROW: 1383 case ARROW:
1296 move_arrow(op); 1384 move_arrow (op);
1297 return 0; 1385 break;
1298 1386
1299 case LIGHTNING: /* It now moves twice as fast */ 1387 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1388 remove_door (op);
1305 return 0; 1389 break;
1306 1390
1307 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1308 remove_door2(op); 1392 remove_door2 (op);
1309 return 0; 1393 break;
1310 1394
1311 case TELEPORTER: 1395 case TELEPORTER:
1312 move_teleporter(op); 1396 move_teleporter (op);
1313 return 0; 1397 break;
1314 1398
1315 case GOLEM: 1399 case GOLEM:
1316 move_golem(op); 1400 move_golem (op);
1317 return 0; 1401 break;
1318 1402
1319 case EARTHWALL: 1403 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1405 break;
1322 1406
1323 case FIREWALL: 1407 case FIREWALL:
1324 move_firewall(op); 1408 move_firewall (op);
1325 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1326 animate_turning(op); 1410 animate_turning (op);
1327 return 0; 1411 break;
1328 1412
1329 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1414 do_mood_floor (op);
1331 return 0; 1415 break;
1332 1416
1333 case GATE: 1417 case GATE:
1334 move_gate(op); 1418 move_gate (op);
1335 return 0; 1419 break;
1336 1420
1337 case TIMED_GATE: 1421 case TIMED_GATE:
1338 move_timed_gate(op); 1422 move_timed_gate (op);
1339 return 0; 1423 break;
1340 1424
1341 case TRIGGER: 1425 case TRIGGER:
1342 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1429 animate_trigger (op);
1346 return 0; 1430 break;
1347 1431
1348 case DETECTOR: 1432 case DETECTOR:
1349 move_detector(op); 1433 move_detector (op);
1350 1434
1351 case DIRECTOR: 1435 case DIRECTOR:
1352 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1353 animate_turning(op); 1437 animate_turning (op);
1354 return 0; 1438 break;
1355 1439
1356 case HOLE: 1440 case HOLE:
1357 move_hole(op); 1441 move_hole (op);
1358 return 0; 1442 break;
1359 1443
1360 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1445 move_deep_swamp (op);
1362 return 0; 1446 break;
1363 1447
1364 case RUNE: 1448 case RUNE:
1365 case TRAP: 1449 case TRAP:
1366 move_rune(op); 1450 move_rune (op);
1367 return 0; 1451 break;
1368 1452
1369 case PLAYERMOVER: 1453 case PLAYERMOVER:
1370 move_player_mover(op); 1454 move_player_mover (op);
1371 return 0; 1455 break;
1372 1456
1373 case CREATOR: 1457 case CREATOR:
1374 move_creator(op); 1458 move_creator (op);
1375 return 0; 1459 break;
1376 1460
1377 case MARKER: 1461 case MARKER:
1378 move_marker(op); 1462 move_marker (op);
1379 return 0; 1463 break;
1380 1464
1381 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1382 move_player_changer(op); 1466 move_player_changer (op);
1383 return 0; 1467 break;
1384 1468
1385 case PEACEMAKER: 1469 case PEACEMAKER:
1386 move_peacemaker(op); 1470 move_peacemaker (op);
1387 return 0; 1471 break;
1388 }
1389 1472
1390 return 0; 1473 case PLAYER:
1474 // players have their own speed-management, so undo the --speed_left
1475 ++op->speed_left;
1476 break;
1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1391} 1491}
1492

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