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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 1.60 by root, Thu Jul 5 08:10:30 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
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 23
29/* 24/*
30 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 26 * collected in this file.
32 */ 27 */
33
34#include <global.h> 28#include <global.h>
35#include <spells.h> 29#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 30#include <sproto.h>
38#endif
39 31
40/* The following removes doors. The functions check to see if similar 32/* 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 33 * 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.) 34 * so those will be removed shortly (in a cascade like fashion.)
43 */ 35 */
44 36void
45void remove_door(object *op) { 37remove_door (object *op)
38{
46 int i; 39 int i;
47 object *tmp; 40 object *tmp;
41
48 for(i=1;i<9;i+=2) 42 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) { 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
44 {
50 tmp->speed = 0.1; 45 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 46 tmp->speed_left = -0.2f;
53 } 47 }
54 48
55 if(op->other_arch) 49 if (op->other_arch)
56 { 50 {
57 tmp=arch_to_object(op->other_arch); 51 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 52 tmp->x = op->x;
53 tmp->y = op->y;
54 tmp->map = op->map;
55 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 56 insert_ob_in_map (tmp, op->map, op, 0);
60 } 57 }
61 remove_ob(op);
62 free_object(op);
63}
64 58
59 op->destroy ();
60}
61
62void
65void remove_door2(object *op) { 63remove_door2 (object *op)
64{
66 int i; 65 int i;
67 object *tmp; 66 object *tmp;
67
68 for(i=1;i<9;i+=2) { 68 for (i = 1; i < 9; i += 2)
69 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */ 71 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */
71 tmp->speed = 0.1; 73 tmp->set_speed (0.1f);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 74 tmp->speed_left = -0.2f;
74 } 75 }
75 } 76 }
77
76 if(op->other_arch) 78 if (op->other_arch)
77 { 79 {
78 tmp=arch_to_object(op->other_arch); 80 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 81 tmp->x = op->x;
82 tmp->y = op->y;
83 tmp->map = op->map;
84 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 85 insert_ob_in_map (tmp, op->map, op, 0);
81 } 86 }
82 remove_ob(op);
83 free_object(op);
84}
85 87
86/* Will generate a monster according to content 88 op->destroy ();
87 * of generator. 89}
88 */ 90
91void
89void generate_monster_inv(object *gen) { 92generate_monster (object *gen)
90 int i; 93{
91 object *op,*head=NULL; 94 if (!gen->map)
95 return;
92 96
93 int qty=0; 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
94 /* Code below assumes the generator is on a map, as it tries 98 return;
95 * to place the monster on the map. So if the generator 99
96 * isn't on a map, complain and exit. 100 object *op;
97 */ 101
98 if (gen->map == NULL) { 102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 } 103 {
102 /*First count numer of objects in inv*/ 104 // either copy one item from the inventory...
103 for (op=gen->inv;op;op=op->below) 105 if (!gen->inv)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return; 106 return;
107
108 // first select one item from the inventory
109 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index))
112 op = tmp;
113
115 head=object_create_clone(op); 114 op = object_create_clone (op);
115
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); 116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE); 117 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 } 118 }
187 119 else if (gen->other_arch)
188 default: 120 {
189 if(op->env!=NULL) { 121 // ...or use other_arch
190 CLEAR_FLAG(op, FLAG_APPLIED); 122 op = arch_to_object (gen->other_arch);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 } 123 }
194 } 124 else
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return; 125 return;
202 CLEAR_FLAG(op, FLAG_APPLIED); 126
203 if(op->env!=NULL) { 127 op->expand_tail ();
204 change_abil(op->env,op); 128
205 fix_player(op->env); 129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
130 if (i >= 0)
131 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty);
136
137 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139
140 return;
141 }
206 } 142 }
207 remove_ob(op);
208 free_object(op);
209}
210 143
211void poison_more(object *op) { 144 op->destroy ();
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 145}
213 remove_ob(op); 146
214 free_object(op); 147void
148remove_force (object *op)
149{
150 fprintf (stderr, "duration %s %d\n", &op->name, op->duration);//D
151 if (--op->duration > 0)
215 return; 152 return;
216 } 153
217 if(op->stats.food==1) { 154 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 155 switch (op->subtype)
219 * will not do anything. 156 {
220 */ 157 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 158 CLEAR_FLAG (op->env, FLAG_CONFUSED);
159 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
160
161 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 162 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 163 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 164 op->env->update_stats ();
225 } 165 }
226 remove_ob(op); 166
227 free_object(op); 167 op->destroy ();
168}
169
170void
171remove_blindness (object *op)
172{
173 if (--op->stats.food > 0)
228 return; 174 return;
175
176 CLEAR_FLAG (op, FLAG_APPLIED);
177
178 if (op->env)
179 {
180 change_abil (op->env, op);
181 op->env->update_stats ();
229 } 182 }
183
184 op->destroy ();
185}
186
187void
188poison_more (object *op)
189{
190 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
191 {
192 op->destroy ();
193 return;
194 }
195
196 if (op->stats.food == 1)
197 {
198 /* need to unapply the object before update_stats is called, else fix_player
199 * will not do anything.
200 */
201 if (op->env->type == PLAYER)
202 {
203 CLEAR_FLAG (op, FLAG_APPLIED);
204 op->env->update_stats ();
205 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
206 }
207
208 op->destroy ();
209 return;
210 }
211
230 if(op->env->type==PLAYER) { 212 if (op->env->type == PLAYER)
213 {
231 op->env->stats.food--; 214 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 215 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 216 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 217
218 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
219}
239 220
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 221
222void
223move_gate (object *op)
224{ /* 1 = going down, 0 = going up */
241 object *tmp; 225 object *tmp;
242 226
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 227 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
228 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 229 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; 230 op->stats.wc = 0;
249 } 231 }
250 232
251 /* We're going down */ 233 /* We're going down */
252 if(op->value) { 234 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 235 {
236 if (--op->stats.wc <= 0)
237 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 238 op->stats.wc = 0;
255 if(op->arch->clone.speed) 239 if (op->arch->speed)
256 op->value=0; 240 op->value = 0;
257 else { 241 else
258 op->speed = 0; 242 op->set_speed (0);
259 update_ob_speed(op); 243 }
260 } 244
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 245 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
246 {
263 op->move_block = 0; 247 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 248 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 249 update_all_los (op->map, op->x, op->y);
266 } 250 }
251
267 SET_ANIMATION(op, op->stats.wc); 252 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 253 update_object (op, UP_OBJ_CHANGE);
269 return; 254 return;
270 } 255 }
271 256
272 /* We're going up */ 257 /* We're going up */
273 258
274 /* First, lets see if we are already at the top */ 259 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 260 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
261 {
276 262
277 /* Check to make sure that only non pickable and non rollable 263 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 264 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 265 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 266 * the gate slightly.
281 */ 267 */
282 268
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 269 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 270 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) 271 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 272
289 if (tmp==NULL) { 273 if (tmp == NULL)
274 {
290 if(op->arch->clone.speed) 275 if (op->arch->speed)
291 op->value=1; 276 op->value = 1;
292 else { 277 else
293 op->speed = 0; 278 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 279
280 return;
281 }
295 } 282 }
296 return;
297 }
298 }
299 283
300 if(op->stats.food) { /* The gate is going temporarily down */ 284 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 285 { /* The gate is going temporarily down */
286 if (--op->stats.wc <= 0)
287 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 288 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 289 op->stats.wc = 0;
304 } 290 }
291 }
292 else
305 } else { /* The gate is still going up */ 293 { /* The gate is still going up */
306 op->stats.wc++; 294 op->stats.wc++;
307 295
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 296 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 297 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 298
311 /* If there is something on top of the gate, we try to roll it off. 299 /* 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 300 * If a player/monster, we don't roll, we just hit them with damage
313 */ 301 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
303 {
315 /* Halfway or further, check blocks */ 304 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 305 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ;
318 308
319 if(tmp!=NULL) { 309 if (tmp)
310 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 313 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 314
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 315 if (tmp->type == PLAYER)
324 "You are crushed by the %s!",op->name); 316 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
325 } else 317 }
318 else
326 /* If the object is not alive, and the object either can 319 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 320 * be picked up or the object rolls, move the object
328 * off the gate. 321 * off the gate.
329 */ 322 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 323 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) 324 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 325 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 326 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 327
336 /* If there is a free spot, move the object someplace */ 328 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 329 if (i != -1)
338 remove_ob(tmp); 330 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 331 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 332 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 333 insert_ob_in_map (tmp, op->map, op, 0);
342 } 334 }
343 } 335 }
336 }
344 337
345 /* See if there is still anything blocking the gate */ 338 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 339 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 340 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) 341 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 342
352 /* IF there is, start putting the gate down */ 343 /* IF there is, start putting the gate down */
353 if(tmp) { 344 if (tmp)
345 {
354 op->stats.food=1; 346 op->stats.food = 1;
355 } else { 347 }
348 else
349 {
356 op->move_block = MOVE_ALL; 350 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 351 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 352 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 353 update_all_los (op->map, op->x, op->y);
360 } 354 }
361 } /* gate is halfway up */ 355 } /* gate is halfway up */
362 356
363 SET_ANIMATION(op, op->stats.wc); 357 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 358 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 359 } /* gate is going up */
366} 360}
367 361
368/* hp : how long door is open/closed 362/* hp : how long door is open/closed
369 * maxhp : initial value for hp 363 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 364 * sp : 1 = open, 0 = close
371 */ 365 */
366void
372void move_timed_gate(object *op) 367move_timed_gate (object *op)
373{ 368{
374 int v = op->value; 369 int v = op->value;
375 370
376 if (op->stats.sp) { 371 if (op->stats.sp)
372 {
377 move_gate(op); 373 move_gate (op);
378 if (op->value != v) /* change direction ? */ 374 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 375 op->stats.sp = 0;
380 return; 376 return;
381 } 377 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 378 if (--op->stats.hp <= 0)
379 { /* keep gate down */
383 move_gate(op); 380 move_gate (op);
384 if (op->value != v) { /* ready ? */ 381 if (op->value != v)
385 op->speed = 0; 382 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 383 }
389} 384}
390 385
391/* slaying: name of the thing the detector is to look for 386/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 387 * speed: frequency of 'glances'
393 * connected: connected value of detector 388 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 389 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 390 * -1 if detection unsets buttons
396 */ 391 */
397 392
393void
398void move_detector(object *op) 394move_detector (object *op)
399{ 395{
400 object *tmp; 396 object *tmp;
401 int last = op->value; 397 int last = op->value;
402 int detected; 398 int detected;
399
403 detected = 0; 400 detected = 0;
404 401
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 402 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
403 {
406 object *tmp2; 404 object *tmp2;
407 if(op->stats.hp) { 405
406 if (op->stats.hp)
407 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 408 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 409 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 410 if (op->slaying && op->slaying == tmp->name)
411 } 411 detected = 1;
412 } 412
413 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
414 detected = 1;
415 }
416 }
417
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 418 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 419 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 420 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 421 detected = 1;
418 } 422 }
419 423
420 /* the detector sets the button if detection is found */ 424 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 425 if (op->stats.sp == 1)
426 {
422 if(detected && last == 0) { 427 if (detected && last == 0)
428 {
423 op->value = 1; 429 op->value = 1;
424 push_button(op); 430 push_button (op);
425 } 431 }
426 if(!detected && last == 1) { 432 if (!detected && last == 1)
433 {
427 op->value = 0; 434 op->value = 0;
428 push_button(op); 435 push_button (op);
429 } 436 }
430 } 437 }
431 else { /* in this case, we unset buttons */ 438 else
439 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 440 if (detected && last == 1)
441 {
433 op->value = 0; 442 op->value = 0;
434 push_button(op); 443 push_button (op);
435 } 444 }
436 if(!detected && last == 0) { 445 if (!detected && last == 0)
446 {
437 op->value = 1; 447 op->value = 1;
438 push_button(op); 448 push_button (op);
439 } 449 }
440 } 450 }
441} 451}
442 452
443 453
454void
444void animate_trigger (object *op) 455animate_trigger (object *op)
445{ 456{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 457 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
458 {
447 op->stats.wc = 0; 459 op->stats.wc = 0;
448 check_trigger(op,NULL); 460 check_trigger (op, NULL);
461 }
449 } else { 462 else
463 {
450 SET_ANIMATION(op, op->stats.wc); 464 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 465 update_object (op, UP_OBJ_FACE);
452 } 466 }
453} 467}
454 468
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 469void
470move_hole (object *op)
471{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 472 object *next, *tmp;
457 473
458 if(op->value) { /* We're opening */ 474 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 475 { /* We're opening */
476 if (--op->stats.wc <= 0)
477 { /* Opened, let's stop */
460 op->stats.wc=0; 478 op->stats.wc = 0;
461 op->speed = 0; 479 op->set_speed (0);
462 update_ob_speed(op);
463 480
464 /* Hard coding this makes sense for holes I suppose */ 481 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 482 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 483 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 484 {
468 move_apply(op,tmp,tmp); 485 next = tmp->above;
469 } 486 move_apply (op, tmp, tmp);
470 } 487 }
471 SET_ANIMATION(op, op->stats.wc); 488 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 489
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); 490 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 491 update_object (op, UP_OBJ_FACE);
492 return;
493 }
494 /* We're closing */
495 op->move_on = 0;
496
497 op->stats.wc++;
498 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
499 op->stats.wc = NUM_ANIMATIONS (op) - 1;
500
501 SET_ANIMATION (op, op->stats.wc);
502 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 503 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 504 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 505}
489 506
490 507
491/* stop_item() returns a pointer to the stopped object. The stopped object 508/* 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 509 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 515 * it, NULL is returned.
499 * 516 *
500 * fix_stopped_item() should be used if the stopped item should be put on 517 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 518 * the map.
502 */ 519 */
520object *
503object *stop_item (object *op) 521stop_item (object *op)
504{ 522{
505 if (op->map == NULL) 523 if (op->map == NULL)
524 return op;
525
526 switch (op->type)
527 {
528 case THROWN_OBJ:
529 {
530 object *payload = op->inv;
531
532 if (payload == NULL)
533 return NULL;
534 payload->remove ();
535 op->destroy ();
536 return payload;
537 }
538
539 case ARROW:
540 if (op->has_active_speed ())
541 op = fix_stopped_arrow (op);
506 return op; 542 return op;
507 543
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: 544 default:
527 return op; 545 return op;
528 } 546 }
529} 547}
530 548
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 549/* 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. 550 * Inserts item into the old map, or merges it if it already is on the map.
533 * 551 *
534 * 'map' must be the value of op->map before stop_item() was called. 552 * 'map' must be the value of op->map before stop_item() was called.
535 */ 553 */
554void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 555fix_stopped_item (object *op, maptile *map, object *originator)
537{ 556{
538 if (map == NULL) 557 if (map == NULL)
539 return; 558 return;
559
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 560 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 561 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 562 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 563 merge_ob (op, NULL); /* only some arrows actually need this */
544} 564}
545 565
546 566object *
547object *fix_stopped_arrow (object *op) 567fix_stopped_arrow (object *op)
548{ 568{
549 if(rndm(0, 99) < op->stats.food) { 569 if (rndm (0, 99) < op->stats.food)
570 {
550 /* Small chance of breaking */ 571 /* Small chance of breaking */
551 remove_ob (op); 572 op->destroy ();
552 free_object(op);
553 return NULL; 573 return NULL;
554 } 574 }
555 575
576 op->set_speed (0);
556 op->direction=0; 577 op->direction = 0;
557 op->move_on=0; 578 op->move_on = 0;
558 op->move_type=0; 579 op->move_type = 0;
559 op->speed = 0; 580 op->skill = 0; // really?
560 update_ob_speed(op); 581
582 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 583 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 584 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 585 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 586
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 587 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 588 {
589 op->slaying = op->spellarg;
572 free(op->spellarg); 590 free (op->spellarg);
573 op->spellarg = NULL; 591 op->spellarg = 0;
592 }
574 } else 593 else
575 op->slaying = NULL; 594 op->slaying = 0;
576 595
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 596 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 597 op->spellarg = NULL;
579 op->stats.sp = 0; 598 op->stats.sp = 0;
580 op->stats.hp = 0; 599 op->stats.hp = 0;
581 op->stats.grace = 0; 600 op->stats.grace = 0;
582 op->level = 0; 601 op->level = 0;
583 op->face=op->arch->clone.face; 602 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 604 update_object (op, UP_OBJ_CHANGE);
586 return op; 605 return op;
587} 606}
588 607
589/* stop_arrow() - what to do when a non-living flying object 608/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 609 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 610 * here too. -b.t.
592 * 611 *
593 * Returns a pointer to the stopped object (which will have been removed 612 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 613 * from maps or inventories), or NULL if was destroyed.
595 */ 614 */
596 615static void
597static void stop_arrow (object *op) 616stop_arrow (object *op)
598{ 617{
599 /* Lauwenmark: Handle for plugin stop event */ 618 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 619 return;
620
601 if (op->inv) { 621 if (op->inv)
622 {
602 object *payload = op->inv; 623 object *payload = op->inv;
603 remove_ob (payload); 624
604 clear_owner(payload); 625 payload->remove ();
626 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 627 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 628 op->destroy ();
607 free_object (op); 629 }
608 } else { 630 else
631 {
609 op = fix_stopped_arrow (op); 632 op = fix_stopped_arrow (op);
633
610 if (op) 634 if (op)
611 merge_ob (op, NULL); 635 merge_ob (op, 0);
612 } 636 }
613} 637}
614 638
615/* Move an arrow along its course. op is the arrow or thrown object. 639/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 640 */
617 641void
618void move_arrow(object *op) { 642move_arrow (object *op)
643{
619 object *tmp; 644 object *tmp;
620 sint16 new_x, new_y; 645 sint16 new_x, new_y;
621 int was_reflected, mflags; 646 int was_reflected, mflags;
622 mapstruct *m; 647 maptile *m;
623 648
624 if(op->map==NULL) { 649 if (op->map == NULL)
650 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 651 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 652 op->destroy ();
627 free_object(op); 653 return;
628 return;
629 } 654 }
630 655
631 /* we need to stop thrown objects at some point. Like here. */ 656 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 657 if (op->type == THROWN_OBJ)
658 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 659 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 660 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 661 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 662 * 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 663 * 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, 664 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 665 * and it is easy enough to clean it up here.
640 */ 666 */
641 if (op->inv == NULL) { 667 if (op->inv == NULL)
642 remove_ob(op); 668 {
643 free_object(op); 669 op->destroy ();
644 return; 670 return;
645 } 671 }
672
646 if(op->last_sp-- < 0) { 673 if (op->last_sp-- < 0)
674 {
647 stop_arrow (op); 675 stop_arrow (op);
648 return; 676 return;
649 } 677 }
650 } 678 }
651 679
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 680 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 681 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 682 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 683 {
684 stop_arrow (op);
685 return;
686 }
658 687
659 /* Calculate target map square */ 688 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 689 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 690 new_y = op->y + DIRY (op);
662 was_reflected = 0; 691 was_reflected = 0;
663 692
664 m = op->map; 693 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 694 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 695
667 if (mflags & P_OUT_OF_MAP) { 696 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 697 {
698 stop_arrow (op);
699 return;
700 }
671 701
672 /* only need to look for living creatures if this flag is set */ 702 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 703 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
677 704 {
705 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
706 if (QUERY_FLAG (tmp, FLAG_ALIVE))
707 break;
708
678 /* Not really fair, but don't let monsters hit themselves with 709 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 710 * their own arrow - this can be because they fire it then
680 * move into it. 711 * move into it.
681 */ 712 */
682
683 if (tmp != NULL && tmp != op->owner) { 713 if (tmp && tmp != op->owner)
714 {
684 /* Found living object, but it is reflecting the missile. Update 715 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 716 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 717 * chance that reflect_missile fails.)
687 */ 718 */
719 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
720 {
721 int number = op->face;
688 722
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number;
693
694 op->direction = absdir (op->direction + 4); 723 op->direction = absdir (op->direction + 4);
695 op->state = 0; 724 update_turn_face (op);
696 if (GET_ANIM_ID (op)) {
697 number += 4;
698 if (number > GET_ANIMATION (op, 8))
699 number -= 8;
700 op->face = &new_faces[number];
701 }
702 was_reflected = 1; /* skip normal movement calculations */ 725 was_reflected = 1; /* skip normal movement calculations */
703 } 726 }
704 else { 727 else
728 {
705 /* Attack the object. */ 729 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 730 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 731
708 return; 732 if (!op)
709 } 733 return;
710 } /* if this is not hitting its owner */ 734 }
735 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 736 } /* if there is something alive on this space */
712 737
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 738 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 739 {
740 int retry = 0;
716 741
717 /* if the object doesn't reflect, stop the arrow from moving 742 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 743 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 744 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 745 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 746 * place, so I don't consider that a problem.
722 */ 747 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 748 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
749 {
724 stop_arrow (op); 750 stop_arrow (op);
725 return; 751 return;
726 } else { 752 }
753 else
754 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 755 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 756 if (op->direction & 1)
757 {
729 op->direction=absdir(op->direction+4); 758 op->direction = absdir (op->direction + 4);
730 retry=1; 759 retry = 1;
731 } 760 }
732 /* There were two blocks with identical code - 761 /* There were two blocks with identical code -
733 * use this retry here to make this one block 762 * use this retry here to make this one block
734 * that did the same thing. 763 * that did the same thing.
735 */ 764 */
736 while (retry<2) { 765 while (retry < 2)
766 {
737 int left, right, mflags; 767 int left, right, mflags;
738 mapstruct *m1; 768 maptile *m1;
739 sint16 x1, y1; 769 sint16 x1, y1;
740 770
741 retry++; 771 retry++;
742 772
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 773 /* 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 774 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 775 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 776 * op->direction-1 or op->direction+1 does not exist.
747 */ 777 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 778 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); 779 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))); 780 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 781
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 782 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); 783 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))); 784 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 785
756 if(left==right) 786 if (left == right)
757 op->direction=absdir(op->direction+4); 787 op->direction = absdir (op->direction + 4);
758 else if(left) 788 else if (left)
759 op->direction=absdir(op->direction+2); 789 op->direction = absdir (op->direction + 2);
760 else if(right) 790 else if (right)
761 op->direction=absdir(op->direction-2); 791 op->direction = absdir (op->direction - 2);
762 792
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 793 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 794
765 /* If this space is not out of the map and not blocked, valid space - 795 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 796 * don't need to retry again.
767 */ 797 */
768 if (!(mflags & P_OUT_OF_MAP) && 798 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; 799 break;
770 800
771 } 801 }
772 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 803 * top it from moving.
774 */ 804 */
775 if (retry==2) { 805 if (retry == 2)
776 stop_arrow (op); 806 {
777 return; 807 stop_arrow (op);
778 } 808 return;
809 }
779 /* update object image for new facing */ 810 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 811 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 812 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 813 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 814 } /* object is reflected */
784 } /* object ran into a wall */ 815 } /* object ran into a wall */
785 816
786 /* Move the arrow. */ 817 /* Move the arrow. */
787 remove_ob (op); 818 op->remove ();
788 op->x = new_x; 819 op->x = new_x;
789 op->y = new_y; 820 op->y = new_y;
790 821
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
793 */ 824 */
794 op->speed -= 0.05; 825 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 826 insert_ob_in_map (op, m, op, 0);
796} 827}
797 828
798/* This routine doesnt seem to work for "inanimate" objects that 829/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 830 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 831 * Modified this routine to allow held objects. b.t. */
801 832
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 833void
803 object *tmp,*env,*pl; 834change_object (object *op)
835{ /* Doesn`t handle linked objs yet */
804 int i,j; 836 int i, j;
805 837
806 if(op->other_arch==NULL) { 838 if (op->other_arch == NULL)
839 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 840 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
841 return;
842 }
843
844 /* In non-living items only change when food value is 0 */
845 if (!QUERY_FLAG (op, FLAG_ALIVE))
846 {
847 if (op->stats.food-- > 0)
848 return;
849 else
850 op->stats.food = 1; /* so 1 other_arch is made */
851 }
852
853 object *pl = op->in_player ();
854 object *env = op->env;
855
856 op->remove ();
857 for (i = 0; i < NROFNEWOBJS (op); i++)
858 {
859 object *tmp = arch_to_object (op->other_arch);
860
861 if (op->type == LAMP)
862 tmp->stats.food = op->stats.food - 1;
863
864 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
865 if (env)
866 {
867 tmp->x = env->x, tmp->y = env->y;
868 tmp = insert_ob_in_ob (tmp, env);
869
870 /* If this object is the players inventory, we need to tell the
871 * client of the change. Insert_ob_in_map takes care of the
872 * updating the client, so we don't need to do that below.
873 */
874 if (pl)
875 {
876 esrv_del_item (pl->contr, op->count);
877 esrv_send_item (pl, tmp);
878 }
879 }
880 else
881 {
882 j = find_first_free_spot (tmp, op->map, op->x, op->y);
883 if (j == -1) /* No free spot */
884 tmp->destroy ();
885 else
886 {
887 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
888 insert_ob_in_map (tmp, op->map, op, 0);
889 }
890 }
891 }
892
893 op->destroy ();
894}
895
896void
897move_teleporter (object *op)
898{
899 object *tmp, *head = op;
900
901 /* if this is a multipart teleporter, handle the other parts
902 * The check for speed isn't strictly needed - basically, if
903 * there is an old multipart teleporter in which the other parts
904 * have speed, we don't really want to call it twice for the same
905 * function - in fact, as written below, part N would get called
906 * N times without the speed check.
907 */
908 if (op->more && !op->more->has_active_speed ())
909 move_teleporter (op->more);
910
911 if (op->head)
912 head = op->head;
913
914 for (tmp = op->above; tmp; tmp = tmp->above)
915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
916 break;
917
918 /* If nothing above us to move, nothing to do */
919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 920 return;
809 }
810 921
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)) { 922 if (EXIT_PATH (head))
923 {
868 if(tmp->type==PLAYER) { 924 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 925 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 927 return;
872 enter_exit(tmp, head); 928
873 } 929 tmp->enter_exit (head);
874 else 930 }
931 else
875 /* Currently only players can transfer maps */ 932 /* 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; 933 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 934 }
935 else if (EXIT_X (head) || EXIT_Y (head))
889 } 936 {
890 else { 937 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 938 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 939 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 940 head->destroy ();
894 return; 941 return;
942 }
943
944 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
945 return;
946
947 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
948 }
949 else
950 {
951 /* Random teleporter */
952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
953 return;
895 teleport(head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
896 } 955 }
897} 956}
898
899 957
900/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
903 can't be generalized. 961 can't be generalized.
904*/ 962*/
905 963void
906void move_player_changer(object *op) { 964move_player_changer (object *op)
965{
907 object *player; 966 object *player;
908 object *walk; 967 object *walk;
909 char c;
910 968
911 if (!op->above || !EXIT_PATH(op)) return; 969 if (!op->above || !EXIT_PATH (op))
970 return;
912 971
913 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 973 * needs to be on top.
915 */ 974 */
916 if(op->above->type==PLAYER) { 975 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 976 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 978 return;
979
920 player=op->above; 980 player = op->above;
981
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 983 apply_changes_to_player (player, walk);
923 984
924 fix_player(player); 985 player->update_stats ();
986
925 esrv_send_inventory(op->above,op->above); 987 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
927 989
928 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 992 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 993 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 994 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 995 player->contr->bed_y = EXIT_Y (op);
934 } 996 }
935 else 997 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 999
939 1000 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 1001 }
943} 1002}
944 1003
945/* firewalls fire other spells. 1004/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1006 * walls can have hp, so they can be torn down.
948 */ 1007 */
1008void
949void move_firewall(object *op) { 1009move_firewall (object *op)
1010{
950 object *spell; 1011 object *spell;
951 1012
952 if ( ! op->map) 1013 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
954 1015
955 spell = op->inv; 1016 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1017
1018 if (!spell || spell->type != SPELL)
1019 spell = op->other_arch;
1020
957 if (!spell) { 1021 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 } 1022 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return;
1025 }
962 1026
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1028}
965
966 1029
967/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
969 * 1032 *
970 * a player mover finds any players that are sitting on it. It 1033 * 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. 1034 * 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, 1035 * 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, 1036 * 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 1037 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1038 */
1039void
976void move_player_mover(object *op) { 1040move_player_mover (object *op)
977 object *victim, *nextmover; 1041{
978 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
979 sint16 nx, ny; 1043 sint16 nx, ny;
980 mapstruct *m; 1044 maptile *m;
981 1045
982 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1047 if (!dir)
1048 dir = rndm (1, 8);
984 1049
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1051 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1053 (victim->move_type & op->move_type || !victim->move_type))
1054 {
988 1055
989 if (victim->head) victim = victim->head; 1056 if (victim->head)
1057 victim = victim->head;
990 1058
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1059 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1060 {
993 free_object(op); 1061 op->remove ();
994 return; 1062 return;
995 } 1063 }
1064
996 nx = op->x+freearr_x[dir]; 1065 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1066 ny = op->y + freearr_y[dir];
998 m = op->map; 1067 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1068 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1069 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1070 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); 1071 return;
1002 return ; 1072 }
1003 } 1073
1004
1005 if (should_director_abort(op, victim)) return ; 1074 if (should_director_abort (op, victim))
1075 return;
1006 1076
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1078 {
1008 if(nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1080 nextmover->speed_left = -.99f;
1081
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1084 }
1013 }
1014 1085
1015 if(victim->type==PLAYER) { 1086 if (victim->type == PLAYER)
1087 {
1016 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1017 if(op->level) { 1089 if (op->level)
1090 {
1018 /* Following is a bit of hack. We need to make sure it 1091 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1021 * get to this space. 1094 * get to this space.
1022 */ 1095 */
1023 victim->contr->fire_on=0; 1096 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1097 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1098 move_player (victim, dir);
1026 } 1099 }
1027 else return; 1100 else
1028 } 1101 return;
1029 else move_object(victim,dir); 1102 }
1103 else
1104 move_object (victim, dir);
1030 1105
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1106 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2;
1032 1108
1033 if(op->attacktype) { /* flag to paralyze the player */ 1109 if (op->attacktype)
1034 1110 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1111 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1036 /* Not sure why, but for some chars on metalforge, they 1112 }
1037 * would sometimes get -inf speed_left, and from the 1113 }
1038 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed.
1041 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1043 }
1044 }
1045 } 1114 }
1046} 1115}
1047 1116
1048/* 1117/*
1049 * Will duplicate a specified object placed on top of it. 1118 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1119 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1120 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1121 * other_arch: the object to look for and duplicate.
1053 */ 1122 */
1054 1123
1124void
1055void move_duplicator(object *op) { 1125move_duplicator (object *op)
1126{
1056 object *tmp; 1127 object *tmp;
1057 1128
1058 if ( !op->other_arch ) { 1129 if (!op->other_arch)
1130 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1131 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1132 return;
1061 } 1133 }
1062 1134
1063 if (op->above == NULL) 1135 if (op->above == NULL)
1064 return; 1136 return;
1137
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1139 {
1140 if (op->other_arch->archname == tmp->arch->archname)
1141 {
1067 if (op->level <= 0) { 1142 if (op->level <= 0)
1068 remove_ob(tmp); 1143 tmp->destroy ();
1069 free_object(tmp); 1144 else
1070 } else { 1145 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1146 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1147
1073 new_nrof = 1UL<<31; 1148 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1149 new_nrof = 1UL << 31;
1075 } 1150
1076 break; 1151 tmp->nrof = new_nrof;
1077 } 1152 }
1153
1154 break;
1155 }
1078 } 1156 }
1079} 1157}
1080 1158
1081/* move_creator (by peterm) 1159/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1160 * 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 1168 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1169 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1170 * outside of the map which would cause the server to crash
1093*/ 1171*/
1094 1172
1173void
1095void move_creator(object *creator) { 1174move_creator (object *creator)
1175{
1096 object *new_ob; 1176 object *new_ob;
1097 1177
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1178 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1179 {
1099 creator->stats.hp=-1; 1180 creator->stats.hp = -1;
1100 return; 1181 return;
1101 } 1182 }
1102 1183
1103 if (creator->inv != NULL) { 1184 if (creator->inv != NULL)
1185 {
1104 object *ob; 1186 object *ob;
1105 int i; 1187 int i;
1106 object *ob_to_copy; 1188 object *ob_to_copy;
1107 1189
1108 /* select random object from inventory to copy */ 1190 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1191 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1192 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1193 {
1111 if (rndm(0, i) == 0) { 1194 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1195 {
1113 } 1196 ob_to_copy = ob;
1114 } 1197 }
1198 }
1115 new_ob = object_create_clone(ob_to_copy); 1199 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1200 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1201 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1202 }
1203 else
1204 {
1119 if (creator->other_arch == NULL) { 1205 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); 1206 {
1207 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1208 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1209 return;
1122 } 1210 }
1123 1211
1124 new_ob = object_create_arch(creator->other_arch); 1212 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1213 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1214 }
1127 1215
1128 /* Make sure this multipart object fits */ 1216 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1217 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1218 {
1219 new_ob->destroy ();
1220 return;
1221 }
1133 1222
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1223 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1224 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1225 return;
1137 1226
1138 if (creator->slaying) { 1227 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1228 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1229 new_ob->name = new_ob->title = creator->slaying;
1141 } 1230 }
1142} 1231}
1143 1232
1144/* move_marker --peterm@soda.csua.berkeley.edu 1233/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1234 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1236 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1237 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1238 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1239 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.*/ 1240 unless hp was zero to start with, in which case it is infinite.*/
1152 1241void
1153void move_marker(object *op) { 1242move_marker (object *op)
1154 object *tmp,*tmp2; 1243{
1155 1244 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1245 {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1246 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1247 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1248 force->destroy ();
1249
1250 if (!tmp->force_find (op->slaying))
1251 {
1252 tmp->force_add (op->slaying, op->stats.food);
1253
1254 if (op->msg)
1255 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1256
1257 if (op->stats.hp > 0)
1258 {
1259 op->stats.hp--;
1260
1261 if (op->stats.hp == 0)
1262 {
1263 /* marker expires--granted mark number limit */
1264 op->destroy ();
1265 return;
1266 }
1267 }
1268 }
1165 } 1269 }
1166
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
1173 * place
1174 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1177 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182
1183 force->speed = 0;
1184 if(op->stats.food) {
1185 force->speed = 0.01;
1186 force->speed_left = -op->stats.food;
1187 }
1188 update_ob_speed (force);
1189 /* put in the lock code */
1190 force->slaying = add_string(op->slaying);
1191
1192 if ( op->lore )
1193 force->lore = add_string( op->lore );
1194
1195 insert_ob_in_ob(force,tmp);
1196 if(op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1198
1199 if(op->stats.hp > 0) {
1200 op->stats.hp--;
1201 if(op->stats.hp==0) {
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1270}
1212 1271
1272void
1213int process_object(object *op) { 1273process_object (object *op)
1274{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1275 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1276 return;
1216 1277
1278 if (expect_false (INVOKE_OBJECT (TICK, op)))
1279 return;
1280
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1281 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1282 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1283 return;
1220 1284
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1285 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 } 1286 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1287 animate_object (op, op->contr ? op->facing : op->direction);
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 1288
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)) 1289 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1290 make_sure_seen (op);
1248 free_object(op); 1291 }
1249 } 1292
1250 return 1; 1293 if (expect_false (
1294 op->flag [FLAG_GENERATOR]
1295 || op->flag [FLAG_CHANGING]
1296 || op->flag [FLAG_IS_USED_UP]
1297 ))
1251 } 1298 {
1252 /* Lauwenmark: Handle for plugin time event */ 1299 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1300 {
1301 change_object (op);
1302 return;
1303 }
1304
1305 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1306 generate_monster (op);
1307
1308 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1309 {
1310 if (QUERY_FLAG (op, FLAG_APPLIED))
1311 remove_force (op);
1312 else
1313 {
1314 /* If necessary, delete the item from the players inventory */
1315 object *pl = op->in_player ();
1316
1317 if (pl)
1318 esrv_del_item (pl->contr, op->count);
1319
1320 op->remove ();
1321
1322 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1323 make_sure_not_seen (op);
1324
1325 op->destroy ();
1326 }
1327
1328 return;
1329 }
1330 }
1331
1254 switch(op->type) { 1332 switch (op->type)
1255 case TRANSPORT: 1333 {
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: 1334 case SPELL_EFFECT:
1265 move_spell_effect(op); 1335 move_spell_effect (op);
1266 return 1; 1336 break;
1267 1337
1268 case ROD: 1338 case ROD:
1269 case HORN: 1339 case HORN:
1270 regenerate_rod(op); 1340 regenerate_rod (op);
1271 return 1; 1341 break;
1272 1342
1273 case FORCE: 1343 case FORCE:
1274 case POTION_EFFECT: 1344 case POTION_EFFECT:
1275 remove_force(op); 1345 remove_force (op);
1276 return 1; 1346 break;
1277 1347
1278 case BLINDNESS: 1348 case BLINDNESS:
1279 remove_blindness(op); 1349 remove_blindness (op);
1280 return 0; 1350 break;
1281 1351
1282 case POISONING: 1352 case POISONING:
1283 poison_more(op); 1353 poison_more (op);
1284 return 0; 1354 break;
1285 1355
1286 case DISEASE: 1356 case DISEASE:
1287 move_disease(op); 1357 move_disease (op);
1288 return 0; 1358 break;
1289 1359
1290 case SYMPTOM: 1360 case SYMPTOM:
1291 move_symptom(op); 1361 move_symptom (op);
1292 return 0; 1362 break;
1293 1363
1294 case THROWN_OBJ: 1364 case THROWN_OBJ:
1295 case ARROW: 1365 case ARROW:
1296 move_arrow(op); 1366 move_arrow (op);
1297 return 0; 1367 break;
1298 1368
1299 case LIGHTNING: /* It now moves twice as fast */ 1369 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1370 remove_door (op);
1305 return 0; 1371 break;
1306 1372
1307 case LOCKED_DOOR: 1373 case LOCKED_DOOR:
1308 remove_door2(op); 1374 remove_door2 (op);
1309 return 0; 1375 break;
1310 1376
1311 case TELEPORTER: 1377 case TELEPORTER:
1312 move_teleporter(op); 1378 move_teleporter (op);
1313 return 0; 1379 break;
1314 1380
1315 case GOLEM: 1381 case GOLEM:
1316 move_golem(op); 1382 move_golem (op);
1317 return 0; 1383 break;
1318 1384
1319 case EARTHWALL: 1385 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1386 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1387 break;
1322 1388
1323 case FIREWALL: 1389 case FIREWALL:
1324 move_firewall(op); 1390 move_firewall (op);
1325 if (op->stats.maxsp) 1391 if (op->stats.maxsp)
1326 animate_turning(op); 1392 animate_turning (op);
1327 return 0; 1393 break;
1328 1394
1329 case MOOD_FLOOR: 1395 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1396 do_mood_floor (op);
1331 return 0; 1397 break;
1332 1398
1333 case GATE: 1399 case GATE:
1334 move_gate(op); 1400 move_gate (op);
1335 return 0; 1401 break;
1336 1402
1337 case TIMED_GATE: 1403 case TIMED_GATE:
1338 move_timed_gate(op); 1404 move_timed_gate (op);
1339 return 0; 1405 break;
1340 1406
1341 case TRIGGER: 1407 case TRIGGER:
1342 case TRIGGER_BUTTON: 1408 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1409 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1410 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1411 animate_trigger (op);
1346 return 0; 1412 break;
1347 1413
1348 case DETECTOR: 1414 case DETECTOR:
1349 move_detector(op); 1415 move_detector (op);
1350 1416
1351 case DIRECTOR: 1417 case DIRECTOR:
1352 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1353 animate_turning(op); 1419 animate_turning (op);
1354 return 0; 1420 break;
1355 1421
1356 case HOLE: 1422 case HOLE:
1357 move_hole(op); 1423 move_hole (op);
1358 return 0; 1424 break;
1359 1425
1360 case DEEP_SWAMP: 1426 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1427 move_deep_swamp (op);
1362 return 0; 1428 break;
1363 1429
1364 case RUNE: 1430 case RUNE:
1365 case TRAP: 1431 case TRAP:
1366 move_rune(op); 1432 move_rune (op);
1367 return 0; 1433 break;
1368 1434
1369 case PLAYERMOVER: 1435 case PLAYERMOVER:
1370 move_player_mover(op); 1436 move_player_mover (op);
1371 return 0; 1437 break;
1372 1438
1373 case CREATOR: 1439 case CREATOR:
1374 move_creator(op); 1440 move_creator (op);
1375 return 0; 1441 break;
1376 1442
1377 case MARKER: 1443 case MARKER:
1378 move_marker(op); 1444 move_marker (op);
1379 return 0; 1445 break;
1380 1446
1381 case PLAYER_CHANGER: 1447 case PLAYER_CHANGER:
1382 move_player_changer(op); 1448 move_player_changer (op);
1383 return 0; 1449 break;
1384 1450
1385 case PEACEMAKER: 1451 case PEACEMAKER:
1386 move_peacemaker(op); 1452 move_peacemaker (op);
1387 return 0; 1453 break;
1388 }
1389 1454
1390 return 0; 1455 case PLAYER:
1456 // players have their own speed-management, so undo the --speed_left
1457 ++op->speed_left;
1458 break;
1459 }
1391} 1460}
1461

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