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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 1.62 by elmex, Sat Aug 4 21:04:24 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 if (--op->duration > 0)
215 return; 151 return;
216 } 152
217 if(op->stats.food==1) { 153 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 154 switch (op->subtype)
219 * will not do anything. 155 {
220 */ 156 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 157 CLEAR_FLAG (op->env, FLAG_CONFUSED);
158 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
159
160 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 161 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 162 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 163 op->env->update_stats ();
225 } 164 }
226 remove_ob(op); 165
227 free_object(op); 166 op->destroy ();
167}
168
169void
170remove_blindness (object *op)
171{
172 if (--op->stats.food > 0)
228 return; 173 return;
174
175 CLEAR_FLAG (op, FLAG_APPLIED);
176
177 if (op->env)
178 {
179 change_abil (op->env, op);
180 op->env->update_stats ();
229 } 181 }
182
183 op->destroy ();
184}
185
186void
187poison_more (object *op)
188{
189 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
190 {
191 op->destroy ();
192 return;
193 }
194
195 if (op->stats.food == 1)
196 {
197 /* need to unapply the object before update_stats is called, else fix_player
198 * will not do anything.
199 */
200 if (op->env->type == PLAYER)
201 {
202 CLEAR_FLAG (op, FLAG_APPLIED);
203 op->env->update_stats ();
204 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
205 }
206
207 op->destroy ();
208 return;
209 }
210
230 if(op->env->type==PLAYER) { 211 if (op->env->type == PLAYER)
212 {
231 op->env->stats.food--; 213 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 215 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 216
217 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
218}
239 219
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 220
221void
222move_gate (object *op)
223{ /* 1 = going down, 0 = going up */
241 object *tmp; 224 object *tmp;
242 225
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
227 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 228 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; 229 op->stats.wc = 0;
249 } 230 }
250 231
251 /* We're going down */ 232 /* We're going down */
252 if(op->value) { 233 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 234 {
235 if (--op->stats.wc <= 0)
236 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 237 op->stats.wc = 0;
255 if(op->arch->clone.speed) 238 if (op->arch->speed)
256 op->value=0; 239 op->value = 0;
257 else { 240 else
258 op->speed = 0; 241 op->set_speed (0);
259 update_ob_speed(op); 242 }
260 } 243
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 244 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
245 {
263 op->move_block = 0; 246 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 247 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 248 update_all_los (op->map, op->x, op->y);
266 } 249 }
250
267 SET_ANIMATION(op, op->stats.wc); 251 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 252 update_object (op, UP_OBJ_CHANGE);
269 return; 253 return;
270 } 254 }
271 255
272 /* We're going up */ 256 /* We're going up */
273 257
274 /* First, lets see if we are already at the top */ 258 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 259 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
260 {
276 261
277 /* Check to make sure that only non pickable and non rollable 262 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 263 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 264 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 265 * the gate slightly.
281 */ 266 */
282 267
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 268 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 269 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) 270 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 271
289 if (tmp==NULL) { 272 if (tmp == NULL)
273 {
290 if(op->arch->clone.speed) 274 if (op->arch->speed)
291 op->value=1; 275 op->value = 1;
292 else { 276 else
293 op->speed = 0; 277 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 278
279 return;
280 }
295 } 281 }
296 return;
297 }
298 }
299 282
300 if(op->stats.food) { /* The gate is going temporarily down */ 283 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 284 { /* The gate is going temporarily down */
285 if (--op->stats.wc <= 0)
286 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 287 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 288 op->stats.wc = 0;
304 } 289 }
290 }
291 else
305 } else { /* The gate is still going up */ 292 { /* The gate is still going up */
306 op->stats.wc++; 293 op->stats.wc++;
307 294
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 295 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 296 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 297
311 /* If there is something on top of the gate, we try to roll it off. 298 /* 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 299 * If a player/monster, we don't roll, we just hit them with damage
313 */ 300 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
302 {
315 /* Halfway or further, check blocks */ 303 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 304 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ;
318 307
319 if(tmp!=NULL) { 308 if (tmp)
309 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
311 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 313
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 314 if (tmp->type == PLAYER)
324 "You are crushed by the %s!",op->name); 315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
325 } else 316 }
317 else
326 /* If the object is not alive, and the object either can 318 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 319 * be picked up or the object rolls, move the object
328 * off the gate. 320 * off the gate.
329 */ 321 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 322 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) 323 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 324 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 326
336 /* If there is a free spot, move the object someplace */ 327 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 328 if (i != -1)
338 remove_ob(tmp); 329 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 330 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 332 insert_ob_in_map (tmp, op->map, op, 0);
342 } 333 }
343 } 334 }
335 }
344 336
345 /* See if there is still anything blocking the gate */ 337 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 338 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 339 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) 340 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 341
352 /* IF there is, start putting the gate down */ 342 /* IF there is, start putting the gate down */
353 if(tmp) { 343 if (tmp)
344 {
354 op->stats.food=1; 345 op->stats.food = 1;
355 } else { 346 }
347 else
348 {
356 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 350 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
360 } 353 }
361 } /* gate is halfway up */ 354 } /* gate is halfway up */
362 355
363 SET_ANIMATION(op, op->stats.wc); 356 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 357 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 358 } /* gate is going up */
366} 359}
367 360
368/* hp : how long door is open/closed 361/* hp : how long door is open/closed
369 * maxhp : initial value for hp 362 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 363 * sp : 1 = open, 0 = close
371 */ 364 */
365void
372void move_timed_gate(object *op) 366move_timed_gate (object *op)
373{ 367{
374 int v = op->value; 368 int v = op->value;
375 369
376 if (op->stats.sp) { 370 if (op->stats.sp)
371 {
377 move_gate(op); 372 move_gate (op);
378 if (op->value != v) /* change direction ? */ 373 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 374 op->stats.sp = 0;
380 return; 375 return;
381 } 376 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 377 if (--op->stats.hp <= 0)
378 { /* keep gate down */
383 move_gate(op); 379 move_gate (op);
384 if (op->value != v) { /* ready ? */ 380 if (op->value != v)
385 op->speed = 0; 381 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 382 }
389} 383}
390 384
391/* slaying: name of the thing the detector is to look for 385/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 386 * speed: frequency of 'glances'
393 * connected: connected value of detector 387 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 388 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 389 * -1 if detection unsets buttons
396 */ 390 */
397 391
392void
398void move_detector(object *op) 393move_detector (object *op)
399{ 394{
400 object *tmp; 395 object *tmp;
401 int last = op->value; 396 int last = op->value;
402 int detected; 397 int detected;
398
403 detected = 0; 399 detected = 0;
404 400
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
402 {
406 object *tmp2; 403 object *tmp2;
407 if(op->stats.hp) { 404
405 if (op->stats.hp)
406 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 408 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 409 if (op->slaying && op->slaying == tmp->name)
411 } 410 detected = 1;
412 } 411
412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
413 detected = 1;
414 }
415 }
416
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 417 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 418 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 420 detected = 1;
418 } 421 }
419 422
420 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 424 if (op->stats.sp == 1)
425 {
422 if(detected && last == 0) { 426 if (detected && last == 0)
427 {
423 op->value = 1; 428 op->value = 1;
424 push_button(op); 429 push_button (op);
425 } 430 }
426 if(!detected && last == 1) { 431 if (!detected && last == 1)
432 {
427 op->value = 0; 433 op->value = 0;
428 push_button(op); 434 push_button (op);
429 } 435 }
430 } 436 }
431 else { /* in this case, we unset buttons */ 437 else
438 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 439 if (detected && last == 1)
440 {
433 op->value = 0; 441 op->value = 0;
434 push_button(op); 442 push_button (op);
435 } 443 }
436 if(!detected && last == 0) { 444 if (!detected && last == 0)
445 {
437 op->value = 1; 446 op->value = 1;
438 push_button(op); 447 push_button (op);
439 } 448 }
440 } 449 }
441} 450}
442 451
443 452
453void
444void animate_trigger (object *op) 454animate_trigger (object *op)
445{ 455{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
457 {
447 op->stats.wc = 0; 458 op->stats.wc = 0;
448 check_trigger(op,NULL); 459 check_trigger (op, NULL);
460 }
449 } else { 461 else
462 {
450 SET_ANIMATION(op, op->stats.wc); 463 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 464 update_object (op, UP_OBJ_FACE);
452 } 465 }
453} 466}
454 467
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 468void
469move_hole (object *op)
470{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 471 object *next, *tmp;
457 472
458 if(op->value) { /* We're opening */ 473 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 474 { /* We're opening */
475 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */
460 op->stats.wc=0; 477 op->stats.wc = 0;
461 op->speed = 0; 478 op->set_speed (0);
462 update_ob_speed(op);
463 479
464 /* Hard coding this makes sense for holes I suppose */ 480 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 481 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 482 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 483 {
468 move_apply(op,tmp,tmp); 484 next = tmp->above;
469 } 485 move_apply (op, tmp, tmp);
470 } 486 }
471 SET_ANIMATION(op, op->stats.wc); 487 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 488
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); 489 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
491 return;
492 }
493 /* We're closing */
494 op->move_on = 0;
495
496 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
500 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 503 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 504}
489 505
490 506
491/* stop_item() returns a pointer to the stopped object. The stopped object 507/* 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 508 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 514 * it, NULL is returned.
499 * 515 *
500 * fix_stopped_item() should be used if the stopped item should be put on 516 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 517 * the map.
502 */ 518 */
519object *
503object *stop_item (object *op) 520stop_item (object *op)
504{ 521{
505 if (op->map == NULL) 522 if (op->map == NULL)
523 return op;
524
525 switch (op->type)
526 {
527 case THROWN_OBJ:
528 {
529 object *payload = op->inv;
530
531 if (payload == NULL)
532 return NULL;
533 payload->remove ();
534 op->destroy ();
535 return payload;
536 }
537
538 case ARROW:
539 if (op->has_active_speed ())
540 op = fix_stopped_arrow (op);
506 return op; 541 return op;
507 542
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: 543 default:
527 return op; 544 return op;
528 } 545 }
529} 546}
530 547
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 548/* 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. 549 * Inserts item into the old map, or merges it if it already is on the map.
533 * 550 *
534 * 'map' must be the value of op->map before stop_item() was called. 551 * 'map' must be the value of op->map before stop_item() was called.
535 */ 552 */
553void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
537{ 555{
538 if (map == NULL) 556 if (map == NULL)
539 return; 557 return;
558
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 560 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 561 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
544} 563}
545 564
546 565object *
547object *fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
548{ 567{
549 if(rndm(0, 99) < op->stats.food) { 568 if (rndm (0, 99) < op->stats.food)
569 {
550 /* Small chance of breaking */ 570 /* Small chance of breaking */
551 remove_ob (op); 571 op->destroy ();
552 free_object(op);
553 return NULL; 572 return NULL;
554 } 573 }
555 574
575 op->set_speed (0);
556 op->direction=0; 576 op->direction = 0;
557 op->move_on=0; 577 op->move_on = 0;
558 op->move_type=0; 578 op->move_type = 0;
559 op->speed = 0; 579 op->skill = 0; // really?
560 update_ob_speed(op); 580
581 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 582 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 583 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 584 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 585
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 586 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 587 {
588 op->slaying = op->spellarg;
572 free(op->spellarg); 589 free (op->spellarg);
573 op->spellarg = NULL; 590 op->spellarg = 0;
591 }
574 } else 592 else
575 op->slaying = NULL; 593 op->slaying = 0;
576 594
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 595 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 596 op->spellarg = NULL;
579 op->stats.sp = 0; 597 op->stats.sp = 0;
580 op->stats.hp = 0; 598 op->stats.hp = 0;
581 op->stats.grace = 0; 599 op->stats.grace = 0;
582 op->level = 0; 600 op->level = 0;
583 op->face=op->arch->clone.face; 601 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 602 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 603 update_object (op, UP_OBJ_CHANGE);
586 return op; 604 return op;
587} 605}
588 606
589/* stop_arrow() - what to do when a non-living flying object 607/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 608 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 609 * here too. -b.t.
592 * 610 *
593 * Returns a pointer to the stopped object (which will have been removed 611 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 612 * from maps or inventories), or NULL if was destroyed.
595 */ 613 */
596 614static void
597static void stop_arrow (object *op) 615stop_arrow (object *op)
598{ 616{
599 /* Lauwenmark: Handle for plugin stop event */ 617 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 618 return;
619
601 if (op->inv) { 620 if (op->inv)
621 {
602 object *payload = op->inv; 622 object *payload = op->inv;
603 remove_ob (payload); 623
604 clear_owner(payload); 624 payload->remove ();
625 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 626 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 627 op->destroy ();
607 free_object (op); 628 }
608 } else { 629 else
630 {
609 op = fix_stopped_arrow (op); 631 op = fix_stopped_arrow (op);
632
610 if (op) 633 if (op)
611 merge_ob (op, NULL); 634 merge_ob (op, 0);
612 } 635 }
613} 636}
614 637
615/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 639 */
617 640void
618void move_arrow(object *op) { 641move_arrow (object *op)
642{
619 object *tmp; 643 object *tmp;
620 sint16 new_x, new_y; 644 sint16 new_x, new_y;
621 int was_reflected, mflags; 645 int was_reflected, mflags;
622 mapstruct *m; 646 maptile *m;
623 647
624 if(op->map==NULL) { 648 if (op->map == NULL)
649 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 650 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 651 op->destroy ();
627 free_object(op); 652 return;
628 return;
629 } 653 }
630 654
631 /* we need to stop thrown objects at some point. Like here. */ 655 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 656 if (op->type == THROWN_OBJ)
657 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 658 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 659 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 660 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 661 * 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 662 * 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, 663 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 664 * and it is easy enough to clean it up here.
640 */ 665 */
641 if (op->inv == NULL) { 666 if (op->inv == NULL)
642 remove_ob(op); 667 {
643 free_object(op); 668 op->destroy ();
644 return; 669 return;
645 } 670 }
671
646 if(op->last_sp-- < 0) { 672 if (op->last_sp-- < 0)
673 {
647 stop_arrow (op); 674 stop_arrow (op);
648 return; 675 return;
649 } 676 }
650 } 677 }
651 678
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 679 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 680 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 681 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 682 {
683 stop_arrow (op);
684 return;
685 }
658 686
659 /* Calculate target map square */ 687 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 688 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 689 new_y = op->y + DIRY (op);
662 was_reflected = 0; 690 was_reflected = 0;
663 691
664 m = op->map; 692 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 694
667 if (mflags & P_OUT_OF_MAP) { 695 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 696 {
697 stop_arrow (op);
698 return;
699 }
671 700
672 /* only need to look for living creatures if this flag is set */ 701 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 702 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
677 703 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break;
707
678 /* Not really fair, but don't let monsters hit themselves with 708 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 709 * their own arrow - this can be because they fire it then
680 * move into it. 710 * move into it.
681 */ 711 */
682
683 if (tmp != NULL && tmp != op->owner) { 712 if (tmp && tmp != op->owner)
713 {
684 /* Found living object, but it is reflecting the missile. Update 714 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 715 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 716 * chance that reflect_missile fails.)
687 */ 717 */
718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
719 {
720 int number = op->face;
688 721
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); 722 op->direction = absdir (op->direction + 4);
695 op->state = 0; 723 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 */ 724 was_reflected = 1; /* skip normal movement calculations */
703 } 725 }
704 else { 726 else
727 {
705 /* Attack the object. */ 728 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 729 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 730
708 return; 731 if (!op)
709 } 732 return;
710 } /* if this is not hitting its owner */ 733 }
734 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 735 } /* if there is something alive on this space */
712 736
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 738 {
739 int retry = 0;
716 740
717 /* if the object doesn't reflect, stop the arrow from moving 741 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 742 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 743 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 744 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 745 * place, so I don't consider that a problem.
722 */ 746 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
748 {
724 stop_arrow (op); 749 stop_arrow (op);
725 return; 750 return;
726 } else { 751 }
752 else
753 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 754 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 755 if (op->direction & 1)
756 {
729 op->direction=absdir(op->direction+4); 757 op->direction = absdir (op->direction + 4);
730 retry=1; 758 retry = 1;
731 } 759 }
732 /* There were two blocks with identical code - 760 /* There were two blocks with identical code -
733 * use this retry here to make this one block 761 * use this retry here to make this one block
734 * that did the same thing. 762 * that did the same thing.
735 */ 763 */
736 while (retry<2) { 764 while (retry < 2)
765 {
737 int left, right, mflags; 766 int left, right, mflags;
738 mapstruct *m1; 767 maptile *m1;
739 sint16 x1, y1; 768 sint16 x1, y1;
740 769
741 retry++; 770 retry++;
742 771
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 772 /* 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 773 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 774 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 775 * op->direction-1 or op->direction+1 does not exist.
747 */ 776 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 777 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); 778 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))); 779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 780
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 781 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); 782 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))); 783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 784
756 if(left==right) 785 if (left == right)
757 op->direction=absdir(op->direction+4); 786 op->direction = absdir (op->direction + 4);
758 else if(left) 787 else if (left)
759 op->direction=absdir(op->direction+2); 788 op->direction = absdir (op->direction + 2);
760 else if(right) 789 else if (right)
761 op->direction=absdir(op->direction-2); 790 op->direction = absdir (op->direction - 2);
762 791
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 793
765 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 795 * don't need to retry again.
767 */ 796 */
768 if (!(mflags & P_OUT_OF_MAP) && 797 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; 798 break;
770 799
771 } 800 }
772 /* Couldn't find a direction to move the arrow to - just 801 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 802 * top it from moving.
774 */ 803 */
775 if (retry==2) { 804 if (retry == 2)
776 stop_arrow (op); 805 {
777 return; 806 stop_arrow (op);
778 } 807 return;
808 }
779 /* update object image for new facing */ 809 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 810 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 811 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 812 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 813 } /* object is reflected */
784 } /* object ran into a wall */ 814 } /* object ran into a wall */
785 815
786 /* Move the arrow. */ 816 /* Move the arrow. */
787 remove_ob (op); 817 op->remove ();
788 op->x = new_x; 818 op->x = new_x;
789 op->y = new_y; 819 op->y = new_y;
790 820
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
793 */ 823 */
794 op->speed -= 0.05; 824 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 825 insert_ob_in_map (op, m, op, 0);
796} 826}
797 827
798/* This routine doesnt seem to work for "inanimate" objects that 828/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 829 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 830 * Modified this routine to allow held objects. b.t. */
801 831
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 832void
803 object *tmp,*env,*pl; 833change_object (object *op)
834{ /* Doesn`t handle linked objs yet */
804 int i,j; 835 int i, j;
805 836
806 if(op->other_arch==NULL) { 837 if (op->other_arch == NULL)
838 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
840 return;
841 }
842
843 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 {
846 if (op->stats.food-- > 0)
847 return;
848 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 }
879 else
880 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y);
882 if (j == -1) /* No free spot */
883 tmp->destroy ();
884 else
885 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
887 insert_ob_in_map (tmp, op->map, op, 0);
888 }
889 }
890 }
891
892 op->destroy ();
893}
894
895void
896move_teleporter (object *op)
897{
898 object *tmp, *head = op;
899
900 /* if this is a multipart teleporter, handle the other parts
901 * The check for speed isn't strictly needed - basically, if
902 * there is an old multipart teleporter in which the other parts
903 * have speed, we don't really want to call it twice for the same
904 * function - in fact, as written below, part N would get called
905 * N times without the speed check.
906 */
907 if (op->more && !op->more->has_active_speed ())
908 move_teleporter (op->more);
909
910 if (op->head)
911 head = op->head;
912
913 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break;
916
917 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 919 return;
809 }
810 920
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)) { 921 if (EXIT_PATH (head))
922 {
868 if(tmp->type==PLAYER) { 923 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 924 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 926 return;
872 enter_exit(tmp, head); 927
873 } 928 tmp->enter_exit (head);
874 else 929 }
930 else
875 /* Currently only players can transfer maps */ 931 /* 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; 932 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 933 }
934 else if (EXIT_X (head) || EXIT_Y (head))
889 } 935 {
890 else { 936 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 937 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 938 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 939 head->destroy ();
894 return; 940 return;
941 }
942
943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
944 return;
945
946 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
947 }
948 else
949 {
950 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return;
895 teleport(head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
896 } 954 }
897} 955}
898
899 956
900/* This object will teleport someone to a different map 957/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 958 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 959 This was invented for giving classes, but there's no reason it
903 can't be generalized. 960 can't be generalized.
904*/ 961*/
905 962void
906void move_player_changer(object *op) { 963move_player_changer (object *op)
964{
907 object *player; 965 object *player;
908 object *walk; 966 object *walk;
909 char c;
910 967
911 if (!op->above || !EXIT_PATH(op)) return; 968 if (!op->above || !EXIT_PATH (op))
969 return;
912 970
913 /* This isn't all that great - means that the player_mover 971 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 972 * needs to be on top.
915 */ 973 */
916 if(op->above->type==PLAYER) { 974 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 975 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 976 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 977 return;
978
920 player=op->above; 979 player = op->above;
980
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 981 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 982 apply_changes_to_player (player, walk);
923 983
924 fix_player(player); 984 player->update_stats ();
985
925 esrv_send_inventory(op->above,op->above); 986 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 987 esrv_update_item (UPD_FACE, op->above, op->above);
927 988
928 /* update players death & WoR home-position */ 989 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 990 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 991 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 992 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 993 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 994 player->contr->bed_y = EXIT_Y (op);
934 } 995 }
935 else 996 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 997 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 998
939 999 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 1000 }
943} 1001}
944 1002
945/* firewalls fire other spells. 1003/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1004 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1005 * walls can have hp, so they can be torn down.
948 */ 1006 */
1007void
949void move_firewall(object *op) { 1008move_firewall (object *op)
1009{
950 object *spell; 1010 object *spell;
951 1011
952 if ( ! op->map) 1012 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1013 return; /* dm has created a firewall in his inventory */
954 1014
955 spell = op->inv; 1015 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1016
1017 if (!spell || spell->type != SPELL)
1018 spell = op->other_arch;
1019
957 if (!spell) { 1020 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 } 1021 {
1022 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1023 return;
1024 }
962 1025
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1026 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1027}
965
966 1028
967/* move_player_mover: this function takes a "player mover" as an 1029/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1030 * argument, and performs the function of a player mover, which is:
969 * 1031 *
970 * a player mover finds any players that are sitting on it. It 1032 * 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. 1033 * 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, 1034 * 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, 1035 * 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 1036 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1037 */
1038void
976void move_player_mover(object *op) { 1039move_player_mover (object *op)
977 object *victim, *nextmover; 1040{
978 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
979 sint16 nx, ny; 1042 sint16 nx, ny;
980 mapstruct *m; 1043 maptile *m;
981 1044
982 /* Determine direction now for random movers so we do the right thing */ 1045 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1046 if (!dir)
1047 dir = rndm (1, 8);
984 1048
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1049 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1052 (victim->move_type & op->move_type || !victim->move_type))
1053 {
988 1054
989 if (victim->head) victim = victim->head; 1055 if (victim->head)
1056 victim = victim->head;
990 1057
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1059 {
993 free_object(op); 1060 op->remove ();
994 return; 1061 return;
995 } 1062 }
1063
996 nx = op->x+freearr_x[dir]; 1064 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1065 ny = op->y + freearr_y[dir];
998 m = op->map; 1066 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1069 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); 1070 return;
1002 return ; 1071 }
1003 } 1072
1004
1005 if (should_director_abort(op, victim)) return ; 1073 if (should_director_abort (op, victim))
1074 return;
1006 1075
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1076 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 {
1008 if(nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1079 nextmover->speed_left = -.99f;
1080
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1082 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1083 }
1013 }
1014 1084
1015 if(victim->type==PLAYER) { 1085 if (victim->type == PLAYER)
1086 {
1016 /* only level >=1 movers move people */ 1087 /* only level >=1 movers move people */
1017 if(op->level) { 1088 if (op->level)
1089 {
1018 /* Following is a bit of hack. We need to make sure it 1090 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1091 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1092 * place. This can happen if the player used a spell to
1021 * get to this space. 1093 * get to this space.
1022 */ 1094 */
1023 victim->contr->fire_on=0; 1095 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1096 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1097 move_player (victim, dir);
1026 } 1098 }
1027 else return; 1099 else
1028 } 1100 return;
1029 else move_object(victim,dir); 1101 }
1102 else
1103 move_object (victim, dir);
1030 1104
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1105 if (!op->stats.maxsp && op->attacktype)
1106 op->stats.maxsp = 2;
1032 1107
1033 if(op->attacktype) { /* flag to paralyze the player */ 1108 if (op->attacktype)
1034 1109 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1110 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 1111 }
1037 * would sometimes get -inf speed_left, and from the 1112 }
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 } 1113 }
1046} 1114}
1047 1115
1048/* 1116/*
1049 * Will duplicate a specified object placed on top of it. 1117 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1118 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1119 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1120 * other_arch: the object to look for and duplicate.
1053 */ 1121 */
1054 1122
1123void
1055void move_duplicator(object *op) { 1124move_duplicator (object *op)
1125{
1056 object *tmp; 1126 object *tmp;
1057 1127
1058 if ( !op->other_arch ) { 1128 if (!op->other_arch)
1129 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1130 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1131 return;
1061 } 1132 }
1062 1133
1063 if (op->above == NULL) 1134 if (op->above == NULL)
1064 return; 1135 return;
1136
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1137 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1138 {
1139 if (op->other_arch->archname == tmp->arch->archname)
1140 {
1067 if (op->level <= 0) { 1141 if (op->level <= 0)
1068 remove_ob(tmp); 1142 tmp->destroy ();
1069 free_object(tmp); 1143 else
1070 } else { 1144 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1145 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1146
1073 new_nrof = 1UL<<31; 1147 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1148 new_nrof = 1UL << 31;
1075 } 1149
1076 break; 1150 tmp->nrof = new_nrof;
1077 } 1151 }
1152
1153 break;
1154 }
1078 } 1155 }
1079} 1156}
1080 1157
1081/* move_creator (by peterm) 1158/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1159 * 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 1167 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1168 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1169 * outside of the map which would cause the server to crash
1093*/ 1170*/
1094 1171
1172void
1095void move_creator(object *creator) { 1173move_creator (object *creator)
1174{
1096 object *new_ob; 1175 object *new_ob;
1097 1176
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1177 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1178 {
1099 creator->stats.hp=-1; 1179 creator->stats.hp = -1;
1100 return; 1180 return;
1101 } 1181 }
1102 1182
1103 if (creator->inv != NULL) { 1183 if (creator->inv != NULL)
1184 {
1104 object *ob; 1185 object *ob;
1105 int i; 1186 int i;
1106 object *ob_to_copy; 1187 object *ob_to_copy;
1107 1188
1108 /* select random object from inventory to copy */ 1189 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1190 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1191 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1192 {
1111 if (rndm(0, i) == 0) { 1193 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1194 {
1113 } 1195 ob_to_copy = ob;
1114 } 1196 }
1197 }
1115 new_ob = object_create_clone(ob_to_copy); 1198 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1199 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1200 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1201 }
1202 else
1203 {
1119 if (creator->other_arch == NULL) { 1204 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); 1205 {
1206 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1207 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1208 return;
1122 } 1209 }
1123 1210
1124 new_ob = object_create_arch(creator->other_arch); 1211 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1213 }
1127 1214
1128 /* Make sure this multipart object fits */ 1215 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1216 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1217 {
1218 new_ob->destroy ();
1219 return;
1220 }
1133 1221
1222 // for now lets try to identify everything generated here, it mostly
1223 // happens automated, so this will at least fix many identify-experience holes
1224 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1225
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1226 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1228 return;
1137 1229
1138 if (creator->slaying) { 1230 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1231 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1232 new_ob->name = new_ob->title = creator->slaying;
1141 } 1233 }
1142} 1234}
1143 1235
1144/* move_marker --peterm@soda.csua.berkeley.edu 1236/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1237 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1239 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1240 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1241 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1242 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.*/ 1243 unless hp was zero to start with, in which case it is infinite.*/
1152 1244void
1153void move_marker(object *op) { 1245move_marker (object *op)
1154 object *tmp,*tmp2; 1246{
1155 1247 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1248 {
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 */ 1249 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1250 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1254 {
1255 tmp->force_add (op->slaying, op->stats.food);
1256
1257 if (op->msg)
1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1259
1260 if (op->stats.hp > 0)
1261 {
1262 op->stats.hp--;
1263
1264 if (op->stats.hp == 0)
1265 {
1266 /* marker expires--granted mark number limit */
1267 op->destroy ();
1268 return;
1269 }
1270 }
1271 }
1165 } 1272 }
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} 1273}
1212 1274
1275void
1213int process_object(object *op) { 1276process_object (object *op)
1277{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1279 return;
1216 1280
1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1282 return;
1283
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1286 return;
1220 1287
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1288 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 } 1289 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1290 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 1291
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)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1293 make_sure_seen (op);
1248 free_object(op); 1294 }
1249 } 1295
1250 return 1; 1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1251 } 1301 {
1252 /* Lauwenmark: Handle for plugin time event */ 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1303 {
1304 change_object (op);
1305 return;
1306 }
1307
1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1309 generate_monster (op);
1310
1311 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1312 {
1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1314 remove_force (op);
1315 else
1316 {
1317 /* If necessary, delete the item from the players inventory */
1318 object *pl = op->in_player ();
1319
1320 if (pl)
1321 esrv_del_item (pl->contr, op->count);
1322
1323 op->remove ();
1324
1325 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1326 make_sure_not_seen (op);
1327
1328 op->destroy ();
1329 }
1330
1331 return;
1332 }
1333 }
1334
1254 switch(op->type) { 1335 switch (op->type)
1255 case TRANSPORT: 1336 {
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: 1337 case SPELL_EFFECT:
1265 move_spell_effect(op); 1338 move_spell_effect (op);
1266 return 1; 1339 break;
1267 1340
1268 case ROD: 1341 case ROD:
1269 case HORN: 1342 case HORN:
1270 regenerate_rod(op); 1343 regenerate_rod (op);
1271 return 1; 1344 break;
1272 1345
1273 case FORCE: 1346 case FORCE:
1274 case POTION_EFFECT: 1347 case POTION_EFFECT:
1275 remove_force(op); 1348 remove_force (op);
1276 return 1; 1349 break;
1277 1350
1278 case BLINDNESS: 1351 case BLINDNESS:
1279 remove_blindness(op); 1352 remove_blindness (op);
1280 return 0; 1353 break;
1281 1354
1282 case POISONING: 1355 case POISONING:
1283 poison_more(op); 1356 poison_more (op);
1284 return 0; 1357 break;
1285 1358
1286 case DISEASE: 1359 case DISEASE:
1287 move_disease(op); 1360 move_disease (op);
1288 return 0; 1361 break;
1289 1362
1290 case SYMPTOM: 1363 case SYMPTOM:
1291 move_symptom(op); 1364 move_symptom (op);
1292 return 0; 1365 break;
1293 1366
1294 case THROWN_OBJ: 1367 case THROWN_OBJ:
1295 case ARROW: 1368 case ARROW:
1296 move_arrow(op); 1369 move_arrow (op);
1297 return 0; 1370 break;
1298 1371
1299 case LIGHTNING: /* It now moves twice as fast */ 1372 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1373 remove_door (op);
1305 return 0; 1374 break;
1306 1375
1307 case LOCKED_DOOR: 1376 case LOCKED_DOOR:
1308 remove_door2(op); 1377 remove_door2 (op);
1309 return 0; 1378 break;
1310 1379
1311 case TELEPORTER: 1380 case TELEPORTER:
1312 move_teleporter(op); 1381 move_teleporter (op);
1313 return 0; 1382 break;
1314 1383
1315 case GOLEM: 1384 case GOLEM:
1316 move_golem(op); 1385 move_golem (op);
1317 return 0; 1386 break;
1318 1387
1319 case EARTHWALL: 1388 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1389 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1390 break;
1322 1391
1323 case FIREWALL: 1392 case FIREWALL:
1324 move_firewall(op); 1393 move_firewall (op);
1325 if (op->stats.maxsp) 1394 if (op->stats.maxsp)
1326 animate_turning(op); 1395 animate_turning (op);
1327 return 0; 1396 break;
1328 1397
1329 case MOOD_FLOOR: 1398 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1399 do_mood_floor (op);
1331 return 0; 1400 break;
1332 1401
1333 case GATE: 1402 case GATE:
1334 move_gate(op); 1403 move_gate (op);
1335 return 0; 1404 break;
1336 1405
1337 case TIMED_GATE: 1406 case TIMED_GATE:
1338 move_timed_gate(op); 1407 move_timed_gate (op);
1339 return 0; 1408 break;
1340 1409
1341 case TRIGGER: 1410 case TRIGGER:
1342 case TRIGGER_BUTTON: 1411 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1412 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1413 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1414 animate_trigger (op);
1346 return 0; 1415 break;
1347 1416
1348 case DETECTOR: 1417 case DETECTOR:
1349 move_detector(op); 1418 move_detector (op);
1350 1419
1351 case DIRECTOR: 1420 case DIRECTOR:
1352 if (op->stats.maxsp) 1421 if (op->stats.maxsp)
1353 animate_turning(op); 1422 animate_turning (op);
1354 return 0; 1423 break;
1355 1424
1356 case HOLE: 1425 case HOLE:
1357 move_hole(op); 1426 move_hole (op);
1358 return 0; 1427 break;
1359 1428
1360 case DEEP_SWAMP: 1429 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1430 move_deep_swamp (op);
1362 return 0; 1431 break;
1363 1432
1364 case RUNE: 1433 case RUNE:
1365 case TRAP: 1434 case TRAP:
1366 move_rune(op); 1435 move_rune (op);
1367 return 0; 1436 break;
1368 1437
1369 case PLAYERMOVER: 1438 case PLAYERMOVER:
1370 move_player_mover(op); 1439 move_player_mover (op);
1371 return 0; 1440 break;
1372 1441
1373 case CREATOR: 1442 case CREATOR:
1374 move_creator(op); 1443 move_creator (op);
1375 return 0; 1444 break;
1376 1445
1377 case MARKER: 1446 case MARKER:
1378 move_marker(op); 1447 move_marker (op);
1379 return 0; 1448 break;
1380 1449
1381 case PLAYER_CHANGER: 1450 case PLAYER_CHANGER:
1382 move_player_changer(op); 1451 move_player_changer (op);
1383 return 0; 1452 break;
1384 1453
1385 case PEACEMAKER: 1454 case PEACEMAKER:
1386 move_peacemaker(op); 1455 move_peacemaker (op);
1387 return 0; 1456 break;
1388 }
1389 1457
1390 return 0; 1458 case PLAYER:
1459 // players have their own speed-management, so undo the --speed_left
1460 ++op->speed_left;
1461 break;
1462 }
1391} 1463}
1464

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