ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.32 by elmex, Wed Jan 3 00:56:40 2007 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__
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 37
38void
45void remove_door(object *op) { 39remove_door (object *op)
40{
46 int i; 41 int i;
47 object *tmp; 42 object *tmp;
43
48 for(i=1;i<9;i+=2) 44 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) { 45 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
46 {
50 tmp->speed = 0.1; 47 tmp->set_speed (0.1);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 48 tmp->speed_left = -0.2;
53 } 49 }
54 50
55 if(op->other_arch) 51 if (op->other_arch)
56 { 52 {
57 tmp=arch_to_object(op->other_arch); 53 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 54 tmp->x = op->x;
55 tmp->y = op->y;
56 tmp->map = op->map;
57 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 58 insert_ob_in_map (tmp, op->map, op, 0);
60 } 59 }
61 remove_ob(op);
62 free_object(op);
63}
64 60
61 op->destroy ();
62}
63
64void
65void remove_door2(object *op) { 65remove_door2 (object *op)
66{
66 int i; 67 int i;
67 object *tmp; 68 object *tmp;
69
68 for(i=1;i<9;i+=2) { 70 for (i = 1; i < 9; i += 2)
71 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 72 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 */ 73 if (tmp && tmp->slaying == op->slaying)
74 { /* same key both doors */
71 tmp->speed = 0.1; 75 tmp->set_speed (0.1);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 76 tmp->speed_left = -0.2;
74 } 77 }
75 } 78 }
79
76 if(op->other_arch) 80 if (op->other_arch)
77 { 81 {
78 tmp=arch_to_object(op->other_arch); 82 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 83 tmp->x = op->x;
84 tmp->y = op->y;
85 tmp->map = op->map;
86 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 87 insert_ob_in_map (tmp, op->map, op, 0);
81 } 88 }
82 remove_ob(op); 89
83 free_object(op); 90 op->destroy ();
84} 91}
85 92
86/* Will generate a monster according to content 93/* Will generate a monster according to content
87 * of generator. 94 * of generator.
88 */ 95 */
96void
89void generate_monster_inv(object *gen) { 97generate_monster_inv (object *gen)
98{
90 int i; 99 int i;
91 object *op,*head=NULL; 100 object *op, *head = NULL;
92 101
93 int qty=0; 102 int qty = 0;
103
94 /* Code below assumes the generator is on a map, as it tries 104 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 105 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 106 * isn't on a map, complain and exit.
97 */ 107 */
98 if (gen->map == NULL) { 108 if (gen->map == NULL)
109 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 110 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return; 111 return;
101 } 112 }
102 /*First count numer of objects in inv*/ 113 /*First count numer of objects in inv */
103 for (op=gen->inv;op;op=op->below) 114 for (op = gen->inv; op; op = op->below)
104 qty++; 115 qty++;
105 if (!qty){ 116 if (!qty)
117 {
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); 118 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
107 return;/*No inventory*/ 119 return; /*No inventory */
108 } 120 }
109 qty=rndm(0,qty-1); 121 qty = rndm (0, qty - 1);
110 for (op=gen->inv;qty;qty--) 122 for (op = gen->inv; qty; qty--)
111 op=op->below; 123 op = op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); 124 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
113 if (i==-1) 125 if (i == -1)
126 return;
127 head = object_create_clone (op);
128 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
129 unflag_inv (head, FLAG_IS_A_TEMPLATE);
130 if (rndm (0, 9))
131 generate_artifact (head, gen->map->difficulty);
132 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
133 if (QUERY_FLAG (head, FLAG_FREED))
134 return;
135 if (head->has_random_items ())
136 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
137}
138
139void
140generate_monster_arch (object *gen)
141{
142 int i;
143 object *op, *head = NULL, *prev = NULL;
144 archetype *at = gen->other_arch;
145
146 if (!gen->other_arch)
147 return;
148
149 /* Code below assumes the generator is on a map, as it tries
150 * to place the monster on the map. So if the generator
151 * isn't on a map, complain and exit.
152 */
153 if (!gen->map)
154 return;
155
156 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
157 if (i == -1)
158 return;
159
160 while (at)
161 {
162 op = arch_to_object (at);
163 op->x = gen->x + freearr_x[i] + at->clone.x;
164 op->y = gen->y + freearr_y[i] + at->clone.y;
165
166 if (head)
167 op->head = head, prev->more = op;
168
169 if (rndm (0, 9))
170 generate_artifact (op, gen->map->difficulty);
171
172 insert_ob_in_map (op, gen->map, gen, 0);
173 if (QUERY_FLAG (op, FLAG_FREED))
114 return; 174 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}
126 175
127void generate_monster_arch(object *gen) { 176 if (op->has_random_items ())
128 int i; 177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131 178
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) { 179 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; 180 head = op;
162 prev=op;
163 at=at->more;
164 }
165}
166 181
182 prev = op;
183 at = at->more;
184 }
185}
186
187void
167void generate_monster(object *gen) { 188generate_monster (object *gen)
189{
168 190
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 191 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; 192 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}
210 193
211void poison_more(object *op) { 194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 195 generate_monster_inv (gen);
213 remove_ob(op); 196 else
214 free_object(op); 197 generate_monster_arch (gen);
198
199}
200
201void
202remove_force (object *op)
203{
204 if (--op->duration > 0)
215 return; 205 return;
216 } 206
217 if(op->stats.food==1) { 207 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 208 switch (op->subtype)
219 * will not do anything. 209 {
220 */ 210 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 211 CLEAR_FLAG (op->env, FLAG_CONFUSED);
212 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
213
214 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 215 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 216 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 217 op->env->update_stats ();
225 } 218 }
226 remove_ob(op); 219
227 free_object(op); 220 op->destroy ();
221}
222
223void
224remove_blindness (object *op)
225{
226 if (--op->stats.food > 0)
228 return; 227 return;
228
229 CLEAR_FLAG (op, FLAG_APPLIED);
230
231 if (op->env)
232 {
233 change_abil (op->env, op);
234 op->env->update_stats ();
229 } 235 }
236
237 op->destroy ();
238}
239
240void
241poison_more (object *op)
242{
243 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
244 {
245 op->destroy ();
246 return;
247 }
248
249 if (op->stats.food == 1)
250 {
251 /* need to remove the object before fix_player is called, else fix_player
252 * will not do anything.
253 */
254 if (op->env->type == PLAYER)
255 {
256 CLEAR_FLAG (op, FLAG_APPLIED);
257 op->env->update_stats ();
258 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
259 }
260
261 op->destroy ();
262 return;
263 }
264
230 if(op->env->type==PLAYER) { 265 if (op->env->type == PLAYER)
266 {
231 op->env->stats.food--; 267 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 269 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 270
271 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
272}
239 273
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 274
275void
276move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */
241 object *tmp; 278 object *tmp;
242 279
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 280 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
281 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 282 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; 283 op->stats.wc = 0;
249 } 284 }
250 285
251 /* We're going down */ 286 /* We're going down */
252 if(op->value) { 287 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 288 {
289 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 291 op->stats.wc = 0;
255 if(op->arch->clone.speed) 292 if (op->arch->clone.speed)
256 op->value=0; 293 op->value = 0;
257 else { 294 else
258 op->speed = 0; 295 op->set_speed (0);
259 update_ob_speed(op); 296 }
260 } 297
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 298 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
299 {
263 op->move_block = 0; 300 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 301 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 302 update_all_los (op->map, op->x, op->y);
266 } 303 }
304
267 SET_ANIMATION(op, op->stats.wc); 305 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 306 update_object (op, UP_OBJ_CHANGE);
269 return; 307 return;
270 } 308 }
271 309
272 /* We're going up */ 310 /* We're going up */
273 311
274 /* First, lets see if we are already at the top */ 312 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 313 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
314 {
276 315
277 /* Check to make sure that only non pickable and non rollable 316 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 317 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 318 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 319 * the gate slightly.
281 */ 320 */
282 321
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 322 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 323 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) 324 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 325
289 if (tmp==NULL) { 326 if (tmp == NULL)
327 {
290 if(op->arch->clone.speed) 328 if (op->arch->clone.speed)
291 op->value=1; 329 op->value = 1;
292 else { 330 else
293 op->speed = 0; 331 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 332
333 return;
334 }
295 } 335 }
296 return;
297 }
298 }
299 336
300 if(op->stats.food) { /* The gate is going temporarily down */ 337 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 338 { /* The gate is going temporarily down */
339 if (--op->stats.wc <= 0)
340 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 341 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 342 op->stats.wc = 0;
304 } 343 }
344 }
345 else
305 } else { /* The gate is still going up */ 346 { /* The gate is still going up */
306 op->stats.wc++; 347 op->stats.wc++;
307 348
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 351
311 /* If there is something on top of the gate, we try to roll it off. 352 /* 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 353 * If a player/monster, we don't roll, we just hit them with damage
313 */ 354 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 {
315 /* Halfway or further, check blocks */ 357 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 358 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 360
319 if(tmp!=NULL) { 361 if (tmp != NULL)
362 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 365 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 366 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 367 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); 368 }
325 } else 369 else
326 /* If the object is not alive, and the object either can 370 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 371 * be picked up or the object rolls, move the object
328 * off the gate. 372 * off the gate.
329 */ 373 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 374 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) 375 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 376 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 377 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 378
336 /* If there is a free spot, move the object someplace */ 379 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 380 if (i != -1)
338 remove_ob(tmp); 381 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 382 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 384 insert_ob_in_map (tmp, op->map, op, 0);
342 } 385 }
343 } 386 }
387 }
344 388
345 /* See if there is still anything blocking the gate */ 389 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 390 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 391 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) 392 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 393
352 /* IF there is, start putting the gate down */ 394 /* IF there is, start putting the gate down */
353 if(tmp) { 395 if (tmp)
396 {
354 op->stats.food=1; 397 op->stats.food = 1;
355 } else { 398 }
399 else
400 {
356 op->move_block = MOVE_ALL; 401 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 402 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 403 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 404 update_all_los (op->map, op->x, op->y);
360 } 405 }
361 } /* gate is halfway up */ 406 } /* gate is halfway up */
362 407
363 SET_ANIMATION(op, op->stats.wc); 408 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 409 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 410 } /* gate is going up */
366} 411}
367 412
368/* hp : how long door is open/closed 413/* hp : how long door is open/closed
369 * maxhp : initial value for hp 414 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 415 * sp : 1 = open, 0 = close
371 */ 416 */
417void
372void move_timed_gate(object *op) 418move_timed_gate (object *op)
373{ 419{
374 int v = op->value; 420 int v = op->value;
375 421
376 if (op->stats.sp) { 422 if (op->stats.sp)
423 {
377 move_gate(op); 424 move_gate (op);
378 if (op->value != v) /* change direction ? */ 425 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 426 op->stats.sp = 0;
380 return; 427 return;
381 } 428 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 429 if (--op->stats.hp <= 0)
430 { /* keep gate down */
383 move_gate(op); 431 move_gate (op);
384 if (op->value != v) { /* ready ? */ 432 if (op->value != v)
385 op->speed = 0; 433 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 434 }
389} 435}
390 436
391/* slaying: name of the thing the detector is to look for 437/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 438 * speed: frequency of 'glances'
393 * connected: connected value of detector 439 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 440 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 441 * -1 if detection unsets buttons
396 */ 442 */
397 443
444void
398void move_detector(object *op) 445move_detector (object *op)
399{ 446{
400 object *tmp; 447 object *tmp;
401 int last = op->value; 448 int last = op->value;
402 int detected; 449 int detected;
450
403 detected = 0; 451 detected = 0;
404 452
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 453 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
454 {
406 object *tmp2; 455 object *tmp2;
407 if(op->stats.hp) { 456
457 if (op->stats.hp)
458 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 461 if (op->slaying && !strcmp (op->slaying, tmp->name))
462 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 464 detected = 1;
412 } 465 }
466 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 467 if (op->slaying && !strcmp (op->slaying, tmp->name))
468 {
414 detected = 1; 469 detected = 1;
415 } 470 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 472 detected = 1;
418 } 473 }
419 474
420 /* the detector sets the button if detection is found */ 475 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 476 if (op->stats.sp == 1)
477 {
422 if(detected && last == 0) { 478 if (detected && last == 0)
479 {
423 op->value = 1; 480 op->value = 1;
424 push_button(op); 481 push_button (op);
425 } 482 }
426 if(!detected && last == 1) { 483 if (!detected && last == 1)
484 {
427 op->value = 0; 485 op->value = 0;
428 push_button(op); 486 push_button (op);
429 } 487 }
430 } 488 }
431 else { /* in this case, we unset buttons */ 489 else
490 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 491 if (detected && last == 1)
492 {
433 op->value = 0; 493 op->value = 0;
434 push_button(op); 494 push_button (op);
435 } 495 }
436 if(!detected && last == 0) { 496 if (!detected && last == 0)
497 {
437 op->value = 1; 498 op->value = 1;
438 push_button(op); 499 push_button (op);
439 } 500 }
440 } 501 }
441} 502}
442 503
443 504
505void
444void animate_trigger (object *op) 506animate_trigger (object *op)
445{ 507{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
509 {
447 op->stats.wc = 0; 510 op->stats.wc = 0;
448 check_trigger(op,NULL); 511 check_trigger (op, NULL);
512 }
449 } else { 513 else
514 {
450 SET_ANIMATION(op, op->stats.wc); 515 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
452 } 517 }
453} 518}
454 519
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 520void
521move_hole (object *op)
522{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 523 object *next, *tmp;
457 524
458 if(op->value) { /* We're opening */ 525 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 526 { /* We're opening */
527 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */
460 op->stats.wc=0; 529 op->stats.wc = 0;
461 op->speed = 0; 530 op->set_speed (0);
462 update_ob_speed(op);
463 531
464 /* Hard coding this makes sense for holes I suppose */ 532 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 533 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 534 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 535 {
468 move_apply(op,tmp,tmp); 536 next = tmp->above;
469 } 537 move_apply (op, tmp, tmp);
470 } 538 }
471 SET_ANIMATION(op, op->stats.wc); 539 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 540
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); 541 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 542 update_object (op, UP_OBJ_FACE);
543 return;
544 }
545 /* We're closing */
546 op->move_on = 0;
547
548 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
550 op->stats.wc = NUM_ANIMATIONS (op) - 1;
551
552 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 554 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 555 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 556}
489 557
490 558
491/* stop_item() returns a pointer to the stopped object. The stopped object 559/* 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 560 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 566 * it, NULL is returned.
499 * 567 *
500 * fix_stopped_item() should be used if the stopped item should be put on 568 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 569 * the map.
502 */ 570 */
571object *
503object *stop_item (object *op) 572stop_item (object *op)
504{ 573{
505 if (op->map == NULL) 574 if (op->map == NULL)
575 return op;
576
577 switch (op->type)
578 {
579 case THROWN_OBJ:
580 {
581 object *payload = op->inv;
582
583 if (payload == NULL)
584 return NULL;
585 payload->remove ();
586 op->destroy ();
587 return payload;
588 }
589
590 case ARROW:
591 if (op->has_active_speed ())
592 op = fix_stopped_arrow (op);
506 return op; 593 return op;
507 594
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: 595 default:
527 return op; 596 return op;
528 } 597 }
529} 598}
530 599
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 600/* 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. 601 * Inserts item into the old map, or merges it if it already is on the map.
533 * 602 *
534 * 'map' must be the value of op->map before stop_item() was called. 603 * 'map' must be the value of op->map before stop_item() was called.
535 */ 604 */
605void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 606fix_stopped_item (object *op, maptile *map, object *originator)
537{ 607{
538 if (map == NULL) 608 if (map == NULL)
539 return; 609 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 610 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 611 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 612 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 613 merge_ob (op, NULL); /* only some arrows actually need this */
544} 614}
545 615
546 616
617object *
547object *fix_stopped_arrow (object *op) 618fix_stopped_arrow (object *op)
548{ 619{
549 if(rndm(0, 99) < op->stats.food) { 620 if (rndm (0, 99) < op->stats.food)
621 {
550 /* Small chance of breaking */ 622 /* Small chance of breaking */
551 remove_ob (op); 623 op->destroy ();
552 free_object(op);
553 return NULL; 624 return NULL;
554 } 625 }
555 626
627 op->set_speed (0);
556 op->direction=0; 628 op->direction = 0;
557 op->move_on=0; 629 op->move_on = 0;
558 op->move_type=0; 630 op->move_type = 0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp; 631 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 632 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 633 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 634 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 635 op->skill = 0;
566 636
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 637 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 638 {
639 op->slaying = op->spellarg;
572 free(op->spellarg); 640 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; 641 op->spellarg = NULL;
642 }
643 else
644 op->slaying = NULL;
645
646 /* Reset these to zero, so that object::can_merge will work properly */
647 op->spellarg = NULL;
579 op->stats.sp = 0; 648 op->stats.sp = 0;
580 op->stats.hp = 0; 649 op->stats.hp = 0;
581 op->stats.grace = 0; 650 op->stats.grace = 0;
582 op->level = 0; 651 op->level = 0;
583 op->face=op->arch->clone.face; 652 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 653 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
586 return op; 655 return op;
587} 656}
588 657
589/* stop_arrow() - what to do when a non-living flying object 658/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 659 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 660 * here too. -b.t.
592 * 661 *
593 * Returns a pointer to the stopped object (which will have been removed 662 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 663 * from maps or inventories), or NULL if was destroyed.
595 */ 664 */
596 665static void
597static void stop_arrow (object *op) 666stop_arrow (object *op)
598{ 667{
599 /* Lauwenmark: Handle for plugin stop event */ 668 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 669 return;
670
601 if (op->inv) { 671 if (op->inv)
672 {
602 object *payload = op->inv; 673 object *payload = op->inv;
603 remove_ob (payload); 674
604 clear_owner(payload); 675 payload->remove ();
676 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 677 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 678 op->destroy ();
607 free_object (op); 679 }
608 } else { 680 else
681 {
609 op = fix_stopped_arrow (op); 682 op = fix_stopped_arrow (op);
610 if (op) 683 if (op)
611 merge_ob (op, NULL); 684 merge_ob (op, NULL);
612 } 685 }
613} 686}
614 687
615/* Move an arrow along its course. op is the arrow or thrown object. 688/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 689 */
617 690
691void
618void move_arrow(object *op) { 692move_arrow (object *op)
693{
619 object *tmp; 694 object *tmp;
620 sint16 new_x, new_y; 695 sint16 new_x, new_y;
621 int was_reflected, mflags; 696 int was_reflected, mflags;
622 mapstruct *m; 697 maptile *m;
623 698
624 if(op->map==NULL) { 699 if (op->map == NULL)
700 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 701 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 702 op->destroy ();
627 free_object(op); 703 return;
628 return;
629 } 704 }
630 705
631 /* we need to stop thrown objects at some point. Like here. */ 706 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 707 if (op->type == THROWN_OBJ)
708 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 709 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 710 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 711 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 712 * 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 713 * 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, 714 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 715 * and it is easy enough to clean it up here.
640 */ 716 */
641 if (op->inv == NULL) { 717 if (op->inv == NULL)
642 remove_ob(op); 718 {
643 free_object(op); 719 op->destroy ();
644 return; 720 return;
645 } 721 }
722
646 if(op->last_sp-- < 0) { 723 if (op->last_sp-- < 0)
724 {
647 stop_arrow (op); 725 stop_arrow (op);
648 return; 726 return;
649 } 727 }
650 } 728 }
651 729
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 730 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 731 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 732 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 733 {
734 stop_arrow (op);
735 return;
736 }
658 737
659 /* Calculate target map square */ 738 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 739 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 740 new_y = op->y + DIRY (op);
662 was_reflected = 0; 741 was_reflected = 0;
663 742
664 m = op->map; 743 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 744 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 745
667 if (mflags & P_OUT_OF_MAP) { 746 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 747 {
748 stop_arrow (op);
749 return;
750 }
671 751
672 /* only need to look for living creatures if this flag is set */ 752 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 753 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
677 754 {
755 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
756 if (QUERY_FLAG (tmp, FLAG_ALIVE))
757 break;
758
678 /* Not really fair, but don't let monsters hit themselves with 759 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 760 * their own arrow - this can be because they fire it then
680 * move into it. 761 * move into it.
681 */ 762 */
682
683 if (tmp != NULL && tmp != op->owner) { 763 if (tmp && tmp != op->owner)
764 {
684 /* Found living object, but it is reflecting the missile. Update 765 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 766 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 767 * chance that reflect_missile fails.)
687 */ 768 */
688 769 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 770 {
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number; 771 int number = op->face->number;
693 772
694 op->direction = absdir (op->direction + 4); 773 op->direction = absdir (op->direction + 4);
695 op->state = 0; 774 op->state = 0;
696 if (GET_ANIM_ID (op)) { 775
697 number += 4; 776 if (GET_ANIM_ID (op))
777 {
778 number += 4;
779
698 if (number > GET_ANIMATION (op, 8)) 780 if (number > GET_ANIMATION (op, 8))
699 number -= 8; 781 number -= 8;
782
700 op->face = &new_faces[number]; 783 op->face = &new_faces[number];
701 } 784 }
785
702 was_reflected = 1; /* skip normal movement calculations */ 786 was_reflected = 1; /* skip normal movement calculations */
703 } 787 }
704 else { 788 else
789 {
705 /* Attack the object. */ 790 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 791 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 792
708 return; 793 if (!op)
709 } 794 return;
710 } /* if this is not hitting its owner */ 795 }
796 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 797 } /* if there is something alive on this space */
712 798
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 799 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 800 {
801 int retry = 0;
716 802
717 /* if the object doesn't reflect, stop the arrow from moving 803 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 804 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 805 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 806 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 807 * place, so I don't consider that a problem.
722 */ 808 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 809 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
810 {
724 stop_arrow (op); 811 stop_arrow (op);
725 return; 812 return;
726 } else { 813 }
814 else
815 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 816 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 817 if (op->direction & 1)
818 {
729 op->direction=absdir(op->direction+4); 819 op->direction = absdir (op->direction + 4);
730 retry=1; 820 retry = 1;
731 } 821 }
732 /* There were two blocks with identical code - 822 /* There were two blocks with identical code -
733 * use this retry here to make this one block 823 * use this retry here to make this one block
734 * that did the same thing. 824 * that did the same thing.
735 */ 825 */
736 while (retry<2) { 826 while (retry < 2)
827 {
737 int left, right, mflags; 828 int left, right, mflags;
738 mapstruct *m1; 829 maptile *m1;
739 sint16 x1, y1; 830 sint16 x1, y1;
740 831
741 retry++; 832 retry++;
742 833
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 834 /* 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 835 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 836 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 837 * op->direction-1 or op->direction+1 does not exist.
747 */ 838 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 839 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); 840 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))); 841 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 842
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 843 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); 844 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))); 845 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 846
756 if(left==right) 847 if (left == right)
757 op->direction=absdir(op->direction+4); 848 op->direction = absdir (op->direction + 4);
758 else if(left) 849 else if (left)
759 op->direction=absdir(op->direction+2); 850 op->direction = absdir (op->direction + 2);
760 else if(right) 851 else if (right)
761 op->direction=absdir(op->direction-2); 852 op->direction = absdir (op->direction - 2);
762 853
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 854 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 855
765 /* If this space is not out of the map and not blocked, valid space - 856 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 857 * don't need to retry again.
767 */ 858 */
768 if (!(mflags & P_OUT_OF_MAP) && 859 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; 860 break;
770 861
771 } 862 }
772 /* Couldn't find a direction to move the arrow to - just 863 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 864 * top it from moving.
774 */ 865 */
775 if (retry==2) { 866 if (retry == 2)
776 stop_arrow (op); 867 {
777 return; 868 stop_arrow (op);
778 } 869 return;
870 }
779 /* update object image for new facing */ 871 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 872 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 873 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 874 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 875 } /* object is reflected */
784 } /* object ran into a wall */ 876 } /* object ran into a wall */
785 877
786 /* Move the arrow. */ 878 /* Move the arrow. */
787 remove_ob (op); 879 op->remove ();
788 op->x = new_x; 880 op->x = new_x;
789 op->y = new_y; 881 op->y = new_y;
790 882
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 883 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 884 * about 17 squares. Tune as needed.
793 */ 885 */
794 op->speed -= 0.05; 886 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 887 insert_ob_in_map (op, m, op, 0);
796} 888}
797 889
798/* This routine doesnt seem to work for "inanimate" objects that 890/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 891 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 892 * Modified this routine to allow held objects. b.t. */
801 893
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 894void
803 object *tmp,*env,*pl; 895change_object (object *op)
896{ /* Doesn`t handle linked objs yet */
804 int i,j; 897 int i, j;
805 898
806 if(op->other_arch==NULL) { 899 if (op->other_arch == NULL)
900 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 901 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
902 return;
903 }
904
905 /* In non-living items only change when food value is 0 */
906 if (!QUERY_FLAG (op, FLAG_ALIVE))
907 {
908 if (op->stats.food-- > 0)
909 return;
910 else
911 op->stats.food = 1; /* so 1 other_arch is made */
912 }
913
914 object *pl = op->in_player ();
915 object *env = op->env;
916
917 op->remove ();
918 for (i = 0; i < NROFNEWOBJS (op); i++)
919 {
920 object *tmp = arch_to_object (op->other_arch);
921
922 if (op->type == LAMP)
923 tmp->stats.food = op->stats.food - 1;
924
925 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
926 if (env)
927 {
928 tmp->x = env->x, tmp->y = env->y;
929 tmp = insert_ob_in_ob (tmp, env);
930
931 /* If this object is the players inventory, we need to tell the
932 * client of the change. Insert_ob_in_map takes care of the
933 * updating the client, so we don't need to do that below.
934 */
935 if (pl)
936 {
937 esrv_del_item (pl->contr, op->count);
938 esrv_send_item (pl, tmp);
939 }
940 }
941 else
942 {
943 j = find_first_free_spot (tmp, op->map, op->x, op->y);
944 if (j == -1) /* No free spot */
945 tmp->destroy ();
946 else
947 {
948 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
949 insert_ob_in_map (tmp, op->map, op, 0);
950 }
951 }
952 }
953
954 op->destroy ();
955}
956
957void
958move_teleporter (object *op)
959{
960 object *tmp, *head = op;
961
962 /* if this is a multipart teleporter, handle the other parts
963 * The check for speed isn't strictly needed - basically, if
964 * there is an old multipart teleporter in which the other parts
965 * have speed, we don't really want to call it twice for the same
966 * function - in fact, as written below, part N would get called
967 * N times without the speed check.
968 */
969 if (op->more && !op->more->has_active_speed ())
970 move_teleporter (op->more);
971
972 if (op->head)
973 head = op->head;
974
975 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
976 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
977 break;
978
979 /* If nothing above us to move, nothing to do */
980 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 981 return;
809 }
810 982
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)) { 983 if (EXIT_PATH (head))
984 {
868 if(tmp->type==PLAYER) { 985 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 986 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 987 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 988 return;
872 enter_exit(tmp, head); 989
873 } 990 tmp->enter_exit (head);
874 else 991 }
992 else
875 /* Currently only players can transfer maps */ 993 /* 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; 994 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 995 }
996 else if (EXIT_X (head) || EXIT_Y (head))
889 } 997 {
890 else { 998 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 999 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 1000 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1001 head->destroy ();
894 return; 1002 return;
1003 }
1004
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return;
1007
1008 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1009 }
1010 else
1011 {
1012 /* Random teleporter */
1013 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1014 return;
895 teleport(head, TELEPORTER, tmp); 1015 teleport (head, TELEPORTER, tmp);
896 } 1016 }
897} 1017}
898 1018
899 1019
900/* This object will teleport someone to a different map 1020/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 1021 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 1022 This was invented for giving classes, but there's no reason it
903 can't be generalized. 1023 can't be generalized.
904*/ 1024*/
905 1025void
906void move_player_changer(object *op) { 1026move_player_changer (object *op)
1027{
907 object *player; 1028 object *player;
908 object *walk; 1029 object *walk;
909 char c; 1030 char c;
910 1031
911 if (!op->above || !EXIT_PATH(op)) return; 1032 if (!op->above || !EXIT_PATH (op))
1033 return;
912 1034
913 /* This isn't all that great - means that the player_mover 1035 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 1036 * needs to be on top.
915 */ 1037 */
916 if(op->above->type==PLAYER) { 1038 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 1039 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 1040 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 1041 return;
920 player=op->above; 1042 player = op->above;
1043
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 1044 for (walk = op->inv; walk != NULL; walk = walk->below)
922 apply_changes_to_player(player,walk); 1045 apply_changes_to_player (player, walk);
923 1046
924 fix_player(player); 1047 player->update_stats ();
1048
925 esrv_send_inventory(op->above,op->above); 1049 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 1050 esrv_update_item (UPD_FACE, op->above, op->above);
927 1051
928 /* update players death & WoR home-position */ 1052 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 1053 sscanf (EXIT_PATH (op), "%c", &c);
930 if (c == '/') { 1054 if (c == '/')
1055 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1056 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 1057 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 1058 player->contr->bed_y = EXIT_Y (op);
934 } 1059 }
935 else 1060 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1061 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 1062
939 1063 op->above->enter_exit (op);
940 enter_exit(op->above,op); 1064 player->contr->save ();
941 save_player(player, 1);
942 } 1065 }
943} 1066}
944 1067
945/* firewalls fire other spells. 1068/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1069 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1070 * walls can have hp, so they can be torn down.
948 */ 1071 */
1072void
949void move_firewall(object *op) { 1073move_firewall (object *op)
1074{
950 object *spell; 1075 object *spell;
951 1076
952 if ( ! op->map) 1077 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1078 return; /* dm has created a firewall in his inventory */
954 1079
955 spell = op->inv; 1080 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1081
1082 if (!spell || spell->type != SPELL)
1083 spell = &op->other_arch->clone;
1084
957 if (!spell) { 1085 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 } 1086 {
1087 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1088 return;
1089 }
962 1090
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1091 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1092}
965
966 1093
967/* move_player_mover: this function takes a "player mover" as an 1094/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1095 * argument, and performs the function of a player mover, which is:
969 * 1096 *
970 * a player mover finds any players that are sitting on it. It 1097 * 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. 1098 * 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, 1099 * 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, 1100 * 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 1101 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1102 */
1103void
976void move_player_mover(object *op) { 1104move_player_mover (object *op)
1105{
977 object *victim, *nextmover; 1106 object *victim, *nextmover;
978 int dir = op->stats.sp; 1107 int dir = op->stats.sp;
979 sint16 nx, ny; 1108 sint16 nx, ny;
980 mapstruct *m; 1109 maptile *m;
981 1110
982 /* Determine direction now for random movers so we do the right thing */ 1111 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1112 if (!dir)
1113 dir = rndm (1, 8);
984 1114
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1115 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1116 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1118 (victim->move_type & op->move_type || !victim->move_type))
1119 {
988 1120
989 if (victim->head) victim = victim->head; 1121 if (victim->head)
1122 victim = victim->head;
990 1123
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1124 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1125 {
993 free_object(op); 1126 op->remove ();
994 return; 1127 return;
995 } 1128 }
1129
996 nx = op->x+freearr_x[dir]; 1130 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1131 ny = op->y + freearr_y[dir];
998 m = op->map; 1132 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1133 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1134 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1135 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); 1136 return;
1002 return ; 1137 }
1003 } 1138
1004
1005 if (should_director_abort(op, victim)) return ; 1139 if (should_director_abort (op, victim))
1140 return;
1006 1141
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1142 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1143 {
1008 if(nextmover->type == PLAYERMOVER) 1144 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1145 nextmover->speed_left = -.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1147 {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1148 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1012 } 1149 }
1013 } 1150 }
1014 1151
1015 if(victim->type==PLAYER) { 1152 if (victim->type == PLAYER)
1153 {
1016 /* only level >=1 movers move people */ 1154 /* only level >=1 movers move people */
1017 if(op->level) { 1155 if (op->level)
1156 {
1018 /* Following is a bit of hack. We need to make sure it 1157 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1158 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1159 * place. This can happen if the player used a spell to
1021 * get to this space. 1160 * get to this space.
1022 */ 1161 */
1023 victim->contr->fire_on=0; 1162 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1163 victim->speed_left = -FABS (victim->speed);
1025 move_player(victim, dir); 1164 move_player (victim, dir);
1026 } 1165 }
1027 else return; 1166 else
1028 } 1167 return;
1029 else move_object(victim,dir); 1168 }
1169 else
1170 move_object (victim, dir);
1030 1171
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1172 if (!op->stats.maxsp && op->attacktype)
1173 op->stats.maxsp = 2;
1032 1174
1033 if(op->attacktype) { /* flag to paralyze the player */ 1175 if (op->attacktype)
1176 { /* flag to paralyze the player */
1034 1177
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1178 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1179 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the 1180 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put 1181 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the 1182 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed. 1183 * mover has 0 speed.
1041 */ 1184 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1185 if (victim->speed_left < -5.0)
1043 } 1186 victim->speed_left = -5.0;
1044 } 1187 }
1188 }
1045 } 1189 }
1046} 1190}
1047 1191
1048/* 1192/*
1049 * Will duplicate a specified object placed on top of it. 1193 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1194 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1195 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1196 * other_arch: the object to look for and duplicate.
1053 */ 1197 */
1054 1198
1199void
1055void move_duplicator(object *op) { 1200move_duplicator (object *op)
1201{
1056 object *tmp; 1202 object *tmp;
1057 1203
1058 if ( !op->other_arch ) { 1204 if (!op->other_arch)
1205 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1206 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1207 return;
1061 } 1208 }
1062 1209
1063 if (op->above == NULL) 1210 if (op->above == NULL)
1064 return; 1211 return;
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1213 {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1215 {
1067 if (op->level <= 0) { 1216 if (op->level <= 0)
1068 remove_ob(tmp); 1217 tmp->destroy ();
1069 free_object(tmp); 1218 else
1070 } else { 1219 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1220 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1221
1073 new_nrof = 1UL<<31; 1222 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1223 new_nrof = 1UL << 31;
1075 } 1224
1076 break; 1225 tmp->nrof = new_nrof;
1077 } 1226 }
1227
1228 break;
1229 }
1078 } 1230 }
1079} 1231}
1080 1232
1081/* move_creator (by peterm) 1233/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1234 * 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 1242 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1243 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1244 * outside of the map which would cause the server to crash
1093*/ 1245*/
1094 1246
1247void
1095void move_creator(object *creator) { 1248move_creator (object *creator)
1249{
1096 object *new_ob; 1250 object *new_ob;
1097 1251
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1252 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1253 {
1099 creator->stats.hp=-1; 1254 creator->stats.hp = -1;
1100 return; 1255 return;
1101 } 1256 }
1102 1257
1103 if (creator->inv != NULL) { 1258 if (creator->inv != NULL)
1259 {
1104 object *ob; 1260 object *ob;
1105 int i; 1261 int i;
1106 object *ob_to_copy; 1262 object *ob_to_copy;
1107 1263
1108 /* select random object from inventory to copy */ 1264 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1265 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1266 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1267 {
1111 if (rndm(0, i) == 0) { 1268 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1269 {
1113 } 1270 ob_to_copy = ob;
1114 } 1271 }
1272 }
1115 new_ob = object_create_clone(ob_to_copy); 1273 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1274 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1275 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1276 }
1277 else
1278 {
1119 if (creator->other_arch == NULL) { 1279 if (creator->other_arch == NULL)
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); 1280 {
1281 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1282 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1283 return;
1122 } 1284 }
1123 1285
1124 new_ob = object_create_arch(creator->other_arch); 1286 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1287 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1288 }
1127 1289
1128 /* Make sure this multipart object fits */ 1290 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1291 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1292 {
1293 new_ob->destroy ();
1294 return;
1295 }
1133 1296
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1297 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1298 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1299 return;
1137 1300
1138 if (creator->slaying) { 1301 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1302 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1303 new_ob->name = new_ob->title = creator->slaying;
1141 } 1304 }
1142} 1305}
1143 1306
1144/* move_marker --peterm@soda.csua.berkeley.edu 1307/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1308 when moved, a marker will search for a player sitting above
1148 At that time, it writes the contents of its own message 1311 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1312 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1313 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.*/ 1314 unless hp was zero to start with, in which case it is infinite.*/
1152 1315
1316void
1153void move_marker(object *op) { 1317move_marker (object *op)
1318{
1319 if (object *tmp = op->ms ().player ())
1320 {
1154 object *tmp,*tmp2; 1321 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 1322
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1323 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1165 } 1326 {
1327 tmp2->destroy ();
1328 break;
1329 }
1166 1330
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 1331 /* cycle through his inventory to look for the MARK we want to
1173 * place 1332 * place
1174 */ 1333 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1334 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1335 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1177 } 1336 break;
1178 1337
1179 /* if we didn't find our own MARK */ 1338 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) { 1339 if (tmp2 == NULL)
1340 {
1181 object *force = get_archetype(FORCE_NAME); 1341 object *force = get_archetype (FORCE_NAME);
1182 1342
1183 force->speed = 0; 1343 if (op->stats.food)
1184 if(op->stats.food) { 1344 {
1185 force->speed = 0.01; 1345 force->set_speed (0.01);
1186 force->speed_left = -op->stats.food; 1346 force->speed_left = -op->stats.food;
1187 } 1347 }
1188 update_ob_speed (force); 1348 else
1349 force->set_speed (0);
1350
1189 /* put in the lock code */ 1351 /* put in the lock code */
1190 force->slaying = add_string(op->slaying); 1352 force->slaying = op->slaying;
1191 1353
1192 if ( op->lore ) 1354 if (op->lore)
1193 force->lore = add_string( op->lore ); 1355 force->lore = op->lore;
1194 1356
1195 insert_ob_in_ob(force,tmp); 1357 insert_ob_in_ob (force, tmp);
1196 if(op->msg) 1358 if (op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1198 1360
1199 if(op->stats.hp > 0) { 1361 if (op->stats.hp > 0)
1362 {
1200 op->stats.hp--; 1363 op->stats.hp--;
1201 if(op->stats.hp==0) { 1364 if (op->stats.hp == 0)
1365 {
1202 /* marker expires--granted mark number limit */ 1366 /* marker expires--granted mark number limit */
1203 remove_ob(op); 1367 op->destroy ();
1204 free_object(op); 1368 return;
1205 return; 1369 }
1370 }
1371 }
1206 } 1372 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1373}
1212 1374
1375int
1213int process_object(object *op) { 1376process_object (object *op)
1377{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1378 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; 1379 return 0;
1380
1381 if (INVOKE_OBJECT (TICK, op))
1382 return 0;
1383
1384 if (QUERY_FLAG (op, FLAG_MONSTER))
1385 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1386 return 1;
1387
1388 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1389 {
1390 if (op->type == PLAYER)
1391 animate_object (op, op->facing);
1392 else
1393 animate_object (op, op->direction);
1394
1395 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1396 make_sure_seen (op);
1397 }
1398
1399 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1400 {
1401 change_object (op);
1402 return 1;
1403 }
1404
1405 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1406 generate_monster (op);
1407
1408 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1409 {
1410 if (QUERY_FLAG (op, FLAG_APPLIED))
1411 remove_force (op);
1412 else
1413 {
1414 /* IF necessary, delete the item from the players inventory */
1415 object *pl = op->in_player ();
1416
1417 if (pl)
1418 esrv_del_item (pl->contr, op->count);
1419
1420 op->remove ();
1421
1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423 make_sure_not_seen (op);
1424
1425 op->destroy ();
1426 }
1427
1428 return 1;
1429 }
1430
1431 switch (op->type)
1432 {
1433 case SPELL_EFFECT:
1434 move_spell_effect (op);
1435 return 1;
1436
1437 case ROD:
1438 case HORN:
1439 regenerate_rod (op);
1440 return 1;
1441
1442 case FORCE:
1443 case POTION_EFFECT:
1444 remove_force (op);
1445 return 1;
1446
1447 case BLINDNESS:
1448 remove_blindness (op);
1449 return 0;
1450
1451 case POISONING:
1452 poison_more (op);
1453 return 0;
1454
1455 case DISEASE:
1456 move_disease (op);
1457 return 0;
1458
1459 case SYMPTOM:
1460 move_symptom (op);
1461 return 0;
1462
1463 case THROWN_OBJ:
1464 case ARROW:
1465 move_arrow (op);
1466 return 0;
1467
1468 case DOOR:
1469 remove_door (op);
1470 return 0;
1471
1472 case LOCKED_DOOR:
1473 remove_door2 (op);
1474 return 0;
1475
1476 case TELEPORTER:
1477 move_teleporter (op);
1478 return 0;
1479
1480 case GOLEM:
1481 move_golem (op);
1482 return 0;
1483
1484 case EARTHWALL:
1485 hit_player (op, 2, op, AT_PHYSICAL, 1);
1486 return 0;
1487
1488 case FIREWALL:
1489 move_firewall (op);
1490 if (op->stats.maxsp)
1491 animate_turning (op);
1492 return 0;
1493
1494 case MOOD_FLOOR:
1495 do_mood_floor (op);
1496 return 0;
1497
1498 case GATE:
1499 move_gate (op);
1500 return 0;
1501
1502 case TIMED_GATE:
1503 move_timed_gate (op);
1504 return 0;
1505
1506 case TRIGGER:
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 animate_trigger (op);
1511 return 0;
1512
1513 case DETECTOR:
1514 move_detector (op);
1515
1516 case DIRECTOR:
1517 if (op->stats.maxsp)
1518 animate_turning (op);
1519 return 0;
1520
1521 case HOLE:
1522 move_hole (op);
1523 return 0;
1524
1525 case DEEP_SWAMP:
1526 move_deep_swamp (op);
1527 return 0;
1528
1529 case RUNE:
1530 case TRAP:
1531 move_rune (op);
1532 return 0;
1533
1534 case PLAYERMOVER:
1535 move_player_mover (op);
1536 return 0;
1537
1538 case CREATOR:
1539 move_creator (op);
1540 return 0;
1541
1542 case MARKER:
1543 move_marker (op);
1544 return 0;
1545
1546 case PLAYER_CHANGER:
1547 move_player_changer (op);
1548 return 0;
1549
1550 case PEACEMAKER:
1551 move_peacemaker (op);
1552 return 0;
1553 }
1554
1555 return 0;
1391} 1556}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines