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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 1.25 by root, Tue Dec 26 08:17:59 2006 UTC

1/*
2 * static char *rcsid_time_c =
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* 24/*
30 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 26 * collected in this file.
32 */ 27 */
33 28
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__ 31#ifndef __CEXTRACT__
37#include <sproto.h> 32# include <sproto.h>
38#endif 33#endif
39 34
40/* The following removes doors. The functions check to see if similar 35/* 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 36 * 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.) 37 * so those will be removed shortly (in a cascade like fashion.)
43 */ 38 */
44 39
40void
45void remove_door(object *op) { 41remove_door (object *op)
42{
46 int i; 43 int i;
47 object *tmp; 44 object *tmp;
45
48 for(i=1;i<9;i+=2) 46 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 {
50 tmp->speed = 0.1; 49 tmp->speed = 0.1;
51 update_ob_speed(tmp); 50 update_ob_speed (tmp);
52 tmp->speed_left= -0.2; 51 tmp->speed_left = -0.2;
53 } 52 }
54 53
55 if(op->other_arch) 54 if (op->other_arch)
56 { 55 {
57 tmp=arch_to_object(op->other_arch); 56 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 57 tmp->x = op->x;
58 tmp->y = op->y;
59 tmp->map = op->map;
60 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 61 insert_ob_in_map (tmp, op->map, op, 0);
60 } 62 }
61 remove_ob(op);
62 free_object(op);
63}
64 63
64 op->destroy ();
65}
66
67void
65void remove_door2(object *op) { 68remove_door2 (object *op)
69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
72
68 for(i=1;i<9;i+=2) { 73 for (i = 1; i < 9; i += 2)
74 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 75 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 */ 76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
71 tmp->speed = 0.1; 78 tmp->speed = 0.1;
72 update_ob_speed(tmp); 79 update_ob_speed (tmp);
73 tmp->speed_left= -0.2; 80 tmp->speed_left = -0.2;
74 } 81 }
75 } 82 }
76 if(op->other_arch) 83 if (op->other_arch)
77 { 84 {
78 tmp=arch_to_object(op->other_arch); 85 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 90 insert_ob_in_map (tmp, op->map, op, 0);
81 } 91 }
82 remove_ob(op); 92
83 free_object(op); 93 op->destroy ();
84} 94}
85 95
86/* Will generate a monster according to content 96/* Will generate a monster according to content
87 * of generator. 97 * of generator.
88 */ 98 */
99void
89void generate_monster_inv(object *gen) { 100generate_monster_inv (object *gen)
101{
90 int i; 102 int i;
91 object *op,*head=NULL; 103 object *op, *head = NULL;
92 104
93 int qty=0; 105 int qty = 0;
106
94 /* Code below assumes the generator is on a map, as it tries 107 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 108 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 109 * isn't on a map, complain and exit.
97 */ 110 */
98 if (gen->map == NULL) { 111 if (gen->map == NULL)
112 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return; 114 return;
101 } 115 }
102 /*First count numer of objects in inv*/ 116 /*First count numer of objects in inv */
103 for (op=gen->inv;op;op=op->below) 117 for (op = gen->inv; op; op = op->below)
104 qty++; 118 qty++;
105 if (!qty){ 119 if (!qty)
120 {
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); 121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
107 return;/*No inventory*/ 122 return; /*No inventory */
108 } 123 }
109 qty=rndm(0,qty-1); 124 qty = rndm (0, qty - 1);
110 for (op=gen->inv;qty;qty--) 125 for (op = gen->inv; qty; qty--)
111 op=op->below; 126 op = op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); 127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
113 if (i==-1) 128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (!gen->other_arch)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map)
157 return;
158
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
160 if (i == -1)
161 return;
162
163 while (at)
164 {
165 op = arch_to_object (at);
166 op->x = gen->x + freearr_x[i] + at->clone.x;
167 op->y = gen->y + freearr_y[i] + at->clone.y;
168
169 if (head)
170 op->head = head, prev->more = op;
171
172 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty);
174
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
114 return; 177 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}
126 178
127void generate_monster_arch(object *gen) { 179 if (op->has_random_items ())
128 int i; 180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131 181
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) { 182 if (head == 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; 183 head = op;
162 prev=op;
163 at=at->more;
164 }
165}
166 184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
167void generate_monster(object *gen) { 191generate_monster (object *gen)
192{
168 193
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 194 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; 195 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}
210 196
211void poison_more(object *op) { 197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 198 generate_monster_inv (gen);
213 remove_ob(op); 199 else
214 free_object(op); 200 generate_monster_arch (gen);
201
202}
203
204void
205remove_force (object *op)
206{
207 if (--op->duration > 0)
215 return; 208 return;
216 } 209
217 if(op->stats.food==1) { 210 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 211 switch (op->subtype)
219 * will not do anything. 212 {
220 */ 213 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 214 CLEAR_FLAG (op->env, FLAG_CONFUSED);
215 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
216
217 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 219 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 220 op->env->update_stats ();
225 } 221 }
226 remove_ob(op); 222
227 free_object(op); 223 op->destroy ();
224}
225
226void
227remove_blindness (object *op)
228{
229 if (--op->stats.food > 0)
228 return; 230 return;
231
232 CLEAR_FLAG (op, FLAG_APPLIED);
233
234 if (op->env != NULL)
235 {
236 change_abil (op->env, op);
237 op->env->update_stats ();
229 } 238 }
239
240 op->destroy ();
241}
242
243void
244poison_more (object *op)
245{
246 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
247 {
248 op->destroy ();
249 return;
250 }
251
252 if (op->stats.food == 1)
253 {
254 /* need to remove the object before fix_player is called, else fix_player
255 * will not do anything.
256 */
257 if (op->env->type == PLAYER)
258 {
259 CLEAR_FLAG (op, FLAG_APPLIED);
260 op->env->update_stats ();
261 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
262 }
263
264 op->destroy ();
265 return;
266 }
267
230 if(op->env->type==PLAYER) { 268 if (op->env->type == PLAYER)
269 {
231 op->env->stats.food--; 270 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 272 }
234 (void)hit_player(op->env, 273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237} 274}
238 275
239 276
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 277void
278move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */
241 object *tmp; 280 object *tmp;
242 281
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 284 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; 285 op->stats.wc = 0;
249 } 286 }
250 287
251 /* We're going down */ 288 /* We're going down */
252 if(op->value) { 289 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 290 {
291 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 293 op->stats.wc = 0;
255 if(op->arch->clone.speed) 294 if (op->arch->clone.speed)
256 op->value=0; 295 op->value = 0;
257 else { 296 else
258 op->speed = 0; 297 {
259 update_ob_speed(op); 298 op->speed = 0;
260 } 299 update_ob_speed (op);
261 } 300 }
301 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 {
263 op->move_block = 0; 304 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 306 update_all_los (op->map, op->x, op->y);
266 } 307 }
267 SET_ANIMATION(op, op->stats.wc); 308 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 309 update_object (op, UP_OBJ_CHANGE);
269 return; 310 return;
270 } 311 }
271 312
272 /* We're going up */ 313 /* We're going up */
273 314
274 /* First, lets see if we are already at the top */ 315 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 316 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
317 {
276 318
277 /* Check to make sure that only non pickable and non rollable 319 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 320 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 321 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 322 * the gate slightly.
281 */ 323 */
282 324
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 325 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 326 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 327 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 328
289 if (tmp==NULL) { 329 if (tmp == NULL)
330 {
290 if(op->arch->clone.speed) 331 if (op->arch->clone.speed)
291 op->value=1; 332 op->value = 1;
292 else { 333 else
293 op->speed = 0; 334 {
335 op->speed = 0;
294 update_ob_speed(op); /* Reached top, let's stop */ 336 update_ob_speed (op); /* Reached top, let's stop */
337 }
338 return;
339 }
295 } 340 }
296 return;
297 }
298 }
299 341
300 if(op->stats.food) { /* The gate is going temporarily down */ 342 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 343 { /* The gate is going temporarily down */
344 if (--op->stats.wc <= 0)
345 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 346 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 347 op->stats.wc = 0;
304 } 348 }
349 }
350 else
305 } else { /* The gate is still going up */ 351 { /* The gate is still going up */
306 op->stats.wc++; 352 op->stats.wc++;
307 353
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 356
311 /* If there is something on top of the gate, we try to roll it off. 357 /* 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 358 * If a player/monster, we don't roll, we just hit them with damage
313 */ 359 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 {
315 /* Halfway or further, check blocks */ 362 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 363 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 365
319 if(tmp!=NULL) { 366 if (tmp != NULL)
367 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 371 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 "You are crushed by the %s!",op->name); 373 }
325 } else 374 else
326 /* If the object is not alive, and the object either can 375 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 376 * be picked up or the object rolls, move the object
328 * off the gate. 377 * off the gate.
329 */ 378 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK) 380 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 381 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 383
336 /* If there is a free spot, move the object someplace */ 384 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 385 if (i != -1)
338 remove_ob(tmp); 386 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 387 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 389 insert_ob_in_map (tmp, op->map, op, 0);
342 } 390 }
343 } 391 }
392 }
344 393
345 /* See if there is still anything blocking the gate */ 394 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 395 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL) 397 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 398
352 /* IF there is, start putting the gate down */ 399 /* IF there is, start putting the gate down */
353 if(tmp) { 400 if (tmp)
401 {
354 op->stats.food=1; 402 op->stats.food = 1;
355 } else { 403 }
404 else
405 {
356 op->move_block = MOVE_ALL; 406 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 407 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 408 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 409 update_all_los (op->map, op->x, op->y);
360 } 410 }
361 } /* gate is halfway up */ 411 } /* gate is halfway up */
362 412
363 SET_ANIMATION(op, op->stats.wc); 413 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 414 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 415 } /* gate is going up */
366} 416}
367 417
368/* hp : how long door is open/closed 418/* hp : how long door is open/closed
369 * maxhp : initial value for hp 419 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 420 * sp : 1 = open, 0 = close
371 */ 421 */
422void
372void move_timed_gate(object *op) 423move_timed_gate (object *op)
373{ 424{
374 int v = op->value; 425 int v = op->value;
375 426
376 if (op->stats.sp) { 427 if (op->stats.sp)
428 {
377 move_gate(op); 429 move_gate (op);
378 if (op->value != v) /* change direction ? */ 430 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 431 op->stats.sp = 0;
380 return; 432 return;
381 } 433 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 434 if (--op->stats.hp <= 0)
435 { /* keep gate down */
383 move_gate(op); 436 move_gate (op);
384 if (op->value != v) { /* ready ? */ 437 if (op->value != v)
385 op->speed = 0; 438 { /* ready ? */
439 op->speed = 0;
386 update_ob_speed(op); 440 update_ob_speed (op);
387 } 441 }
388 } 442 }
389} 443}
390 444
391/* slaying: name of the thing the detector is to look for 445/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 446 * speed: frequency of 'glances'
393 * connected: connected value of detector 447 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 448 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 449 * -1 if detection unsets buttons
396 */ 450 */
397 451
452void
398void move_detector(object *op) 453move_detector (object *op)
399{ 454{
400 object *tmp; 455 object *tmp;
401 int last = op->value; 456 int last = op->value;
402 int detected; 457 int detected;
458
403 detected = 0; 459 detected = 0;
404 460
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 461 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
462 {
406 object *tmp2; 463 object *tmp2;
407 if(op->stats.hp) { 464
465 if (op->stats.hp)
466 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 469 if (op->slaying && !strcmp (op->slaying, tmp->name))
470 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 472 detected = 1;
412 } 473 }
474 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 475 if (op->slaying && !strcmp (op->slaying, tmp->name))
476 {
414 detected = 1; 477 detected = 1;
415 } 478 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 480 detected = 1;
418 } 481 }
419 482
420 /* the detector sets the button if detection is found */ 483 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 484 if (op->stats.sp == 1)
485 {
422 if(detected && last == 0) { 486 if (detected && last == 0)
487 {
423 op->value = 1; 488 op->value = 1;
424 push_button(op); 489 push_button (op);
425 } 490 }
426 if(!detected && last == 1) { 491 if (!detected && last == 1)
492 {
427 op->value = 0; 493 op->value = 0;
428 push_button(op); 494 push_button (op);
429 } 495 }
430 } 496 }
431 else { /* in this case, we unset buttons */ 497 else
498 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 499 if (detected && last == 1)
500 {
433 op->value = 0; 501 op->value = 0;
434 push_button(op); 502 push_button (op);
435 } 503 }
436 if(!detected && last == 0) { 504 if (!detected && last == 0)
505 {
437 op->value = 1; 506 op->value = 1;
438 push_button(op); 507 push_button (op);
439 } 508 }
440 } 509 }
441} 510}
442 511
443 512
513void
444void animate_trigger (object *op) 514animate_trigger (object *op)
445{ 515{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517 {
447 op->stats.wc = 0; 518 op->stats.wc = 0;
448 check_trigger(op,NULL); 519 check_trigger (op, NULL);
520 }
449 } else { 521 else
522 {
450 SET_ANIMATION(op, op->stats.wc); 523 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 524 update_object (op, UP_OBJ_FACE);
452 } 525 }
453} 526}
454 527
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 528void
529move_hole (object *op)
530{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 531 object *next, *tmp;
457 532
458 if(op->value) { /* We're opening */ 533 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 534 { /* We're opening */
535 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */
460 op->stats.wc=0; 537 op->stats.wc = 0;
461 op->speed = 0; 538 op->speed = 0;
462 update_ob_speed(op); 539 update_ob_speed (op);
463 540
464 /* Hard coding this makes sense for holes I suppose */ 541 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 542 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 543 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 544 {
468 move_apply(op,tmp,tmp); 545 next = tmp->above;
469 } 546 move_apply (op, tmp, tmp);
470 } 547 }
471 SET_ANIMATION(op, op->stats.wc); 548 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477
478 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1;
481 SET_ANIMATION(op, op->stats.wc); 549 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
551 return;
552 }
553 /* We're closing */
554 op->move_on = 0;
555
556 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1;
559 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
484 op->speed = 0; 563 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */ 564 update_ob_speed (op); /* closed, let's stop */
486 return; 565 return;
487 } 566 }
488} 567}
489 568
490 569
491/* stop_item() returns a pointer to the stopped object. The stopped object 570/* stop_item() returns a pointer to the stopped object. The stopped object
498 * it, NULL is returned. 577 * it, NULL is returned.
499 * 578 *
500 * fix_stopped_item() should be used if the stopped item should be put on 579 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 580 * the map.
502 */ 581 */
582object *
503object *stop_item (object *op) 583stop_item (object *op)
504{ 584{
505 if (op->map == NULL) 585 if (op->map == NULL)
586 return op;
587
588 switch (op->type)
589 {
590 case THROWN_OBJ:
591 {
592 object *payload = op->inv;
593
594 if (payload == NULL)
595 return NULL;
596 payload->remove ();
597 op->destroy ();
598 return payload;
599 }
600
601 case ARROW:
602 if (op->speed >= MIN_ACTIVE_SPEED)
603 op = fix_stopped_arrow (op);
506 return op; 604 return op;
507 605
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: 606 default:
527 return op; 607 return op;
528 } 608 }
529} 609}
530 610
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 611/* 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. 612 * Inserts item into the old map, or merges it if it already is on the map.
533 * 613 *
534 * 'map' must be the value of op->map before stop_item() was called. 614 * 'map' must be the value of op->map before stop_item() was called.
535 */ 615 */
616void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 617fix_stopped_item (object *op, maptile *map, object *originator)
537{ 618{
538 if (map == NULL) 619 if (map == NULL)
539 return; 620 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 621 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 622 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 623 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 624 merge_ob (op, NULL); /* only some arrows actually need this */
544} 625}
545 626
546 627
628object *
547object *fix_stopped_arrow (object *op) 629fix_stopped_arrow (object *op)
548{ 630{
549 if(rndm(0, 99) < op->stats.food) { 631 if (rndm (0, 99) < op->stats.food)
632 {
550 /* Small chance of breaking */ 633 /* Small chance of breaking */
551 remove_ob (op); 634 op->destroy ();
552 free_object(op);
553 return NULL; 635 return NULL;
554 } 636 }
555 637
556 op->direction=0; 638 op->direction = 0;
557 op->move_on=0; 639 op->move_on = 0;
558 op->move_type=0; 640 op->move_type = 0;
559 op->speed = 0; 641 op->speed = 0;
560 update_ob_speed(op); 642 update_ob_speed (op);
561 op->stats.wc = op->stats.sp; 643 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 644 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 645 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 646 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 647 op->skill = 0;
566 648
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 649 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 650 {
651 op->slaying = op->spellarg;
572 free(op->spellarg); 652 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 */
578 op->spellarg = NULL; 653 op->spellarg = NULL;
654 }
655 else
656 op->slaying = NULL;
657
658 /* Reset these to zero, so that object::can_merge will work properly */
659 op->spellarg = NULL;
579 op->stats.sp = 0; 660 op->stats.sp = 0;
580 op->stats.hp = 0; 661 op->stats.hp = 0;
581 op->stats.grace = 0; 662 op->stats.grace = 0;
582 op->level = 0; 663 op->level = 0;
583 op->face=op->arch->clone.face; 664 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 665 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 666 update_object (op, UP_OBJ_FACE);
586 return op; 667 return op;
587} 668}
588 669
589/* stop_arrow() - what to do when a non-living flying object 670/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 671 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 672 * here too. -b.t.
592 * 673 *
593 * Returns a pointer to the stopped object (which will have been removed 674 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 675 * from maps or inventories), or NULL if was destroyed.
595 */ 676 */
596 677
678static void
597static void stop_arrow (object *op) 679stop_arrow (object *op)
598{ 680{
599 /* Lauwenmark: Handle for plugin stop event */ 681 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 682 return;
683
601 if (op->inv) { 684 if (op->inv)
685 {
602 object *payload = op->inv; 686 object *payload = op->inv;
603 remove_ob (payload); 687
604 clear_owner(payload); 688 payload->remove ();
689 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 690 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 691 op->destroy ();
607 free_object (op); 692 }
608 } else { 693 else
694 {
609 op = fix_stopped_arrow (op); 695 op = fix_stopped_arrow (op);
610 if (op) 696 if (op)
611 merge_ob (op, NULL); 697 merge_ob (op, NULL);
612 } 698 }
613} 699}
614 700
615/* Move an arrow along its course. op is the arrow or thrown object. 701/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 702 */
617 703
704void
618void move_arrow(object *op) { 705move_arrow (object *op)
706{
619 object *tmp; 707 object *tmp;
620 sint16 new_x, new_y; 708 sint16 new_x, new_y;
621 int was_reflected, mflags; 709 int was_reflected, mflags;
622 mapstruct *m; 710 maptile *m;
623 711
624 if(op->map==NULL) { 712 if (op->map == NULL)
713 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 714 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 715 op->destroy ();
627 free_object(op); 716 return;
628 return;
629 } 717 }
630 718
631 /* we need to stop thrown objects at some point. Like here. */ 719 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 720 if (op->type == THROWN_OBJ)
721 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 722 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 723 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 724 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 725 * 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 726 * 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, 727 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 728 * and it is easy enough to clean it up here.
640 */ 729 */
641 if (op->inv == NULL) { 730 if (op->inv == NULL)
642 remove_ob(op); 731 {
643 free_object(op); 732 op->destroy ();
644 return; 733 return;
645 } 734 }
735
646 if(op->last_sp-- < 0) { 736 if (op->last_sp-- < 0)
737 {
647 stop_arrow (op); 738 stop_arrow (op);
648 return; 739 return;
649 } 740 }
650 } 741 }
651 742
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 743 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 744 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 745 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 746 {
747 stop_arrow (op);
748 return;
749 }
658 750
659 /* Calculate target map square */ 751 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 752 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 753 new_y = op->y + DIRY (op);
662 was_reflected = 0; 754 was_reflected = 0;
663 755
664 m = op->map; 756 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 757 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 758
667 if (mflags & P_OUT_OF_MAP) { 759 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 760 {
761 stop_arrow (op);
762 return;
763 }
671 764
672 /* only need to look for living creatures if this flag is set */ 765 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 766 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
677 767 {
768 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
769 if (QUERY_FLAG (tmp, FLAG_ALIVE))
770 break;
771
678 /* Not really fair, but don't let monsters hit themselves with 772 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 773 * their own arrow - this can be because they fire it then
680 * move into it. 774 * move into it.
681 */ 775 */
682
683 if (tmp != NULL && tmp != op->owner) { 776 if (tmp && tmp != op->owner)
777 {
684 /* Found living object, but it is reflecting the missile. Update 778 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 779 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 780 * chance that reflect_missile fails.)
687 */ 781 */
688 782 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 783 {
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number; 784 int number = op->face->number;
693 785
694 op->direction = absdir (op->direction + 4); 786 op->direction = absdir (op->direction + 4);
695 op->state = 0; 787 op->state = 0;
696 if (GET_ANIM_ID (op)) { 788
697 number += 4; 789 if (GET_ANIM_ID (op))
790 {
791 number += 4;
792
698 if (number > GET_ANIMATION (op, 8)) 793 if (number > GET_ANIMATION (op, 8))
699 number -= 8; 794 number -= 8;
795
700 op->face = &new_faces[number]; 796 op->face = &new_faces[number];
701 } 797 }
798
702 was_reflected = 1; /* skip normal movement calculations */ 799 was_reflected = 1; /* skip normal movement calculations */
703 } 800 }
704 else { 801 else
802 {
705 /* Attack the object. */ 803 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 804 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 805
708 return; 806 if (!op)
709 } 807 return;
710 } /* if this is not hitting its owner */ 808 }
809 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 810 } /* if there is something alive on this space */
712 811
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 812 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 813 {
814 int retry = 0;
716 815
717 /* if the object doesn't reflect, stop the arrow from moving 816 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 817 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 818 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 819 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 820 * place, so I don't consider that a problem.
722 */ 821 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 822 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
823 {
724 stop_arrow (op); 824 stop_arrow (op);
725 return; 825 return;
726 } else { 826 }
827 else
828 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 829 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 830 if (op->direction & 1)
831 {
729 op->direction=absdir(op->direction+4); 832 op->direction = absdir (op->direction + 4);
730 retry=1; 833 retry = 1;
731 } 834 }
732 /* There were two blocks with identical code - 835 /* There were two blocks with identical code -
733 * use this retry here to make this one block 836 * use this retry here to make this one block
734 * that did the same thing. 837 * that did the same thing.
735 */ 838 */
736 while (retry<2) { 839 while (retry < 2)
840 {
737 int left, right, mflags; 841 int left, right, mflags;
738 mapstruct *m1; 842 maptile *m1;
739 sint16 x1, y1; 843 sint16 x1, y1;
740 844
741 retry++; 845 retry++;
742 846
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 847 /* 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 848 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 849 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 850 * op->direction-1 or op->direction+1 does not exist.
747 */ 851 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 852 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); 853 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))); 854 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 855
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 856 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); 857 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))); 858 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 859
756 if(left==right) 860 if (left == right)
757 op->direction=absdir(op->direction+4); 861 op->direction = absdir (op->direction + 4);
758 else if(left) 862 else if (left)
759 op->direction=absdir(op->direction+2); 863 op->direction = absdir (op->direction + 2);
760 else if(right) 864 else if (right)
761 op->direction=absdir(op->direction-2); 865 op->direction = absdir (op->direction - 2);
762 866
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 867 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 868
765 /* If this space is not out of the map and not blocked, valid space - 869 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 870 * don't need to retry again.
767 */ 871 */
768 if (!(mflags & P_OUT_OF_MAP) && 872 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 873 break;
770 874
771 } 875 }
772 /* Couldn't find a direction to move the arrow to - just 876 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 877 * top it from moving.
774 */ 878 */
775 if (retry==2) { 879 if (retry == 2)
776 stop_arrow (op); 880 {
777 return; 881 stop_arrow (op);
778 } 882 return;
883 }
779 /* update object image for new facing */ 884 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 885 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 886 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 887 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 888 } /* object is reflected */
784 } /* object ran into a wall */ 889 } /* object ran into a wall */
785 890
786 /* Move the arrow. */ 891 /* Move the arrow. */
787 remove_ob (op); 892 op->remove ();
788 op->x = new_x; 893 op->x = new_x;
789 op->y = new_y; 894 op->y = new_y;
790 895
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 896 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 897 * about 17 squares. Tune as needed.
793 */ 898 */
794 op->speed -= 0.05; 899 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 900 insert_ob_in_map (op, m, op, 0);
796} 901}
797 902
798/* This routine doesnt seem to work for "inanimate" objects that 903/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 904 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 905 * Modified this routine to allow held objects. b.t. */
801 906
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 907void
803 object *tmp,*env,*pl; 908change_object (object *op)
909{ /* Doesn`t handle linked objs yet */
804 int i,j; 910 int i, j;
805 911
806 if(op->other_arch==NULL) { 912 if (op->other_arch == NULL)
913 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 914 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
915 return;
916 }
917
918 /* In non-living items only change when food value is 0 */
919 if (!QUERY_FLAG (op, FLAG_ALIVE))
920 {
921 if (op->stats.food-- > 0)
922 return;
923 else
924 op->stats.food = 1; /* so 1 other_arch is made */
925 }
926
927 object *pl = op->in_player ();
928 object *env = op->env;
929
930 op->remove ();
931 for (i = 0; i < NROFNEWOBJS (op); i++)
932 {
933 object *tmp = arch_to_object (op->other_arch);
934
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937
938 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939 if (env)
940 {
941 tmp->x = env->x, tmp->y = env->y;
942 tmp = insert_ob_in_ob (tmp, env);
943
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if (pl)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 }
954 else
955 {
956 j = find_first_free_spot (tmp, op->map, op->x, op->y);
957 if (j == -1) /* No free spot */
958 tmp->destroy ();
959 else
960 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
962 insert_ob_in_map (tmp, op->map, op, 0);
963 }
964 }
965 }
966
967 op->destroy ();
968}
969
970void
971move_teleporter (object *op)
972{
973 object *tmp, *head = op;
974
975 /* if this is a multipart teleporter, handle the other parts
976 * The check for speed isn't strictly needed - basically, if
977 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called
980 * N times without the speed check.
981 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
983 move_teleporter (op->more);
984
985 if (op->head)
986 head = op->head;
987
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break;
991
992 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 994 return;
809 }
810 995
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)) { 996 if (EXIT_PATH (head))
997 {
868 if(tmp->type==PLAYER) { 998 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 999 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 1001 return;
1002
872 enter_exit(tmp, head); 1003 enter_exit (tmp, head);
873 } 1004 }
874 else 1005 else
875 /* Currently only players can transfer maps */ 1006 /* 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; 1007 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 1008 }
1009 else if (EXIT_X (head) || EXIT_Y (head))
889 } 1010 {
890 else { 1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 1012 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 1013 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1014 head->destroy ();
894 return; 1015 return;
1016 }
1017
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return;
1020
1021 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1022 }
1023 else
1024 {
1025 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return;
895 teleport(head, TELEPORTER, tmp); 1028 teleport (head, TELEPORTER, tmp);
896 } 1029 }
897} 1030}
898 1031
899 1032
900/* This object will teleport someone to a different map 1033/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 1034 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 1035 This was invented for giving classes, but there's no reason it
903 can't be generalized. 1036 can't be generalized.
904*/ 1037*/
905 1038
1039void
906void move_player_changer(object *op) { 1040move_player_changer (object *op)
1041{
907 object *player; 1042 object *player;
908 object *walk; 1043 object *walk;
909 char c; 1044 char c;
910 1045
911 if (!op->above || !EXIT_PATH(op)) return; 1046 if (!op->above || !EXIT_PATH (op))
1047 return;
912 1048
913 /* This isn't all that great - means that the player_mover 1049 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 1050 * needs to be on top.
915 */ 1051 */
916 if(op->above->type==PLAYER) { 1052 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 1053 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 1055 return;
920 player=op->above; 1056 player = op->above;
1057
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 1058 for (walk = op->inv; walk != NULL; walk = walk->below)
922 apply_changes_to_player(player,walk); 1059 apply_changes_to_player (player, walk);
923 1060
924 fix_player(player); 1061 player->update_stats ();
1062
925 esrv_send_inventory(op->above,op->above); 1063 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 1064 esrv_update_item (UPD_FACE, op->above, op->above);
927 1065
928 /* update players death & WoR home-position */ 1066 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 1067 sscanf (EXIT_PATH (op), "%c", &c);
930 if (c == '/') { 1068 if (c == '/')
1069 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1070 strcpy (player->contr->savebed_map, EXIT_PATH (op));
932 player->contr->bed_x = EXIT_X(op); 1071 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 1072 player->contr->bed_y = EXIT_Y (op);
934 } 1073 }
935 else 1074 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1075 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 1076
939
940 enter_exit(op->above,op); 1077 enter_exit (op->above, op);
941 save_player(player, 1); 1078 player->contr->save ();
942 } 1079 }
943} 1080}
944 1081
945/* firewalls fire other spells. 1082/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1083 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1084 * walls can have hp, so they can be torn down.
948 */ 1085 */
1086void
949void move_firewall(object *op) { 1087move_firewall (object *op)
1088{
950 object *spell; 1089 object *spell;
951 1090
952 if ( ! op->map) 1091 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1092 return; /* dm has created a firewall in his inventory */
954 1093
955 spell = op->inv; 1094 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1095
1096 if (!spell || spell->type != SPELL)
1097 spell = &op->other_arch->clone;
1098
957 if (!spell) { 1099 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 } 1100 {
1101 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1102 return;
1103 }
962 1104
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1105 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1106}
965
966 1107
967/* move_player_mover: this function takes a "player mover" as an 1108/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1109 * argument, and performs the function of a player mover, which is:
969 * 1110 *
970 * a player mover finds any players that are sitting on it. It 1111 * 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. 1112 * 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, 1113 * 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, 1114 * 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 1115 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1116 */
1117void
976void move_player_mover(object *op) { 1118move_player_mover (object *op)
1119{
977 object *victim, *nextmover; 1120 object *victim, *nextmover;
978 int dir = op->stats.sp; 1121 int dir = op->stats.sp;
979 sint16 nx, ny; 1122 sint16 nx, ny;
980 mapstruct *m; 1123 maptile *m;
981 1124
982 /* Determine direction now for random movers so we do the right thing */ 1125 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1126 if (!dir)
1127 dir = rndm (1, 8);
984 1128
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1129 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1130 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1131 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1132 (victim->move_type & op->move_type || !victim->move_type))
1133 {
988 1134
989 if (victim->head) victim = victim->head; 1135 if (victim->head)
1136 victim = victim->head;
990 1137
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1138 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1139 {
993 free_object(op); 1140 op->remove ();
994 return; 1141 return;
995 } 1142 }
1143
996 nx = op->x+freearr_x[dir]; 1144 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1145 ny = op->y + freearr_y[dir];
998 m = op->map; 1146 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1147 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1148 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1149 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); 1150 return;
1002 return ; 1151 }
1003 } 1152
1004
1005 if (should_director_abort(op, victim)) return ; 1153 if (should_director_abort (op, victim))
1154 return;
1006 1155
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1156 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1157 {
1008 if(nextmover->type == PLAYERMOVER) 1158 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1159 nextmover->speed_left = -.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1160 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1161 {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1162 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1012 } 1163 }
1013 } 1164 }
1014 1165
1015 if(victim->type==PLAYER) { 1166 if (victim->type == PLAYER)
1167 {
1016 /* only level >=1 movers move people */ 1168 /* only level >=1 movers move people */
1017 if(op->level) { 1169 if (op->level)
1170 {
1018 /* Following is a bit of hack. We need to make sure it 1171 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1172 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1173 * place. This can happen if the player used a spell to
1021 * get to this space. 1174 * get to this space.
1022 */ 1175 */
1023 victim->contr->fire_on=0; 1176 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1177 victim->speed_left = -FABS (victim->speed);
1025 move_player(victim, dir); 1178 move_player (victim, dir);
1026 } 1179 }
1027 else return; 1180 else
1028 } 1181 return;
1029 else move_object(victim,dir); 1182 }
1183 else
1184 move_object (victim, dir);
1030 1185
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1186 if (!op->stats.maxsp && op->attacktype)
1187 op->stats.maxsp = 2;
1032 1188
1033 if(op->attacktype) { /* flag to paralyze the player */ 1189 if (op->attacktype)
1190 { /* flag to paralyze the player */
1034 1191
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1192 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1193 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the 1194 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put 1195 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the 1196 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed. 1197 * mover has 0 speed.
1041 */ 1198 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1199 if (victim->speed_left < -5.0)
1043 } 1200 victim->speed_left = -5.0;
1044 } 1201 }
1202 }
1045 } 1203 }
1046} 1204}
1047 1205
1048/* 1206/*
1049 * Will duplicate a specified object placed on top of it. 1207 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1208 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1209 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1210 * other_arch: the object to look for and duplicate.
1053 */ 1211 */
1054 1212
1213void
1055void move_duplicator(object *op) { 1214move_duplicator (object *op)
1215{
1056 object *tmp; 1216 object *tmp;
1057 1217
1058 if ( !op->other_arch ) { 1218 if (!op->other_arch)
1219 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1220 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1060 return; 1221 return;
1061 } 1222 }
1062 1223
1063 if (op->above == NULL) 1224 if (op->above == NULL)
1064 return; 1225 return;
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1226 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1227 {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1228 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1229 {
1067 if (op->level <= 0) { 1230 if (op->level <= 0)
1068 remove_ob(tmp); 1231 tmp->destroy ();
1069 free_object(tmp); 1232 else
1070 } else { 1233 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1234 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1235
1073 new_nrof = 1UL<<31; 1236 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1237 new_nrof = 1UL << 31;
1075 } 1238
1076 break; 1239 tmp->nrof = new_nrof;
1077 } 1240 }
1241
1242 break;
1243 }
1078 } 1244 }
1079} 1245}
1080 1246
1081/* move_creator (by peterm) 1247/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1248 * it has the creator object create it's other_arch right on top of it.
1090 * It should really do this for small objects also, but there is 1256 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1257 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1258 * outside of the map which would cause the server to crash
1093*/ 1259*/
1094 1260
1261void
1095void move_creator(object *creator) { 1262move_creator (object *creator)
1263{
1096 object *new_ob; 1264 object *new_ob;
1097 1265
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1266 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1267 {
1099 creator->stats.hp=-1; 1268 creator->stats.hp = -1;
1100 return; 1269 return;
1101 } 1270 }
1102 1271
1103 if (creator->inv != NULL) { 1272 if (creator->inv != NULL)
1273 {
1104 object *ob; 1274 object *ob;
1105 int i; 1275 int i;
1106 object *ob_to_copy; 1276 object *ob_to_copy;
1107 1277
1108 /* select random object from inventory to copy */ 1278 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1279 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1280 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1281 {
1111 if (rndm(0, i) == 0) { 1282 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1283 {
1113 } 1284 ob_to_copy = ob;
1114 } 1285 }
1286 }
1115 new_ob = object_create_clone(ob_to_copy); 1287 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1288 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1290 }
1291 else
1292 {
1119 if (creator->other_arch == NULL) { 1293 if (creator->other_arch == NULL)
1294 {
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); 1295 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1296 creator->x, creator->y);
1121 return; 1297 return;
1122 } 1298 }
1123 1299
1124 new_ob = object_create_arch(creator->other_arch); 1300 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1302 }
1127 1303
1128 /* Make sure this multipart object fits */ 1304 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1305 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1306 {
1307 new_ob->destroy ();
1308 return;
1309 }
1133 1310
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1311 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1312 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1313 return;
1137 1314
1138 if (creator->slaying) { 1315 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1316 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1317 new_ob->name = new_ob->title = creator->slaying;
1141 } 1318 }
1142} 1319}
1143 1320
1144/* move_marker --peterm@soda.csua.berkeley.edu 1321/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1322 when moved, a marker will search for a player sitting above
1148 At that time, it writes the contents of its own message 1325 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1326 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1327 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.*/ 1328 unless hp was zero to start with, in which case it is infinite.*/
1152 1329
1330void
1153void move_marker(object *op) { 1331move_marker (object *op)
1332{
1333 if (object *tmp = op->ms ().player ())
1334 {
1154 object *tmp,*tmp2; 1335 object *tmp2;
1155
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158 1336
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1337 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1338 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1339 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1165 } 1340 {
1341 tmp2->destroy ();
1342 break;
1343 }
1166 1344
1167 if(tmp2) {
1168 remove_ob(tmp2);
1169 free_object(tmp2);
1170 }
1171
1172 /* cycle through his inventory to look for the MARK we want to 1345 /* cycle through his inventory to look for the MARK we want to
1173 * place 1346 * place
1174 */ 1347 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1348 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1349 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1177 } 1350 break;
1178 1351
1179 /* if we didn't find our own MARK */ 1352 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) { 1353 if (tmp2 == NULL)
1354 {
1181 object *force = get_archetype(FORCE_NAME); 1355 object *force = get_archetype (FORCE_NAME);
1182 1356
1183 force->speed = 0; 1357 force->speed = 0;
1184 if(op->stats.food) { 1358 if (op->stats.food)
1359 {
1185 force->speed = 0.01; 1360 force->speed = 0.01;
1186 force->speed_left = -op->stats.food; 1361 force->speed_left = -op->stats.food;
1187 } 1362 }
1188 update_ob_speed (force); 1363 update_ob_speed (force);
1189 /* put in the lock code */ 1364 /* put in the lock code */
1190 force->slaying = add_string(op->slaying); 1365 force->slaying = op->slaying;
1191 1366
1192 if ( op->lore ) 1367 if (op->lore)
1193 force->lore = add_string( op->lore ); 1368 force->lore = op->lore;
1194 1369
1195 insert_ob_in_ob(force,tmp); 1370 insert_ob_in_ob (force, tmp);
1196 if(op->msg) 1371 if (op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1372 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1198 1373
1199 if(op->stats.hp > 0) { 1374 if (op->stats.hp > 0)
1375 {
1200 op->stats.hp--; 1376 op->stats.hp--;
1201 if(op->stats.hp==0) { 1377 if (op->stats.hp == 0)
1378 {
1202 /* marker expires--granted mark number limit */ 1379 /* marker expires--granted mark number limit */
1203 remove_ob(op); 1380 op->destroy ();
1204 free_object(op); 1381 return;
1205 return; 1382 }
1383 }
1384 }
1206 } 1385 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1386}
1212 1387
1388int
1213int process_object(object *op) { 1389process_object (object *op)
1390{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1391 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1215 return 0;
1216
1217 if(QUERY_FLAG(op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1219 return 1;
1220
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1222 if (op->type == PLAYER)
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1228 make_sure_seen(op);
1229 }
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1231 change_object(op);
1232 return 1;
1233 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1235 generate_monster(op);
1236
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1238 if(QUERY_FLAG(op, FLAG_APPLIED))
1239 remove_force(op);
1240 else {
1241 /* IF necessary, delete the item from the players inventory */
1242 object *pl=is_player_inv(op);
1243 if (pl)
1244 esrv_del_item(pl->contr, op->count);
1245 remove_ob(op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op);
1248 free_object(op);
1249 }
1250 return 1;
1251 }
1252 /* Lauwenmark: Handle for plugin time event */
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
1254 switch(op->type) {
1255 case TRANSPORT:
1256 /* Transports are directed by players - thus, their
1257 * speed is reduced when the player moves them about.
1258 * So give them back there speed here, since process_objects()
1259 * has decremented it.
1260 */
1261 if (op->speed_left < 0.0) op->speed_left += 1.0;
1262 return 1;
1263
1264 case SPELL_EFFECT:
1265 move_spell_effect(op);
1266 return 1;
1267
1268 case ROD:
1269 case HORN:
1270 regenerate_rod(op);
1271 return 1;
1272
1273 case FORCE:
1274 case POTION_EFFECT:
1275 remove_force(op);
1276 return 1;
1277
1278 case BLINDNESS:
1279 remove_blindness(op);
1280 return 0;
1281
1282 case POISONING:
1283 poison_more(op);
1284 return 0;
1285
1286 case DISEASE:
1287 move_disease(op);
1288 return 0;
1289
1290 case SYMPTOM:
1291 move_symptom(op);
1292 return 0;
1293
1294 case THROWN_OBJ:
1295 case ARROW:
1296 move_arrow(op);
1297 return 0;
1298
1299 case LIGHTNING: /* It now moves twice as fast */
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op);
1305 return 0;
1306
1307 case LOCKED_DOOR:
1308 remove_door2(op);
1309 return 0;
1310
1311 case TELEPORTER:
1312 move_teleporter(op);
1313 return 0;
1314
1315 case GOLEM:
1316 move_golem(op);
1317 return 0;
1318
1319 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1);
1321 return 0;
1322
1323 case FIREWALL:
1324 move_firewall(op);
1325 if (op->stats.maxsp)
1326 animate_turning(op);
1327 return 0;
1328
1329 case MOOD_FLOOR:
1330 do_mood_floor(op, op);
1331 return 0;
1332
1333 case GATE:
1334 move_gate(op);
1335 return 0;
1336
1337 case TIMED_GATE:
1338 move_timed_gate(op);
1339 return 0;
1340
1341 case TRIGGER:
1342 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR:
1345 animate_trigger(op);
1346 return 0;
1347
1348 case DETECTOR:
1349 move_detector(op);
1350
1351 case DIRECTOR:
1352 if (op->stats.maxsp)
1353 animate_turning(op);
1354 return 0;
1355
1356 case HOLE:
1357 move_hole(op);
1358 return 0;
1359
1360 case DEEP_SWAMP:
1361 move_deep_swamp(op);
1362 return 0;
1363
1364 case RUNE:
1365 case TRAP:
1366 move_rune(op);
1367 return 0;
1368
1369 case PLAYERMOVER:
1370 move_player_mover(op);
1371 return 0;
1372
1373 case CREATOR:
1374 move_creator(op);
1375 return 0;
1376
1377 case MARKER:
1378 move_marker(op);
1379 return 0;
1380
1381 case PLAYER_CHANGER:
1382 move_player_changer(op);
1383 return 0;
1384
1385 case PEACEMAKER:
1386 move_peacemaker(op);
1387 return 0;
1388 }
1389
1390 return 0; 1392 return 0;
1393
1394 if (INVOKE_OBJECT (TICK, op))
1395 return 0;
1396
1397 if (QUERY_FLAG (op, FLAG_MONSTER))
1398 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1399 return 1;
1400
1401 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1402 {
1403 if (op->type == PLAYER)
1404 animate_object (op, op->facing);
1405 else
1406 animate_object (op, op->direction);
1407
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_seen (op);
1410 }
1411
1412 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1413 {
1414 change_object (op);
1415 return 1;
1416 }
1417
1418 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1419 generate_monster (op);
1420
1421 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1422 {
1423 if (QUERY_FLAG (op, FLAG_APPLIED))
1424 remove_force (op);
1425 else
1426 {
1427 /* IF necessary, delete the item from the players inventory */
1428 object *pl = op->in_player ();
1429
1430 if (pl)
1431 esrv_del_item (pl->contr, op->count);
1432
1433 op->remove ();
1434
1435 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436 make_sure_not_seen (op);
1437
1438 op->destroy ();
1439 }
1440
1441 return 1;
1442 }
1443
1444 switch (op->type)
1445 {
1446 case SPELL_EFFECT:
1447 move_spell_effect (op);
1448 return 1;
1449
1450 case ROD:
1451 case HORN:
1452 regenerate_rod (op);
1453 return 1;
1454
1455 case FORCE:
1456 case POTION_EFFECT:
1457 remove_force (op);
1458 return 1;
1459
1460 case BLINDNESS:
1461 remove_blindness (op);
1462 return 0;
1463
1464 case POISONING:
1465 poison_more (op);
1466 return 0;
1467
1468 case DISEASE:
1469 move_disease (op);
1470 return 0;
1471
1472 case SYMPTOM:
1473 move_symptom (op);
1474 return 0;
1475
1476 case THROWN_OBJ:
1477 case ARROW:
1478 move_arrow (op);
1479 return 0;
1480
1481 case DOOR:
1482 remove_door (op);
1483 return 0;
1484
1485 case LOCKED_DOOR:
1486 remove_door2 (op);
1487 return 0;
1488
1489 case TELEPORTER:
1490 move_teleporter (op);
1491 return 0;
1492
1493 case GOLEM:
1494 move_golem (op);
1495 return 0;
1496
1497 case EARTHWALL:
1498 hit_player (op, 2, op, AT_PHYSICAL, 1);
1499 return 0;
1500
1501 case FIREWALL:
1502 move_firewall (op);
1503 if (op->stats.maxsp)
1504 animate_turning (op);
1505 return 0;
1506
1507 case MOOD_FLOOR:
1508 do_mood_floor (op);
1509 return 0;
1510
1511 case GATE:
1512 move_gate (op);
1513 return 0;
1514
1515 case TIMED_GATE:
1516 move_timed_gate (op);
1517 return 0;
1518
1519 case TRIGGER:
1520 case TRIGGER_BUTTON:
1521 case TRIGGER_PEDESTAL:
1522 case TRIGGER_ALTAR:
1523 animate_trigger (op);
1524 return 0;
1525
1526 case DETECTOR:
1527 move_detector (op);
1528
1529 case DIRECTOR:
1530 if (op->stats.maxsp)
1531 animate_turning (op);
1532 return 0;
1533
1534 case HOLE:
1535 move_hole (op);
1536 return 0;
1537
1538 case DEEP_SWAMP:
1539 move_deep_swamp (op);
1540 return 0;
1541
1542 case RUNE:
1543 case TRAP:
1544 move_rune (op);
1545 return 0;
1546
1547 case PLAYERMOVER:
1548 move_player_mover (op);
1549 return 0;
1550
1551 case CREATOR:
1552 move_creator (op);
1553 return 0;
1554
1555 case MARKER:
1556 move_marker (op);
1557 return 0;
1558
1559 case PLAYER_CHANGER:
1560 move_player_changer (op);
1561 return 0;
1562
1563 case PEACEMAKER:
1564 move_peacemaker (op);
1565 return 0;
1566 }
1567
1568 return 0;
1391} 1569}

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