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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 1.33 by pippijn, Sat Jan 6 14:42:31 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33 29
34#include <global.h> 30#include <global.h>
35#include <spells.h> 31#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 32#include <sproto.h>
38#endif
39 33
40/* The following removes doors. The functions check to see if similar 34/* 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 35 * 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.) 36 * so those will be removed shortly (in a cascade like fashion.)
43 */ 37 */
44 38
39void
45void remove_door(object *op) { 40remove_door (object *op)
41{
46 int i; 42 int i;
47 object *tmp; 43 object *tmp;
44
48 for(i=1;i<9;i+=2) 45 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) { 46 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
47 {
50 tmp->speed = 0.1; 48 tmp->set_speed (0.1);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 49 tmp->speed_left = -0.2;
53 } 50 }
54 51
55 if(op->other_arch) 52 if (op->other_arch)
56 { 53 {
57 tmp=arch_to_object(op->other_arch); 54 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 59 insert_ob_in_map (tmp, op->map, op, 0);
60 } 60 }
61 remove_ob(op);
62 free_object(op);
63}
64 61
62 op->destroy ();
63}
64
65void
65void remove_door2(object *op) { 66remove_door2 (object *op)
67{
66 int i; 68 int i;
67 object *tmp; 69 object *tmp;
70
68 for(i=1;i<9;i+=2) { 71 for (i = 1; i < 9; i += 2)
72 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 73 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 */ 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
71 tmp->speed = 0.1; 76 tmp->set_speed (0.1);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 77 tmp->speed_left = -0.2;
74 } 78 }
75 } 79 }
80
76 if(op->other_arch) 81 if (op->other_arch)
77 { 82 {
78 tmp=arch_to_object(op->other_arch); 83 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 88 insert_ob_in_map (tmp, op->map, op, 0);
81 } 89 }
82 remove_ob(op); 90
83 free_object(op); 91 op->destroy ();
84} 92}
85 93
86/* Will generate a monster according to content 94/* Will generate a monster according to content
87 * of generator. 95 * of generator.
88 */ 96 */
97void
89void generate_monster_inv(object *gen) { 98generate_monster_inv (object *gen)
99{
90 int i; 100 int i;
91 object *op,*head=NULL; 101 object *op, *head = NULL;
92 102
93 int qty=0; 103 int qty = 0;
104
94 /* Code below assumes the generator is on a map, as it tries 105 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 106 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 107 * isn't on a map, complain and exit.
97 */ 108 */
98 if (gen->map == NULL) { 109 if (gen->map == NULL)
110 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return; 112 return;
101 } 113 }
102 /*First count numer of objects in inv*/ 114 /*First count numer of objects in inv */
103 for (op=gen->inv;op;op=op->below) 115 for (op = gen->inv; op; op = op->below)
104 qty++; 116 qty++;
105 if (!qty){ 117 if (!qty)
118 {
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); 119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
107 return;/*No inventory*/ 120 return; /*No inventory */
108 } 121 }
109 qty=rndm(0,qty-1); 122 qty = rndm (0, qty - 1);
110 for (op=gen->inv;qty;qty--) 123 for (op = gen->inv; qty; qty--)
111 op=op->below; 124 op = op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); 125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
113 if (i==-1) 126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map)
155 return;
156
157 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
158 if (i == -1)
159 return;
160
161 while (at)
162 {
163 op = arch_to_object (at);
164 op->x = gen->x + freearr_x[i] + at->clone.x;
165 op->y = gen->y + freearr_y[i] + at->clone.y;
166
167 if (head)
168 op->head = head, prev->more = op;
169
170 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty);
172
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
114 return; 175 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}
126 176
127void generate_monster_arch(object *gen) { 177 if (op->has_random_items ())
128 int i; 178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131 179
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) { 180 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; 181 head = op;
162 prev=op;
163 at=at->more;
164 }
165}
166 182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
167void generate_monster(object *gen) { 189generate_monster (object *gen)
190{
168 191
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 192 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; 193 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}
210 194
211void poison_more(object *op) { 195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 196 generate_monster_inv (gen);
213 remove_ob(op); 197 else
214 free_object(op); 198 generate_monster_arch (gen);
199
200}
201
202void
203remove_force (object *op)
204{
205 if (--op->duration > 0)
215 return; 206 return;
216 } 207
217 if(op->stats.food==1) { 208 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 209 switch (op->subtype)
219 * will not do anything. 210 {
220 */ 211 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 212 CLEAR_FLAG (op->env, FLAG_CONFUSED);
213 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
214
215 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 216 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 217 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 218 op->env->update_stats ();
225 } 219 }
226 remove_ob(op); 220
227 free_object(op); 221 op->destroy ();
222}
223
224void
225remove_blindness (object *op)
226{
227 if (--op->stats.food > 0)
228 return; 228 return;
229
230 CLEAR_FLAG (op, FLAG_APPLIED);
231
232 if (op->env)
233 {
234 change_abil (op->env, op);
235 op->env->update_stats ();
229 } 236 }
237
238 op->destroy ();
239}
240
241void
242poison_more (object *op)
243{
244 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
245 {
246 op->destroy ();
247 return;
248 }
249
250 if (op->stats.food == 1)
251 {
252 /* need to remove the object before fix_player is called, else fix_player
253 * will not do anything.
254 */
255 if (op->env->type == PLAYER)
256 {
257 CLEAR_FLAG (op, FLAG_APPLIED);
258 op->env->update_stats ();
259 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
260 }
261
262 op->destroy ();
263 return;
264 }
265
230 if(op->env->type==PLAYER) { 266 if (op->env->type == PLAYER)
267 {
231 op->env->stats.food--; 268 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 269 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 270 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 271
272 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
273}
239 274
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 275
276void
277move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */
241 object *tmp; 279 object *tmp;
242 280
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 281 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
282 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 283 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; 284 op->stats.wc = 0;
249 } 285 }
250 286
251 /* We're going down */ 287 /* We're going down */
252 if(op->value) { 288 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 289 {
290 if (--op->stats.wc <= 0)
291 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 292 op->stats.wc = 0;
255 if(op->arch->clone.speed) 293 if (op->arch->clone.speed)
256 op->value=0; 294 op->value = 0;
257 else { 295 else
258 op->speed = 0; 296 op->set_speed (0);
259 update_ob_speed(op); 297 }
260 } 298
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 299 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
300 {
263 op->move_block = 0; 301 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 302 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 303 update_all_los (op->map, op->x, op->y);
266 } 304 }
305
267 SET_ANIMATION(op, op->stats.wc); 306 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 307 update_object (op, UP_OBJ_CHANGE);
269 return; 308 return;
270 } 309 }
271 310
272 /* We're going up */ 311 /* We're going up */
273 312
274 /* First, lets see if we are already at the top */ 313 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 314 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
315 {
276 316
277 /* Check to make sure that only non pickable and non rollable 317 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 318 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 319 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 320 * the gate slightly.
281 */ 321 */
282 322
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 323 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 324 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) 325 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 326
289 if (tmp==NULL) { 327 if (tmp == NULL)
328 {
290 if(op->arch->clone.speed) 329 if (op->arch->clone.speed)
291 op->value=1; 330 op->value = 1;
292 else { 331 else
293 op->speed = 0; 332 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 333
334 return;
335 }
295 } 336 }
296 return;
297 }
298 }
299 337
300 if(op->stats.food) { /* The gate is going temporarily down */ 338 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 339 { /* The gate is going temporarily down */
340 if (--op->stats.wc <= 0)
341 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 342 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 343 op->stats.wc = 0;
304 } 344 }
345 }
346 else
305 } else { /* The gate is still going up */ 347 { /* The gate is still going up */
306 op->stats.wc++; 348 op->stats.wc++;
307 349
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 350 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 351 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 352
311 /* If there is something on top of the gate, we try to roll it off. 353 /* 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 354 * If a player/monster, we don't roll, we just hit them with damage
313 */ 355 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
357 {
315 /* Halfway or further, check blocks */ 358 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 359 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 361
319 if(tmp!=NULL) { 362 if (tmp != NULL)
363 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 364 if (QUERY_FLAG (tmp, FLAG_ALIVE))
365 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 366 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 367 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 368 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); 369 }
325 } else 370 else
326 /* If the object is not alive, and the object either can 371 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 372 * be picked up or the object rolls, move the object
328 * off the gate. 373 * off the gate.
329 */ 374 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 375 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) 376 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 377 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 378 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 379
336 /* If there is a free spot, move the object someplace */ 380 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 381 if (i != -1)
338 remove_ob(tmp); 382 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 383 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 384 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 385 insert_ob_in_map (tmp, op->map, op, 0);
342 } 386 }
343 } 387 }
388 }
344 389
345 /* See if there is still anything blocking the gate */ 390 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 391 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 392 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) 393 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 394
352 /* IF there is, start putting the gate down */ 395 /* IF there is, start putting the gate down */
353 if(tmp) { 396 if (tmp)
397 {
354 op->stats.food=1; 398 op->stats.food = 1;
355 } else { 399 }
400 else
401 {
356 op->move_block = MOVE_ALL; 402 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 403 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 404 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 405 update_all_los (op->map, op->x, op->y);
360 } 406 }
361 } /* gate is halfway up */ 407 } /* gate is halfway up */
362 408
363 SET_ANIMATION(op, op->stats.wc); 409 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 410 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 411 } /* gate is going up */
366} 412}
367 413
368/* hp : how long door is open/closed 414/* hp : how long door is open/closed
369 * maxhp : initial value for hp 415 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 416 * sp : 1 = open, 0 = close
371 */ 417 */
418void
372void move_timed_gate(object *op) 419move_timed_gate (object *op)
373{ 420{
374 int v = op->value; 421 int v = op->value;
375 422
376 if (op->stats.sp) { 423 if (op->stats.sp)
424 {
377 move_gate(op); 425 move_gate (op);
378 if (op->value != v) /* change direction ? */ 426 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 427 op->stats.sp = 0;
380 return; 428 return;
381 } 429 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 430 if (--op->stats.hp <= 0)
431 { /* keep gate down */
383 move_gate(op); 432 move_gate (op);
384 if (op->value != v) { /* ready ? */ 433 if (op->value != v)
385 op->speed = 0; 434 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 435 }
389} 436}
390 437
391/* slaying: name of the thing the detector is to look for 438/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 439 * speed: frequency of 'glances'
393 * connected: connected value of detector 440 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 441 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 442 * -1 if detection unsets buttons
396 */ 443 */
397 444
445void
398void move_detector(object *op) 446move_detector (object *op)
399{ 447{
400 object *tmp; 448 object *tmp;
401 int last = op->value; 449 int last = op->value;
402 int detected; 450 int detected;
451
403 detected = 0; 452 detected = 0;
404 453
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 454 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
455 {
406 object *tmp2; 456 object *tmp2;
407 if(op->stats.hp) { 457
458 if (op->stats.hp)
459 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 462 if (op->slaying && !strcmp (op->slaying, tmp->name))
463 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 465 detected = 1;
412 } 466 }
467 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 468 if (op->slaying && !strcmp (op->slaying, tmp->name))
469 {
414 detected = 1; 470 detected = 1;
415 } 471 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 473 detected = 1;
418 } 474 }
419 475
420 /* the detector sets the button if detection is found */ 476 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 477 if (op->stats.sp == 1)
478 {
422 if(detected && last == 0) { 479 if (detected && last == 0)
480 {
423 op->value = 1; 481 op->value = 1;
424 push_button(op); 482 push_button (op);
425 } 483 }
426 if(!detected && last == 1) { 484 if (!detected && last == 1)
485 {
427 op->value = 0; 486 op->value = 0;
428 push_button(op); 487 push_button (op);
429 } 488 }
430 } 489 }
431 else { /* in this case, we unset buttons */ 490 else
491 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 492 if (detected && last == 1)
493 {
433 op->value = 0; 494 op->value = 0;
434 push_button(op); 495 push_button (op);
435 } 496 }
436 if(!detected && last == 0) { 497 if (!detected && last == 0)
498 {
437 op->value = 1; 499 op->value = 1;
438 push_button(op); 500 push_button (op);
439 } 501 }
440 } 502 }
441} 503}
442 504
443 505
506void
444void animate_trigger (object *op) 507animate_trigger (object *op)
445{ 508{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 509 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
510 {
447 op->stats.wc = 0; 511 op->stats.wc = 0;
448 check_trigger(op,NULL); 512 check_trigger (op, NULL);
513 }
449 } else { 514 else
515 {
450 SET_ANIMATION(op, op->stats.wc); 516 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 517 update_object (op, UP_OBJ_FACE);
452 } 518 }
453} 519}
454 520
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 521void
522move_hole (object *op)
523{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 524 object *next, *tmp;
457 525
458 if(op->value) { /* We're opening */ 526 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 527 { /* We're opening */
528 if (--op->stats.wc <= 0)
529 { /* Opened, let's stop */
460 op->stats.wc=0; 530 op->stats.wc = 0;
461 op->speed = 0; 531 op->set_speed (0);
462 update_ob_speed(op);
463 532
464 /* Hard coding this makes sense for holes I suppose */ 533 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 534 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 535 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 536 {
468 move_apply(op,tmp,tmp); 537 next = tmp->above;
469 } 538 move_apply (op, tmp, tmp);
470 } 539 }
471 SET_ANIMATION(op, op->stats.wc); 540 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 541
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); 542 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 543 update_object (op, UP_OBJ_FACE);
544 return;
545 }
546 /* We're closing */
547 op->move_on = 0;
548
549 op->stats.wc++;
550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
551 op->stats.wc = NUM_ANIMATIONS (op) - 1;
552
553 SET_ANIMATION (op, op->stats.wc);
554 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 555 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 556 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 557}
489 558
490 559
491/* stop_item() returns a pointer to the stopped object. The stopped object 560/* 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 561 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 567 * it, NULL is returned.
499 * 568 *
500 * fix_stopped_item() should be used if the stopped item should be put on 569 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 570 * the map.
502 */ 571 */
572object *
503object *stop_item (object *op) 573stop_item (object *op)
504{ 574{
505 if (op->map == NULL) 575 if (op->map == NULL)
576 return op;
577
578 switch (op->type)
579 {
580 case THROWN_OBJ:
581 {
582 object *payload = op->inv;
583
584 if (payload == NULL)
585 return NULL;
586 payload->remove ();
587 op->destroy ();
588 return payload;
589 }
590
591 case ARROW:
592 if (op->has_active_speed ())
593 op = fix_stopped_arrow (op);
506 return op; 594 return op;
507 595
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: 596 default:
527 return op; 597 return op;
528 } 598 }
529} 599}
530 600
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 601/* 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. 602 * Inserts item into the old map, or merges it if it already is on the map.
533 * 603 *
534 * 'map' must be the value of op->map before stop_item() was called. 604 * 'map' must be the value of op->map before stop_item() was called.
535 */ 605 */
606void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 607fix_stopped_item (object *op, maptile *map, object *originator)
537{ 608{
538 if (map == NULL) 609 if (map == NULL)
539 return; 610 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 611 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 612 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 613 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 614 merge_ob (op, NULL); /* only some arrows actually need this */
544} 615}
545 616
546 617
618object *
547object *fix_stopped_arrow (object *op) 619fix_stopped_arrow (object *op)
548{ 620{
549 if(rndm(0, 99) < op->stats.food) { 621 if (rndm (0, 99) < op->stats.food)
622 {
550 /* Small chance of breaking */ 623 /* Small chance of breaking */
551 remove_ob (op); 624 op->destroy ();
552 free_object(op);
553 return NULL; 625 return NULL;
554 } 626 }
555 627
628 op->set_speed (0);
556 op->direction=0; 629 op->direction = 0;
557 op->move_on=0; 630 op->move_on = 0;
558 op->move_type=0; 631 op->move_type = 0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp; 632 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 633 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 634 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 635 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 636 op->skill = 0;
566 637
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 638 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 639 {
640 op->slaying = op->spellarg;
572 free(op->spellarg); 641 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; 642 op->spellarg = NULL;
643 }
644 else
645 op->slaying = NULL;
646
647 /* Reset these to zero, so that object::can_merge will work properly */
648 op->spellarg = NULL;
579 op->stats.sp = 0; 649 op->stats.sp = 0;
580 op->stats.hp = 0; 650 op->stats.hp = 0;
581 op->stats.grace = 0; 651 op->stats.grace = 0;
582 op->level = 0; 652 op->level = 0;
583 op->face=op->arch->clone.face; 653 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 654 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 655 update_object (op, UP_OBJ_FACE);
586 return op; 656 return op;
587} 657}
588 658
589/* stop_arrow() - what to do when a non-living flying object 659/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 660 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 661 * here too. -b.t.
592 * 662 *
593 * Returns a pointer to the stopped object (which will have been removed 663 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 664 * from maps or inventories), or NULL if was destroyed.
595 */ 665 */
596 666static void
597static void stop_arrow (object *op) 667stop_arrow (object *op)
598{ 668{
599 /* Lauwenmark: Handle for plugin stop event */ 669 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 670 return;
671
601 if (op->inv) { 672 if (op->inv)
673 {
602 object *payload = op->inv; 674 object *payload = op->inv;
603 remove_ob (payload); 675
604 clear_owner(payload); 676 payload->remove ();
677 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 678 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 679 op->destroy ();
607 free_object (op); 680 }
608 } else { 681 else
682 {
609 op = fix_stopped_arrow (op); 683 op = fix_stopped_arrow (op);
610 if (op) 684 if (op)
611 merge_ob (op, NULL); 685 merge_ob (op, NULL);
612 } 686 }
613} 687}
614 688
615/* Move an arrow along its course. op is the arrow or thrown object. 689/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 690 */
617 691
692void
618void move_arrow(object *op) { 693move_arrow (object *op)
694{
619 object *tmp; 695 object *tmp;
620 sint16 new_x, new_y; 696 sint16 new_x, new_y;
621 int was_reflected, mflags; 697 int was_reflected, mflags;
622 mapstruct *m; 698 maptile *m;
623 699
624 if(op->map==NULL) { 700 if (op->map == NULL)
701 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 702 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 703 op->destroy ();
627 free_object(op); 704 return;
628 return;
629 } 705 }
630 706
631 /* we need to stop thrown objects at some point. Like here. */ 707 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 708 if (op->type == THROWN_OBJ)
709 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 710 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 711 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 712 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 713 * 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 714 * 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, 715 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 716 * and it is easy enough to clean it up here.
640 */ 717 */
641 if (op->inv == NULL) { 718 if (op->inv == NULL)
642 remove_ob(op); 719 {
643 free_object(op); 720 op->destroy ();
644 return; 721 return;
645 } 722 }
723
646 if(op->last_sp-- < 0) { 724 if (op->last_sp-- < 0)
725 {
647 stop_arrow (op); 726 stop_arrow (op);
648 return; 727 return;
649 } 728 }
650 } 729 }
651 730
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 731 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 732 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 733 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 734 {
735 stop_arrow (op);
736 return;
737 }
658 738
659 /* Calculate target map square */ 739 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 740 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 741 new_y = op->y + DIRY (op);
662 was_reflected = 0; 742 was_reflected = 0;
663 743
664 m = op->map; 744 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 746
667 if (mflags & P_OUT_OF_MAP) { 747 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 748 {
749 stop_arrow (op);
750 return;
751 }
671 752
672 /* only need to look for living creatures if this flag is set */ 753 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 754 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
677 755 {
756 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
757 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break;
759
678 /* Not really fair, but don't let monsters hit themselves with 760 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 761 * their own arrow - this can be because they fire it then
680 * move into it. 762 * move into it.
681 */ 763 */
682
683 if (tmp != NULL && tmp != op->owner) { 764 if (tmp && tmp != op->owner)
765 {
684 /* Found living object, but it is reflecting the missile. Update 766 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 767 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 768 * chance that reflect_missile fails.)
687 */ 769 */
688 770 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 771 {
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number; 772 int number = op->face->number;
693 773
694 op->direction = absdir (op->direction + 4); 774 op->direction = absdir (op->direction + 4);
695 op->state = 0; 775 op->state = 0;
696 if (GET_ANIM_ID (op)) { 776
697 number += 4; 777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
698 if (number > GET_ANIMATION (op, 8)) 781 if (number > GET_ANIMATION (op, 8))
699 number -= 8; 782 number -= 8;
783
700 op->face = &new_faces[number]; 784 op->face = &new_faces[number];
701 } 785 }
786
702 was_reflected = 1; /* skip normal movement calculations */ 787 was_reflected = 1; /* skip normal movement calculations */
703 } 788 }
704 else { 789 else
790 {
705 /* Attack the object. */ 791 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 792 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 793
708 return; 794 if (!op)
709 } 795 return;
710 } /* if this is not hitting its owner */ 796 }
797 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 798 } /* if there is something alive on this space */
712 799
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 800 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 801 {
802 int retry = 0;
716 803
717 /* if the object doesn't reflect, stop the arrow from moving 804 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 805 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 806 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 807 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 808 * place, so I don't consider that a problem.
722 */ 809 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 810 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
811 {
724 stop_arrow (op); 812 stop_arrow (op);
725 return; 813 return;
726 } else { 814 }
815 else
816 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 817 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 818 if (op->direction & 1)
819 {
729 op->direction=absdir(op->direction+4); 820 op->direction = absdir (op->direction + 4);
730 retry=1; 821 retry = 1;
731 } 822 }
732 /* There were two blocks with identical code - 823 /* There were two blocks with identical code -
733 * use this retry here to make this one block 824 * use this retry here to make this one block
734 * that did the same thing. 825 * that did the same thing.
735 */ 826 */
736 while (retry<2) { 827 while (retry < 2)
828 {
737 int left, right, mflags; 829 int left, right, mflags;
738 mapstruct *m1; 830 maptile *m1;
739 sint16 x1, y1; 831 sint16 x1, y1;
740 832
741 retry++; 833 retry++;
742 834
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 835 /* 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 836 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 837 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 838 * op->direction-1 or op->direction+1 does not exist.
747 */ 839 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 840 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); 841 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))); 842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 843
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 844 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); 845 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))); 846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 847
756 if(left==right) 848 if (left == right)
757 op->direction=absdir(op->direction+4); 849 op->direction = absdir (op->direction + 4);
758 else if(left) 850 else if (left)
759 op->direction=absdir(op->direction+2); 851 op->direction = absdir (op->direction + 2);
760 else if(right) 852 else if (right)
761 op->direction=absdir(op->direction-2); 853 op->direction = absdir (op->direction - 2);
762 854
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 856
765 /* If this space is not out of the map and not blocked, valid space - 857 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 858 * don't need to retry again.
767 */ 859 */
768 if (!(mflags & P_OUT_OF_MAP) && 860 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; 861 break;
770 862
771 } 863 }
772 /* Couldn't find a direction to move the arrow to - just 864 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 865 * top it from moving.
774 */ 866 */
775 if (retry==2) { 867 if (retry == 2)
776 stop_arrow (op); 868 {
777 return; 869 stop_arrow (op);
778 } 870 return;
871 }
779 /* update object image for new facing */ 872 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 873 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 874 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 875 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 876 } /* object is reflected */
784 } /* object ran into a wall */ 877 } /* object ran into a wall */
785 878
786 /* Move the arrow. */ 879 /* Move the arrow. */
787 remove_ob (op); 880 op->remove ();
788 op->x = new_x; 881 op->x = new_x;
789 op->y = new_y; 882 op->y = new_y;
790 883
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 884 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 885 * about 17 squares. Tune as needed.
793 */ 886 */
794 op->speed -= 0.05; 887 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 888 insert_ob_in_map (op, m, op, 0);
796} 889}
797 890
798/* This routine doesnt seem to work for "inanimate" objects that 891/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 892 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 893 * Modified this routine to allow held objects. b.t. */
801 894
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 895void
803 object *tmp,*env,*pl; 896change_object (object *op)
897{ /* Doesn`t handle linked objs yet */
804 int i,j; 898 int i, j;
805 899
806 if(op->other_arch==NULL) { 900 if (op->other_arch == NULL)
901 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 902 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
903 return;
904 }
905
906 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE))
908 {
909 if (op->stats.food-- > 0)
910 return;
911 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 }
942 else
943 {
944 j = find_first_free_spot (tmp, op->map, op->x, op->y);
945 if (j == -1) /* No free spot */
946 tmp->destroy ();
947 else
948 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
950 insert_ob_in_map (tmp, op->map, op, 0);
951 }
952 }
953 }
954
955 op->destroy ();
956}
957
958void
959move_teleporter (object *op)
960{
961 object *tmp, *head = op;
962
963 /* if this is a multipart teleporter, handle the other parts
964 * The check for speed isn't strictly needed - basically, if
965 * there is an old multipart teleporter in which the other parts
966 * have speed, we don't really want to call it twice for the same
967 * function - in fact, as written below, part N would get called
968 * N times without the speed check.
969 */
970 if (op->more && !op->more->has_active_speed ())
971 move_teleporter (op->more);
972
973 if (op->head)
974 head = op->head;
975
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
978 break;
979
980 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 982 return;
809 }
810 983
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)) { 984 if (EXIT_PATH (head))
985 {
868 if(tmp->type==PLAYER) { 986 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 987 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 989 return;
872 enter_exit(tmp, head); 990
873 } 991 tmp->enter_exit (head);
874 else 992 }
993 else
875 /* Currently only players can transfer maps */ 994 /* 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; 995 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 996 }
997 else if (EXIT_X (head) || EXIT_Y (head))
889 } 998 {
890 else { 999 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 1000 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 1001 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1002 head->destroy ();
894 return; 1003 return;
1004 }
1005
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return;
1008
1009 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1010 }
1011 else
1012 {
1013 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return;
895 teleport(head, TELEPORTER, tmp); 1016 teleport (head, TELEPORTER, tmp);
896 } 1017 }
897} 1018}
898 1019
899 1020
900/* This object will teleport someone to a different map 1021/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 1022 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 1023 This was invented for giving classes, but there's no reason it
903 can't be generalized. 1024 can't be generalized.
904*/ 1025*/
905 1026void
906void move_player_changer(object *op) { 1027move_player_changer (object *op)
1028{
907 object *player; 1029 object *player;
908 object *walk; 1030 object *walk;
909 char c; 1031 char c;
910 1032
911 if (!op->above || !EXIT_PATH(op)) return; 1033 if (!op->above || !EXIT_PATH (op))
1034 return;
912 1035
913 /* This isn't all that great - means that the player_mover 1036 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 1037 * needs to be on top.
915 */ 1038 */
916 if(op->above->type==PLAYER) { 1039 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 1040 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 1041 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 1042 return;
920 player=op->above; 1043 player = op->above;
1044
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 1045 for (walk = op->inv; walk != NULL; walk = walk->below)
922 apply_changes_to_player(player,walk); 1046 apply_changes_to_player (player, walk);
923 1047
924 fix_player(player); 1048 player->update_stats ();
1049
925 esrv_send_inventory(op->above,op->above); 1050 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 1051 esrv_update_item (UPD_FACE, op->above, op->above);
927 1052
928 /* update players death & WoR home-position */ 1053 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 1054 sscanf (EXIT_PATH (op), "%c", &c);
930 if (c == '/') { 1055 if (c == '/')
1056 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1057 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 1058 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 1059 player->contr->bed_y = EXIT_Y (op);
934 } 1060 }
935 else 1061 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1062 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 1063
939 1064 op->above->enter_exit (op);
940 enter_exit(op->above,op); 1065 player->contr->save ();
941 save_player(player, 1);
942 } 1066 }
943} 1067}
944 1068
945/* firewalls fire other spells. 1069/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1070 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1071 * walls can have hp, so they can be torn down.
948 */ 1072 */
1073void
949void move_firewall(object *op) { 1074move_firewall (object *op)
1075{
950 object *spell; 1076 object *spell;
951 1077
952 if ( ! op->map) 1078 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1079 return; /* dm has created a firewall in his inventory */
954 1080
955 spell = op->inv; 1081 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1082
1083 if (!spell || spell->type != SPELL)
1084 spell = &op->other_arch->clone;
1085
957 if (!spell) { 1086 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 } 1087 {
1088 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1089 return;
1090 }
962 1091
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1092 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1093}
965
966 1094
967/* move_player_mover: this function takes a "player mover" as an 1095/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1096 * argument, and performs the function of a player mover, which is:
969 * 1097 *
970 * a player mover finds any players that are sitting on it. It 1098 * 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. 1099 * 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, 1100 * 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, 1101 * 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 1102 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1103 */
1104void
976void move_player_mover(object *op) { 1105move_player_mover (object *op)
1106{
977 object *victim, *nextmover; 1107 object *victim, *nextmover;
978 int dir = op->stats.sp; 1108 int dir = op->stats.sp;
979 sint16 nx, ny; 1109 sint16 nx, ny;
980 mapstruct *m; 1110 maptile *m;
981 1111
982 /* Determine direction now for random movers so we do the right thing */ 1112 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1113 if (!dir)
1114 dir = rndm (1, 8);
984 1115
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1116 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1117 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1118 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1119 (victim->move_type & op->move_type || !victim->move_type))
1120 {
988 1121
989 if (victim->head) victim = victim->head; 1122 if (victim->head)
1123 victim = victim->head;
990 1124
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1125 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1126 {
993 free_object(op); 1127 op->remove ();
994 return; 1128 return;
995 } 1129 }
1130
996 nx = op->x+freearr_x[dir]; 1131 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1132 ny = op->y + freearr_y[dir];
998 m = op->map; 1133 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1134 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1135 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1136 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); 1137 return;
1002 return ; 1138 }
1003 } 1139
1004
1005 if (should_director_abort(op, victim)) return ; 1140 if (should_director_abort (op, victim))
1141 return;
1006 1142
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1143 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1144 {
1008 if(nextmover->type == PLAYERMOVER) 1145 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1146 nextmover->speed_left = -.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1147 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1148 {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1149 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1012 } 1150 }
1013 } 1151 }
1014 1152
1015 if(victim->type==PLAYER) { 1153 if (victim->type == PLAYER)
1154 {
1016 /* only level >=1 movers move people */ 1155 /* only level >=1 movers move people */
1017 if(op->level) { 1156 if (op->level)
1157 {
1018 /* Following is a bit of hack. We need to make sure it 1158 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1159 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1160 * place. This can happen if the player used a spell to
1021 * get to this space. 1161 * get to this space.
1022 */ 1162 */
1023 victim->contr->fire_on=0; 1163 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1164 victim->speed_left = -FABS (victim->speed);
1025 move_player(victim, dir); 1165 move_player (victim, dir);
1026 } 1166 }
1027 else return; 1167 else
1028 } 1168 return;
1029 else move_object(victim,dir); 1169 }
1170 else
1171 move_object (victim, dir);
1030 1172
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1173 if (!op->stats.maxsp && op->attacktype)
1174 op->stats.maxsp = 2;
1032 1175
1033 if(op->attacktype) { /* flag to paralyze the player */ 1176 if (op->attacktype)
1177 { /* flag to paralyze the player */
1034 1178
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1179 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1180 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the 1181 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put 1182 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the 1183 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed. 1184 * mover has 0 speed.
1041 */ 1185 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1186 if (victim->speed_left < -5.0)
1043 } 1187 victim->speed_left = -5.0;
1044 } 1188 }
1189 }
1045 } 1190 }
1046} 1191}
1047 1192
1048/* 1193/*
1049 * Will duplicate a specified object placed on top of it. 1194 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1195 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1196 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1197 * other_arch: the object to look for and duplicate.
1053 */ 1198 */
1054 1199
1200void
1055void move_duplicator(object *op) { 1201move_duplicator (object *op)
1202{
1056 object *tmp; 1203 object *tmp;
1057 1204
1058 if ( !op->other_arch ) { 1205 if (!op->other_arch)
1206 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1207 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1208 return;
1061 } 1209 }
1062 1210
1063 if (op->above == NULL) 1211 if (op->above == NULL)
1064 return; 1212 return;
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1213 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1214 {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1215 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1216 {
1067 if (op->level <= 0) { 1217 if (op->level <= 0)
1068 remove_ob(tmp); 1218 tmp->destroy ();
1069 free_object(tmp); 1219 else
1070 } else { 1220 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1221 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1222
1073 new_nrof = 1UL<<31; 1223 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1224 new_nrof = 1UL << 31;
1075 } 1225
1076 break; 1226 tmp->nrof = new_nrof;
1077 } 1227 }
1228
1229 break;
1230 }
1078 } 1231 }
1079} 1232}
1080 1233
1081/* move_creator (by peterm) 1234/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1235 * 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 1243 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1244 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1245 * outside of the map which would cause the server to crash
1093*/ 1246*/
1094 1247
1248void
1095void move_creator(object *creator) { 1249move_creator (object *creator)
1250{
1096 object *new_ob; 1251 object *new_ob;
1097 1252
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1253 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1254 {
1099 creator->stats.hp=-1; 1255 creator->stats.hp = -1;
1100 return; 1256 return;
1101 } 1257 }
1102 1258
1103 if (creator->inv != NULL) { 1259 if (creator->inv != NULL)
1260 {
1104 object *ob; 1261 object *ob;
1105 int i; 1262 int i;
1106 object *ob_to_copy; 1263 object *ob_to_copy;
1107 1264
1108 /* select random object from inventory to copy */ 1265 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1266 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1267 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1268 {
1111 if (rndm(0, i) == 0) { 1269 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1270 {
1113 } 1271 ob_to_copy = ob;
1114 } 1272 }
1273 }
1115 new_ob = object_create_clone(ob_to_copy); 1274 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1275 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1276 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1277 }
1278 else
1279 {
1119 if (creator->other_arch == NULL) { 1280 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); 1281 {
1282 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1283 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1284 return;
1122 } 1285 }
1123 1286
1124 new_ob = object_create_arch(creator->other_arch); 1287 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1289 }
1127 1290
1128 /* Make sure this multipart object fits */ 1291 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1292 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1293 {
1294 new_ob->destroy ();
1295 return;
1296 }
1133 1297
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1298 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1299 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1300 return;
1137 1301
1138 if (creator->slaying) { 1302 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1303 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1304 new_ob->name = new_ob->title = creator->slaying;
1141 } 1305 }
1142} 1306}
1143 1307
1144/* move_marker --peterm@soda.csua.berkeley.edu 1308/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1309 when moved, a marker will search for a player sitting above
1148 At that time, it writes the contents of its own message 1312 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1313 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1314 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.*/ 1315 unless hp was zero to start with, in which case it is infinite.*/
1152 1316
1317void
1153void move_marker(object *op) { 1318move_marker (object *op)
1319{
1320 if (object *tmp = op->ms ().player ())
1321 {
1154 object *tmp,*tmp2; 1322 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 1323
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1324 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1165 } 1327 {
1328 tmp2->destroy ();
1329 break;
1330 }
1166 1331
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 1332 /* cycle through his inventory to look for the MARK we want to
1173 * place 1333 * place
1174 */ 1334 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1177 } 1337 break;
1178 1338
1179 /* if we didn't find our own MARK */ 1339 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) { 1340 if (tmp2 == NULL)
1341 {
1181 object *force = get_archetype(FORCE_NAME); 1342 object *force = get_archetype (FORCE_NAME);
1182 1343
1183 force->speed = 0; 1344 if (op->stats.food)
1184 if(op->stats.food) { 1345 {
1185 force->speed = 0.01; 1346 force->set_speed (0.01);
1186 force->speed_left = -op->stats.food; 1347 force->speed_left = -op->stats.food;
1187 } 1348 }
1188 update_ob_speed (force); 1349 else
1350 force->set_speed (0);
1351
1189 /* put in the lock code */ 1352 /* put in the lock code */
1190 force->slaying = add_string(op->slaying); 1353 force->slaying = op->slaying;
1191 1354
1192 if ( op->lore ) 1355 if (op->lore)
1193 force->lore = add_string( op->lore ); 1356 force->lore = op->lore;
1194 1357
1195 insert_ob_in_ob(force,tmp); 1358 insert_ob_in_ob (force, tmp);
1196 if(op->msg) 1359 if (op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1198 1361
1199 if(op->stats.hp > 0) { 1362 if (op->stats.hp > 0)
1363 {
1200 op->stats.hp--; 1364 op->stats.hp--;
1201 if(op->stats.hp==0) { 1365 if (op->stats.hp == 0)
1366 {
1202 /* marker expires--granted mark number limit */ 1367 /* marker expires--granted mark number limit */
1203 remove_ob(op); 1368 op->destroy ();
1204 free_object(op); 1369 return;
1205 return; 1370 }
1371 }
1372 }
1206 } 1373 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1374}
1212 1375
1376int
1213int process_object(object *op) { 1377process_object (object *op)
1378{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1379 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; 1380 return 0;
1381
1382 if (INVOKE_OBJECT (TICK, op))
1383 return 0;
1384
1385 if (QUERY_FLAG (op, FLAG_MONSTER))
1386 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1387 return 1;
1388
1389 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1390 {
1391 if (op->type == PLAYER)
1392 animate_object (op, op->facing);
1393 else
1394 animate_object (op, op->direction);
1395
1396 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1397 make_sure_seen (op);
1398 }
1399
1400 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1401 {
1402 change_object (op);
1403 return 1;
1404 }
1405
1406 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1407 generate_monster (op);
1408
1409 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1410 {
1411 if (QUERY_FLAG (op, FLAG_APPLIED))
1412 remove_force (op);
1413 else
1414 {
1415 /* IF necessary, delete the item from the players inventory */
1416 object *pl = op->in_player ();
1417
1418 if (pl)
1419 esrv_del_item (pl->contr, op->count);
1420
1421 op->remove ();
1422
1423 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1424 make_sure_not_seen (op);
1425
1426 op->destroy ();
1427 }
1428
1429 return 1;
1430 }
1431
1432 switch (op->type)
1433 {
1434 case SPELL_EFFECT:
1435 move_spell_effect (op);
1436 return 1;
1437
1438 case ROD:
1439 case HORN:
1440 regenerate_rod (op);
1441 return 1;
1442
1443 case FORCE:
1444 case POTION_EFFECT:
1445 remove_force (op);
1446 return 1;
1447
1448 case BLINDNESS:
1449 remove_blindness (op);
1450 return 0;
1451
1452 case POISONING:
1453 poison_more (op);
1454 return 0;
1455
1456 case DISEASE:
1457 move_disease (op);
1458 return 0;
1459
1460 case SYMPTOM:
1461 move_symptom (op);
1462 return 0;
1463
1464 case THROWN_OBJ:
1465 case ARROW:
1466 move_arrow (op);
1467 return 0;
1468
1469 case DOOR:
1470 remove_door (op);
1471 return 0;
1472
1473 case LOCKED_DOOR:
1474 remove_door2 (op);
1475 return 0;
1476
1477 case TELEPORTER:
1478 move_teleporter (op);
1479 return 0;
1480
1481 case GOLEM:
1482 move_golem (op);
1483 return 0;
1484
1485 case EARTHWALL:
1486 hit_player (op, 2, op, AT_PHYSICAL, 1);
1487 return 0;
1488
1489 case FIREWALL:
1490 move_firewall (op);
1491 if (op->stats.maxsp)
1492 animate_turning (op);
1493 return 0;
1494
1495 case MOOD_FLOOR:
1496 do_mood_floor (op);
1497 return 0;
1498
1499 case GATE:
1500 move_gate (op);
1501 return 0;
1502
1503 case TIMED_GATE:
1504 move_timed_gate (op);
1505 return 0;
1506
1507 case TRIGGER:
1508 case TRIGGER_BUTTON:
1509 case TRIGGER_PEDESTAL:
1510 case TRIGGER_ALTAR:
1511 animate_trigger (op);
1512 return 0;
1513
1514 case DETECTOR:
1515 move_detector (op);
1516
1517 case DIRECTOR:
1518 if (op->stats.maxsp)
1519 animate_turning (op);
1520 return 0;
1521
1522 case HOLE:
1523 move_hole (op);
1524 return 0;
1525
1526 case DEEP_SWAMP:
1527 move_deep_swamp (op);
1528 return 0;
1529
1530 case RUNE:
1531 case TRAP:
1532 move_rune (op);
1533 return 0;
1534
1535 case PLAYERMOVER:
1536 move_player_mover (op);
1537 return 0;
1538
1539 case CREATOR:
1540 move_creator (op);
1541 return 0;
1542
1543 case MARKER:
1544 move_marker (op);
1545 return 0;
1546
1547 case PLAYER_CHANGER:
1548 move_player_changer (op);
1549 return 0;
1550
1551 case PEACEMAKER:
1552 move_peacemaker (op);
1553 return 0;
1554 }
1555
1556 return 0;
1391} 1557}

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