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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 1.36 by root, Mon Feb 5 01:39:05 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
46 int i; 40 int i;
47 object *tmp; 41 object *tmp;
42
48 for(i=1;i<9;i+=2) 43 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) { 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
50 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 47 tmp->speed_left = -0.2;
53 } 48 }
54 49
55 if(op->other_arch) 50 if (op->other_arch)
56 { 51 {
57 tmp=arch_to_object(op->other_arch); 52 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 53 tmp->x = op->x;
54 tmp->y = op->y;
55 tmp->map = op->map;
56 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 57 insert_ob_in_map (tmp, op->map, op, 0);
60 } 58 }
61 remove_ob(op);
62 free_object(op);
63}
64 59
60 op->destroy ();
61}
62
63void
65void remove_door2(object *op) { 64remove_door2 (object *op)
65{
66 int i; 66 int i;
67 object *tmp; 67 object *tmp;
68
68 for(i=1;i<9;i+=2) { 69 for (i = 1; i < 9; i += 2)
70 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 71 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 */ 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
71 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 75 tmp->speed_left = -0.2;
74 } 76 }
75 } 77 }
78
76 if(op->other_arch) 79 if (op->other_arch)
77 { 80 {
78 tmp=arch_to_object(op->other_arch); 81 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 86 insert_ob_in_map (tmp, op->map, op, 0);
81 } 87 }
82 remove_ob(op); 88
83 free_object(op); 89 op->destroy ();
84} 90}
85 91
86/* Will generate a monster according to content 92/* Will generate a monster according to content
87 * of generator. 93 * of generator.
88 */ 94 */
95void
89void generate_monster_inv(object *gen) { 96generate_monster_inv (object *gen)
97{
90 int i; 98 int i;
91 object *op,*head=NULL; 99 object *op, *head = NULL;
92 100
93 int qty=0; 101 int qty = 0;
102
94 /* Code below assumes the generator is on a map, as it tries 103 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 104 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 105 * isn't on a map, complain and exit.
97 */ 106 */
98 if (gen->map == NULL) { 107 if (gen->map == NULL)
108 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return; 110 return;
101 } 111 }
102 /*First count numer of objects in inv*/ 112 /*First count numer of objects in inv */
103 for (op=gen->inv;op;op=op->below) 113 for (op = gen->inv; op; op = op->below)
104 qty++; 114 qty++;
105 if (!qty){ 115 if (!qty)
116 {
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); 117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
107 return;/*No inventory*/ 118 return; /*No inventory */
108 } 119 }
109 qty=rndm(0,qty-1); 120 qty = rndm (0, qty - 1);
110 for (op=gen->inv;qty;qty--) 121 for (op = gen->inv; qty; qty--)
111 op=op->below; 122 op = op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); 123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
113 if (i==-1) 124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map)
153 return;
154
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
114 return; 173 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}
126 174
127void generate_monster_arch(object *gen) { 175 if (op->has_random_items ())
128 int i; 176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131 177
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) { 178 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; 179 head = op;
162 prev=op;
163 at=at->more;
164 }
165}
166 180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
167void generate_monster(object *gen) { 187generate_monster (object *gen)
188{
168 189
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 190 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; 191 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}
210 192
211void poison_more(object *op) { 193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 194 generate_monster_inv (gen);
213 remove_ob(op); 195 else
214 free_object(op); 196 generate_monster_arch (gen);
197
198}
199
200void
201remove_force (object *op)
202{
203 if (--op->duration > 0)
215 return; 204 return;
216 } 205
217 if(op->stats.food==1) { 206 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 207 switch (op->subtype)
219 * will not do anything. 208 {
220 */ 209 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 210 CLEAR_FLAG (op->env, FLAG_CONFUSED);
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
212
213 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 215 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 216 op->env->update_stats ();
225 } 217 }
226 remove_ob(op); 218
227 free_object(op); 219 op->destroy ();
220}
221
222void
223remove_blindness (object *op)
224{
225 if (--op->stats.food > 0)
228 return; 226 return;
227
228 CLEAR_FLAG (op, FLAG_APPLIED);
229
230 if (op->env)
231 {
232 change_abil (op->env, op);
233 op->env->update_stats ();
229 } 234 }
235
236 op->destroy ();
237}
238
239void
240poison_more (object *op)
241{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
243 {
244 op->destroy ();
245 return;
246 }
247
248 if (op->stats.food == 1)
249 {
250 /* need to remove the object before fix_player is called, else fix_player
251 * will not do anything.
252 */
253 if (op->env->type == PLAYER)
254 {
255 CLEAR_FLAG (op, FLAG_APPLIED);
256 op->env->update_stats ();
257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258 }
259
260 op->destroy ();
261 return;
262 }
263
230 if(op->env->type==PLAYER) { 264 if (op->env->type == PLAYER)
265 {
231 op->env->stats.food--; 266 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 267 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 268 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 269
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271}
239 272
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 273
274void
275move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */
241 object *tmp; 277 object *tmp;
242 278
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 281 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; 282 op->stats.wc = 0;
249 } 283 }
250 284
251 /* We're going down */ 285 /* We're going down */
252 if(op->value) { 286 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 287 {
288 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 290 op->stats.wc = 0;
255 if(op->arch->clone.speed) 291 if (op->arch->clone.speed)
256 op->value=0; 292 op->value = 0;
257 else { 293 else
258 op->speed = 0; 294 op->set_speed (0);
259 update_ob_speed(op); 295 }
260 } 296
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298 {
263 op->move_block = 0; 299 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 301 update_all_los (op->map, op->x, op->y);
266 } 302 }
303
267 SET_ANIMATION(op, op->stats.wc); 304 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 305 update_object (op, UP_OBJ_CHANGE);
269 return; 306 return;
270 } 307 }
271 308
272 /* We're going up */ 309 /* We're going up */
273 310
274 /* First, lets see if we are already at the top */ 311 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 {
276 314
277 /* Check to make sure that only non pickable and non rollable 315 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 316 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 317 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 318 * the gate slightly.
281 */ 319 */
282 320
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 321 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 322 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) 323 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 324
289 if (tmp==NULL) { 325 if (tmp == NULL)
326 {
290 if(op->arch->clone.speed) 327 if (op->arch->clone.speed)
291 op->value=1; 328 op->value = 1;
292 else { 329 else
293 op->speed = 0; 330 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 331
332 return;
333 }
295 } 334 }
296 return;
297 }
298 }
299 335
300 if(op->stats.food) { /* The gate is going temporarily down */ 336 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 337 { /* The gate is going temporarily down */
338 if (--op->stats.wc <= 0)
339 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 340 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 341 op->stats.wc = 0;
304 } 342 }
343 }
344 else
305 } else { /* The gate is still going up */ 345 { /* The gate is still going up */
306 op->stats.wc++; 346 op->stats.wc++;
307 347
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 350
311 /* If there is something on top of the gate, we try to roll it off. 351 /* 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 352 * If a player/monster, we don't roll, we just hit them with damage
313 */ 353 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 {
315 /* Halfway or further, check blocks */ 356 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 357 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 359
319 if(tmp!=NULL) { 360 if (tmp != NULL)
361 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 362 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 365 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 366 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); 367 }
325 } else 368 else
326 /* If the object is not alive, and the object either can 369 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 370 * be picked up or the object rolls, move the object
328 * off the gate. 371 * off the gate.
329 */ 372 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 373 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) 374 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 375 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 377
336 /* If there is a free spot, move the object someplace */ 378 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 379 if (i != -1)
338 remove_ob(tmp); 380 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 381 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 383 insert_ob_in_map (tmp, op->map, op, 0);
342 } 384 }
343 } 385 }
386 }
344 387
345 /* See if there is still anything blocking the gate */ 388 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 389 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 390 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) 391 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 392
352 /* IF there is, start putting the gate down */ 393 /* IF there is, start putting the gate down */
353 if(tmp) { 394 if (tmp)
395 {
354 op->stats.food=1; 396 op->stats.food = 1;
355 } else { 397 }
398 else
399 {
356 op->move_block = MOVE_ALL; 400 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 401 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 402 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 403 update_all_los (op->map, op->x, op->y);
360 } 404 }
361 } /* gate is halfway up */ 405 } /* gate is halfway up */
362 406
363 SET_ANIMATION(op, op->stats.wc); 407 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 408 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 409 } /* gate is going up */
366} 410}
367 411
368/* hp : how long door is open/closed 412/* hp : how long door is open/closed
369 * maxhp : initial value for hp 413 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 414 * sp : 1 = open, 0 = close
371 */ 415 */
416void
372void move_timed_gate(object *op) 417move_timed_gate (object *op)
373{ 418{
374 int v = op->value; 419 int v = op->value;
375 420
376 if (op->stats.sp) { 421 if (op->stats.sp)
422 {
377 move_gate(op); 423 move_gate (op);
378 if (op->value != v) /* change direction ? */ 424 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 425 op->stats.sp = 0;
380 return; 426 return;
381 } 427 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 428 if (--op->stats.hp <= 0)
429 { /* keep gate down */
383 move_gate(op); 430 move_gate (op);
384 if (op->value != v) { /* ready ? */ 431 if (op->value != v)
385 op->speed = 0; 432 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 433 }
389} 434}
390 435
391/* slaying: name of the thing the detector is to look for 436/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 437 * speed: frequency of 'glances'
393 * connected: connected value of detector 438 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 439 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 440 * -1 if detection unsets buttons
396 */ 441 */
397 442
443void
398void move_detector(object *op) 444move_detector (object *op)
399{ 445{
400 object *tmp; 446 object *tmp;
401 int last = op->value; 447 int last = op->value;
402 int detected; 448 int detected;
449
403 detected = 0; 450 detected = 0;
404 451
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
453 {
406 object *tmp2; 454 object *tmp2;
407 if(op->stats.hp) { 455
456 if (op->stats.hp)
457 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 460 if (op->slaying && !strcmp (op->slaying, tmp->name))
461 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 463 detected = 1;
412 } 464 }
465 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 466 if (op->slaying && !strcmp (op->slaying, tmp->name))
467 {
414 detected = 1; 468 detected = 1;
415 } 469 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 471 detected = 1;
418 } 472 }
419 473
420 /* the detector sets the button if detection is found */ 474 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 475 if (op->stats.sp == 1)
476 {
422 if(detected && last == 0) { 477 if (detected && last == 0)
478 {
423 op->value = 1; 479 op->value = 1;
424 push_button(op); 480 push_button (op);
425 } 481 }
426 if(!detected && last == 1) { 482 if (!detected && last == 1)
483 {
427 op->value = 0; 484 op->value = 0;
428 push_button(op); 485 push_button (op);
429 } 486 }
430 } 487 }
431 else { /* in this case, we unset buttons */ 488 else
489 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 490 if (detected && last == 1)
491 {
433 op->value = 0; 492 op->value = 0;
434 push_button(op); 493 push_button (op);
435 } 494 }
436 if(!detected && last == 0) { 495 if (!detected && last == 0)
496 {
437 op->value = 1; 497 op->value = 1;
438 push_button(op); 498 push_button (op);
439 } 499 }
440 } 500 }
441} 501}
442 502
443 503
504void
444void animate_trigger (object *op) 505animate_trigger (object *op)
445{ 506{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
508 {
447 op->stats.wc = 0; 509 op->stats.wc = 0;
448 check_trigger(op,NULL); 510 check_trigger (op, NULL);
511 }
449 } else { 512 else
513 {
450 SET_ANIMATION(op, op->stats.wc); 514 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
452 } 516 }
453} 517}
454 518
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 519void
520move_hole (object *op)
521{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 522 object *next, *tmp;
457 523
458 if(op->value) { /* We're opening */ 524 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 525 { /* We're opening */
526 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */
460 op->stats.wc=0; 528 op->stats.wc = 0;
461 op->speed = 0; 529 op->set_speed (0);
462 update_ob_speed(op);
463 530
464 /* Hard coding this makes sense for holes I suppose */ 531 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 532 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 533 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 534 {
468 move_apply(op,tmp,tmp); 535 next = tmp->above;
469 } 536 move_apply (op, tmp, tmp);
470 } 537 }
471 SET_ANIMATION(op, op->stats.wc); 538 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 539
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); 540 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 541 update_object (op, UP_OBJ_FACE);
542 return;
543 }
544 /* We're closing */
545 op->move_on = 0;
546
547 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
549 op->stats.wc = NUM_ANIMATIONS (op) - 1;
550
551 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 554 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 555}
489 556
490 557
491/* stop_item() returns a pointer to the stopped object. The stopped object 558/* 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 559 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 565 * it, NULL is returned.
499 * 566 *
500 * fix_stopped_item() should be used if the stopped item should be put on 567 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 568 * the map.
502 */ 569 */
570object *
503object *stop_item (object *op) 571stop_item (object *op)
504{ 572{
505 if (op->map == NULL) 573 if (op->map == NULL)
574 return op;
575
576 switch (op->type)
577 {
578 case THROWN_OBJ:
579 {
580 object *payload = op->inv;
581
582 if (payload == NULL)
583 return NULL;
584 payload->remove ();
585 op->destroy ();
586 return payload;
587 }
588
589 case ARROW:
590 if (op->has_active_speed ())
591 op = fix_stopped_arrow (op);
506 return op; 592 return op;
507 593
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: 594 default:
527 return op; 595 return op;
528 } 596 }
529} 597}
530 598
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 599/* 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. 600 * Inserts item into the old map, or merges it if it already is on the map.
533 * 601 *
534 * 'map' must be the value of op->map before stop_item() was called. 602 * 'map' must be the value of op->map before stop_item() was called.
535 */ 603 */
604void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 605fix_stopped_item (object *op, maptile *map, object *originator)
537{ 606{
538 if (map == NULL) 607 if (map == NULL)
539 return; 608 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 609 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 610 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 611 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 612 merge_ob (op, NULL); /* only some arrows actually need this */
544} 613}
545 614
546 615
616object *
547object *fix_stopped_arrow (object *op) 617fix_stopped_arrow (object *op)
548{ 618{
549 if(rndm(0, 99) < op->stats.food) { 619 if (rndm (0, 99) < op->stats.food)
620 {
550 /* Small chance of breaking */ 621 /* Small chance of breaking */
551 remove_ob (op); 622 op->destroy ();
552 free_object(op);
553 return NULL; 623 return NULL;
554 } 624 }
555 625
626 op->set_speed (0);
556 op->direction=0; 627 op->direction = 0;
557 op->move_on=0; 628 op->move_on = 0;
558 op->move_type=0; 629 op->move_type = 0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp; 630 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 631 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 632 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 633 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 634 op->skill = 0;
566 635
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 636 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 637 {
638 op->slaying = op->spellarg;
572 free(op->spellarg); 639 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; 640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL;
579 op->stats.sp = 0; 647 op->stats.sp = 0;
580 op->stats.hp = 0; 648 op->stats.hp = 0;
581 op->stats.grace = 0; 649 op->stats.grace = 0;
582 op->level = 0; 650 op->level = 0;
583 op->face=op->arch->clone.face; 651 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 652 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 653 update_object (op, UP_OBJ_FACE);
586 return op; 654 return op;
587} 655}
588 656
589/* stop_arrow() - what to do when a non-living flying object 657/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 658 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 659 * here too. -b.t.
592 * 660 *
593 * Returns a pointer to the stopped object (which will have been removed 661 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 662 * from maps or inventories), or NULL if was destroyed.
595 */ 663 */
596 664static void
597static void stop_arrow (object *op) 665stop_arrow (object *op)
598{ 666{
599 /* Lauwenmark: Handle for plugin stop event */ 667 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 668 return;
669
601 if (op->inv) { 670 if (op->inv)
671 {
602 object *payload = op->inv; 672 object *payload = op->inv;
603 remove_ob (payload); 673
604 clear_owner(payload); 674 payload->remove ();
675 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 676 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 677 op->destroy ();
607 free_object (op); 678 }
608 } else { 679 else
680 {
609 op = fix_stopped_arrow (op); 681 op = fix_stopped_arrow (op);
610 if (op) 682 if (op)
611 merge_ob (op, NULL); 683 merge_ob (op, NULL);
612 } 684 }
613} 685}
614 686
615/* Move an arrow along its course. op is the arrow or thrown object. 687/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 688 */
617 689
690void
618void move_arrow(object *op) { 691move_arrow (object *op)
692{
619 object *tmp; 693 object *tmp;
620 sint16 new_x, new_y; 694 sint16 new_x, new_y;
621 int was_reflected, mflags; 695 int was_reflected, mflags;
622 mapstruct *m; 696 maptile *m;
623 697
624 if(op->map==NULL) { 698 if (op->map == NULL)
699 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 700 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 701 op->destroy ();
627 free_object(op); 702 return;
628 return;
629 } 703 }
630 704
631 /* we need to stop thrown objects at some point. Like here. */ 705 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 706 if (op->type == THROWN_OBJ)
707 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 708 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 709 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 710 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 711 * 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 712 * 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, 713 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 714 * and it is easy enough to clean it up here.
640 */ 715 */
641 if (op->inv == NULL) { 716 if (op->inv == NULL)
642 remove_ob(op); 717 {
643 free_object(op); 718 op->destroy ();
644 return; 719 return;
645 } 720 }
721
646 if(op->last_sp-- < 0) { 722 if (op->last_sp-- < 0)
723 {
647 stop_arrow (op); 724 stop_arrow (op);
648 return; 725 return;
649 } 726 }
650 } 727 }
651 728
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 729 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 730 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 731 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 732 {
733 stop_arrow (op);
734 return;
735 }
658 736
659 /* Calculate target map square */ 737 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 738 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 739 new_y = op->y + DIRY (op);
662 was_reflected = 0; 740 was_reflected = 0;
663 741
664 m = op->map; 742 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 744
667 if (mflags & P_OUT_OF_MAP) { 745 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 746 {
747 stop_arrow (op);
748 return;
749 }
671 750
672 /* only need to look for living creatures if this flag is set */ 751 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 752 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
677 753 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break;
757
678 /* Not really fair, but don't let monsters hit themselves with 758 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 759 * their own arrow - this can be because they fire it then
680 * move into it. 760 * move into it.
681 */ 761 */
682
683 if (tmp != NULL && tmp != op->owner) { 762 if (tmp && tmp != op->owner)
763 {
684 /* Found living object, but it is reflecting the missile. Update 764 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 765 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 766 * chance that reflect_missile fails.)
687 */ 767 */
688 768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 769 {
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number; 770 int number = op->face->number;
693 771
694 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
695 op->state = 0; 773 op->state = 0;
696 if (GET_ANIM_ID (op)) { 774
697 number += 4; 775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
698 if (number > GET_ANIMATION (op, 8)) 779 if (number > GET_ANIMATION (op, 8))
699 number -= 8; 780 number -= 8;
781
700 op->face = &new_faces[number]; 782 op->face = &new_faces[number];
701 } 783 }
784
702 was_reflected = 1; /* skip normal movement calculations */ 785 was_reflected = 1; /* skip normal movement calculations */
703 } 786 }
704 else { 787 else
788 {
705 /* Attack the object. */ 789 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 790 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 791
708 return; 792 if (!op)
709 } 793 return;
710 } /* if this is not hitting its owner */ 794 }
795 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 796 } /* if there is something alive on this space */
712 797
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 799 {
800 int retry = 0;
716 801
717 /* if the object doesn't reflect, stop the arrow from moving 802 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 803 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 804 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 805 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 806 * place, so I don't consider that a problem.
722 */ 807 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 808 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
809 {
724 stop_arrow (op); 810 stop_arrow (op);
725 return; 811 return;
726 } else { 812 }
813 else
814 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 815 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 816 if (op->direction & 1)
817 {
729 op->direction=absdir(op->direction+4); 818 op->direction = absdir (op->direction + 4);
730 retry=1; 819 retry = 1;
731 } 820 }
732 /* There were two blocks with identical code - 821 /* There were two blocks with identical code -
733 * use this retry here to make this one block 822 * use this retry here to make this one block
734 * that did the same thing. 823 * that did the same thing.
735 */ 824 */
736 while (retry<2) { 825 while (retry < 2)
826 {
737 int left, right, mflags; 827 int left, right, mflags;
738 mapstruct *m1; 828 maptile *m1;
739 sint16 x1, y1; 829 sint16 x1, y1;
740 830
741 retry++; 831 retry++;
742 832
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 833 /* 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 834 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 835 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 836 * op->direction-1 or op->direction+1 does not exist.
747 */ 837 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 838 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); 839 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))); 840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 841
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 842 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); 843 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))); 844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 845
756 if(left==right) 846 if (left == right)
757 op->direction=absdir(op->direction+4); 847 op->direction = absdir (op->direction + 4);
758 else if(left) 848 else if (left)
759 op->direction=absdir(op->direction+2); 849 op->direction = absdir (op->direction + 2);
760 else if(right) 850 else if (right)
761 op->direction=absdir(op->direction-2); 851 op->direction = absdir (op->direction - 2);
762 852
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 854
765 /* If this space is not out of the map and not blocked, valid space - 855 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 856 * don't need to retry again.
767 */ 857 */
768 if (!(mflags & P_OUT_OF_MAP) && 858 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; 859 break;
770 860
771 } 861 }
772 /* Couldn't find a direction to move the arrow to - just 862 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 863 * top it from moving.
774 */ 864 */
775 if (retry==2) { 865 if (retry == 2)
776 stop_arrow (op); 866 {
777 return; 867 stop_arrow (op);
778 } 868 return;
869 }
779 /* update object image for new facing */ 870 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 871 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 872 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 873 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 874 } /* object is reflected */
784 } /* object ran into a wall */ 875 } /* object ran into a wall */
785 876
786 /* Move the arrow. */ 877 /* Move the arrow. */
787 remove_ob (op); 878 op->remove ();
788 op->x = new_x; 879 op->x = new_x;
789 op->y = new_y; 880 op->y = new_y;
790 881
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 883 * about 17 squares. Tune as needed.
793 */ 884 */
794 op->speed -= 0.05; 885 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 886 insert_ob_in_map (op, m, op, 0);
796} 887}
797 888
798/* This routine doesnt seem to work for "inanimate" objects that 889/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 890 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 891 * Modified this routine to allow held objects. b.t. */
801 892
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 893void
803 object *tmp,*env,*pl; 894change_object (object *op)
895{ /* Doesn`t handle linked objs yet */
804 int i,j; 896 int i, j;
805 897
806 if(op->other_arch==NULL) { 898 if (op->other_arch == NULL)
899 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
901 return;
902 }
903
904 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 {
907 if (op->stats.food-- > 0)
908 return;
909 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else
941 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */
944 tmp->destroy ();
945 else
946 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
948 insert_ob_in_map (tmp, op->map, op, 0);
949 }
950 }
951 }
952
953 op->destroy ();
954}
955
956void
957move_teleporter (object *op)
958{
959 object *tmp, *head = op;
960
961 /* if this is a multipart teleporter, handle the other parts
962 * The check for speed isn't strictly needed - basically, if
963 * there is an old multipart teleporter in which the other parts
964 * have speed, we don't really want to call it twice for the same
965 * function - in fact, as written below, part N would get called
966 * N times without the speed check.
967 */
968 if (op->more && !op->more->has_active_speed ())
969 move_teleporter (op->more);
970
971 if (op->head)
972 head = op->head;
973
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break;
977
978 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 980 return;
809 }
810 981
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)) { 982 if (EXIT_PATH (head))
983 {
868 if(tmp->type==PLAYER) { 984 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 985 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 986 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 987 return;
872 enter_exit(tmp, head); 988
873 } 989 tmp->enter_exit (head);
874 else 990 }
991 else
875 /* Currently only players can transfer maps */ 992 /* 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; 993 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 994 }
995 else if (EXIT_X (head) || EXIT_Y (head))
889 } 996 {
890 else { 997 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 998 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 999 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 1000 head->destroy ();
894 return; 1001 return;
1002 }
1003
1004 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1005 return;
1006
1007 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1008 }
1009 else
1010 {
1011 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return;
895 teleport(head, TELEPORTER, tmp); 1014 teleport (head, TELEPORTER, tmp);
896 } 1015 }
897} 1016}
898 1017
899 1018
900/* This object will teleport someone to a different map 1019/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 1020 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 1021 This was invented for giving classes, but there's no reason it
903 can't be generalized. 1022 can't be generalized.
904*/ 1023*/
905 1024void
906void move_player_changer(object *op) { 1025move_player_changer (object *op)
1026{
907 object *player; 1027 object *player;
908 object *walk; 1028 object *walk;
909 char c;
910 1029
911 if (!op->above || !EXIT_PATH(op)) return; 1030 if (!op->above || !EXIT_PATH (op))
1031 return;
912 1032
913 /* This isn't all that great - means that the player_mover 1033 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 1034 * needs to be on top.
915 */ 1035 */
916 if(op->above->type==PLAYER) { 1036 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 1037 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 1039 return;
1040
920 player=op->above; 1041 player = op->above;
1042
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 1043 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 1044 apply_changes_to_player (player, walk);
923 1045
924 fix_player(player); 1046 player->update_stats ();
1047
925 esrv_send_inventory(op->above,op->above); 1048 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 1049 esrv_update_item (UPD_FACE, op->above, op->above);
927 1050
928 /* update players death & WoR home-position */ 1051 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 1052 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 1053 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1054 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 1055 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 1056 player->contr->bed_y = EXIT_Y (op);
934 } 1057 }
935 else 1058 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1059 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 1060
939 1061 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 1062 }
943} 1063}
944 1064
945/* firewalls fire other spells. 1065/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1066 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1067 * walls can have hp, so they can be torn down.
948 */ 1068 */
1069void
949void move_firewall(object *op) { 1070move_firewall (object *op)
1071{
950 object *spell; 1072 object *spell;
951 1073
952 if ( ! op->map) 1074 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1075 return; /* dm has created a firewall in his inventory */
954 1076
955 spell = op->inv; 1077 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1078
1079 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone;
1081
957 if (!spell) { 1082 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 } 1083 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return;
1086 }
962 1087
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1088 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1089}
965
966 1090
967/* move_player_mover: this function takes a "player mover" as an 1091/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1092 * argument, and performs the function of a player mover, which is:
969 * 1093 *
970 * a player mover finds any players that are sitting on it. It 1094 * 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. 1095 * 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, 1096 * 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, 1097 * 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 1098 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1099 */
1100void
976void move_player_mover(object *op) { 1101move_player_mover (object *op)
1102{
977 object *victim, *nextmover; 1103 object *victim, *nextmover;
978 int dir = op->stats.sp; 1104 int dir = op->stats.sp;
979 sint16 nx, ny; 1105 sint16 nx, ny;
980 mapstruct *m; 1106 maptile *m;
981 1107
982 /* Determine direction now for random movers so we do the right thing */ 1108 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1109 if (!dir)
1110 dir = rndm (1, 8);
984 1111
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1113 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1115 (victim->move_type & op->move_type || !victim->move_type))
1116 {
988 1117
989 if (victim->head) victim = victim->head; 1118 if (victim->head)
1119 victim = victim->head;
990 1120
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1121 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1122 {
993 free_object(op); 1123 op->remove ();
994 return; 1124 return;
995 } 1125 }
1126
996 nx = op->x+freearr_x[dir]; 1127 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1128 ny = op->y + freearr_y[dir];
998 m = op->map; 1129 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1130 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1131 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1132 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); 1133 return;
1002 return ; 1134 }
1003 } 1135
1004
1005 if (should_director_abort(op, victim)) return ; 1136 if (should_director_abort (op, victim))
1137 return;
1006 1138
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1140 {
1008 if(nextmover->type == PLAYERMOVER) 1141 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1142 nextmover->speed_left = -.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1012 } 1146 }
1013 } 1147 }
1014 1148
1015 if(victim->type==PLAYER) { 1149 if (victim->type == PLAYER)
1150 {
1016 /* only level >=1 movers move people */ 1151 /* only level >=1 movers move people */
1017 if(op->level) { 1152 if (op->level)
1153 {
1018 /* Following is a bit of hack. We need to make sure it 1154 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1155 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1156 * place. This can happen if the player used a spell to
1021 * get to this space. 1157 * get to this space.
1022 */ 1158 */
1023 victim->contr->fire_on=0; 1159 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1160 victim->speed_left = -FABS (victim->speed);
1025 move_player(victim, dir); 1161 move_player (victim, dir);
1026 } 1162 }
1027 else return; 1163 else
1028 } 1164 return;
1029 else move_object(victim,dir); 1165 }
1166 else
1167 move_object (victim, dir);
1030 1168
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1169 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2;
1032 1171
1033 if(op->attacktype) { /* flag to paralyze the player */ 1172 if (op->attacktype)
1173 { /* flag to paralyze the player */
1034 1174
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1176 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the 1177 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put 1178 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the 1179 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed. 1180 * mover has 0 speed.
1041 */ 1181 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1182 if (victim->speed_left < -5.0)
1043 } 1183 victim->speed_left = -5.0;
1044 } 1184 }
1185 }
1045 } 1186 }
1046} 1187}
1047 1188
1048/* 1189/*
1049 * Will duplicate a specified object placed on top of it. 1190 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1191 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1192 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1193 * other_arch: the object to look for and duplicate.
1053 */ 1194 */
1054 1195
1196void
1055void move_duplicator(object *op) { 1197move_duplicator (object *op)
1198{
1056 object *tmp; 1199 object *tmp;
1057 1200
1058 if ( !op->other_arch ) { 1201 if (!op->other_arch)
1202 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1203 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1204 return;
1061 } 1205 }
1062 1206
1063 if (op->above == NULL) 1207 if (op->above == NULL)
1064 return; 1208 return;
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1210 {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1212 {
1067 if (op->level <= 0) { 1213 if (op->level <= 0)
1068 remove_ob(tmp); 1214 tmp->destroy ();
1069 free_object(tmp); 1215 else
1070 } else { 1216 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1217 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1218
1073 new_nrof = 1UL<<31; 1219 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1220 new_nrof = 1UL << 31;
1075 } 1221
1076 break; 1222 tmp->nrof = new_nrof;
1077 } 1223 }
1224
1225 break;
1226 }
1078 } 1227 }
1079} 1228}
1080 1229
1081/* move_creator (by peterm) 1230/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1231 * 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 1239 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1240 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1241 * outside of the map which would cause the server to crash
1093*/ 1242*/
1094 1243
1244void
1095void move_creator(object *creator) { 1245move_creator (object *creator)
1246{
1096 object *new_ob; 1247 object *new_ob;
1097 1248
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1249 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1250 {
1099 creator->stats.hp=-1; 1251 creator->stats.hp = -1;
1100 return; 1252 return;
1101 } 1253 }
1102 1254
1103 if (creator->inv != NULL) { 1255 if (creator->inv != NULL)
1256 {
1104 object *ob; 1257 object *ob;
1105 int i; 1258 int i;
1106 object *ob_to_copy; 1259 object *ob_to_copy;
1107 1260
1108 /* select random object from inventory to copy */ 1261 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1262 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1263 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1264 {
1111 if (rndm(0, i) == 0) { 1265 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1266 {
1113 } 1267 ob_to_copy = ob;
1114 } 1268 }
1269 }
1115 new_ob = object_create_clone(ob_to_copy); 1270 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1273 }
1274 else
1275 {
1119 if (creator->other_arch == NULL) { 1276 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); 1277 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1279 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1280 return;
1122 } 1281 }
1123 1282
1124 new_ob = object_create_arch(creator->other_arch); 1283 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1285 }
1127 1286
1128 /* Make sure this multipart object fits */ 1287 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1289 {
1290 new_ob->destroy ();
1291 return;
1292 }
1133 1293
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1295 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1296 return;
1137 1297
1138 if (creator->slaying) { 1298 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1299 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1300 new_ob->name = new_ob->title = creator->slaying;
1141 } 1301 }
1142} 1302}
1143 1303
1144/* move_marker --peterm@soda.csua.berkeley.edu 1304/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1305 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1307 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1308 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1309 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1310 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.*/ 1311 unless hp was zero to start with, in which case it is infinite.*/
1152 1312void
1153void move_marker(object *op) { 1313move_marker (object *op)
1314{
1315 if (object *tmp = op->ms ().player ())
1316 {
1154 object *tmp,*tmp2; 1317 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 1318
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1319 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1320 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1321 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1165 } 1322 {
1323 tmp2->destroy ();
1324 break;
1325 }
1166 1326
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 1327 /* cycle through his inventory to look for the MARK we want to
1173 * place 1328 * place
1174 */ 1329 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1330 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1331 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1177 } 1332 break;
1178 1333
1179 /* if we didn't find our own MARK */ 1334 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) { 1335 if (!tmp2)
1336 {
1181 object *force = get_archetype(FORCE_NAME); 1337 object *force = get_archetype (FORCE_NAME);
1182 1338
1183 force->speed = 0; 1339 if (op->stats.food)
1184 if(op->stats.food) { 1340 {
1185 force->speed = 0.01; 1341 force->set_speed (0.01);
1186 force->speed_left = -op->stats.food; 1342 force->speed_left = -op->stats.food;
1187 } 1343 }
1188 update_ob_speed (force); 1344 else
1345 force->set_speed (0);
1346
1189 /* put in the lock code */ 1347 /* put in the lock code */
1190 force->slaying = add_string(op->slaying); 1348 force->slaying = op->slaying;
1191 1349
1192 if ( op->lore ) 1350 if (op->lore)
1193 force->lore = add_string( op->lore ); 1351 force->lore = op->lore;
1194 1352
1195 insert_ob_in_ob(force,tmp); 1353 insert_ob_in_ob (force, tmp);
1196 if(op->msg) 1354 if (op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1355 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1198 1356
1199 if(op->stats.hp > 0) { 1357 if (op->stats.hp > 0)
1358 {
1200 op->stats.hp--; 1359 op->stats.hp--;
1201 if(op->stats.hp==0) { 1360 if (op->stats.hp == 0)
1361 {
1202 /* marker expires--granted mark number limit */ 1362 /* marker expires--granted mark number limit */
1203 remove_ob(op); 1363 op->destroy ();
1204 free_object(op); 1364 return;
1205 return; 1365 }
1366 }
1367 }
1206 } 1368 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1369}
1212 1370
1371int
1213int process_object(object *op) { 1372process_object (object *op)
1373{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1374 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; 1375 return 0;
1376
1377 if (INVOKE_OBJECT (TICK, op))
1378 return 0;
1379
1380 if (QUERY_FLAG (op, FLAG_MONSTER))
1381 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1382 return 1;
1383
1384 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1385 {
1386 if (op->type == PLAYER)
1387 animate_object (op, op->facing);
1388 else
1389 animate_object (op, op->direction);
1390
1391 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1392 make_sure_seen (op);
1393 }
1394
1395 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1396 {
1397 change_object (op);
1398 return 1;
1399 }
1400
1401 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1402 generate_monster (op);
1403
1404 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1405 {
1406 if (QUERY_FLAG (op, FLAG_APPLIED))
1407 remove_force (op);
1408 else
1409 {
1410 /* IF necessary, delete the item from the players inventory */
1411 object *pl = op->in_player ();
1412
1413 if (pl)
1414 esrv_del_item (pl->contr, op->count);
1415
1416 op->remove ();
1417
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_not_seen (op);
1420
1421 op->destroy ();
1422 }
1423
1424 return 1;
1425 }
1426
1427 switch (op->type)
1428 {
1429 case SPELL_EFFECT:
1430 move_spell_effect (op);
1431 return 1;
1432
1433 case ROD:
1434 case HORN:
1435 regenerate_rod (op);
1436 return 1;
1437
1438 case FORCE:
1439 case POTION_EFFECT:
1440 remove_force (op);
1441 return 1;
1442
1443 case BLINDNESS:
1444 remove_blindness (op);
1445 return 0;
1446
1447 case POISONING:
1448 poison_more (op);
1449 return 0;
1450
1451 case DISEASE:
1452 move_disease (op);
1453 return 0;
1454
1455 case SYMPTOM:
1456 move_symptom (op);
1457 return 0;
1458
1459 case THROWN_OBJ:
1460 case ARROW:
1461 move_arrow (op);
1462 return 0;
1463
1464 case DOOR:
1465 remove_door (op);
1466 return 0;
1467
1468 case LOCKED_DOOR:
1469 remove_door2 (op);
1470 return 0;
1471
1472 case TELEPORTER:
1473 move_teleporter (op);
1474 return 0;
1475
1476 case GOLEM:
1477 move_golem (op);
1478 return 0;
1479
1480 case EARTHWALL:
1481 hit_player (op, 2, op, AT_PHYSICAL, 1);
1482 return 0;
1483
1484 case FIREWALL:
1485 move_firewall (op);
1486 if (op->stats.maxsp)
1487 animate_turning (op);
1488 return 0;
1489
1490 case MOOD_FLOOR:
1491 do_mood_floor (op);
1492 return 0;
1493
1494 case GATE:
1495 move_gate (op);
1496 return 0;
1497
1498 case TIMED_GATE:
1499 move_timed_gate (op);
1500 return 0;
1501
1502 case TRIGGER:
1503 case TRIGGER_BUTTON:
1504 case TRIGGER_PEDESTAL:
1505 case TRIGGER_ALTAR:
1506 animate_trigger (op);
1507 return 0;
1508
1509 case DETECTOR:
1510 move_detector (op);
1511
1512 case DIRECTOR:
1513 if (op->stats.maxsp)
1514 animate_turning (op);
1515 return 0;
1516
1517 case HOLE:
1518 move_hole (op);
1519 return 0;
1520
1521 case DEEP_SWAMP:
1522 move_deep_swamp (op);
1523 return 0;
1524
1525 case RUNE:
1526 case TRAP:
1527 move_rune (op);
1528 return 0;
1529
1530 case PLAYERMOVER:
1531 move_player_mover (op);
1532 return 0;
1533
1534 case CREATOR:
1535 move_creator (op);
1536 return 0;
1537
1538 case MARKER:
1539 move_marker (op);
1540 return 0;
1541
1542 case PLAYER_CHANGER:
1543 move_player_changer (op);
1544 return 0;
1545
1546 case PEACEMAKER:
1547 move_peacemaker (op);
1548 return 0;
1549 }
1550
1551 return 0;
1391} 1552}

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