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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 1.65 by root, Mon Aug 27 05:40:57 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)
93{
94 if (!gen->map)
95 return;
96
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return;
99
100 object *op;
90 int i; 101 int i;
91 object *op,*head=NULL;
92 102
93 int qty=0; 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 } 104 {
102 /*First count numer of objects in inv*/ 105 // either copy one item from the inventory...
103 for (op=gen->inv;op;op=op->below) 106 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; 107 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126 108
127void generate_monster_arch(object *gen) { 109 // first select one item from the inventory
128 int i; 110 int index = 0;
129 object *op,*head=NULL,*prev=NULL; 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
130 archetype *at=gen->other_arch; 112 if (!rndm (++index))
113 op = tmp;
131 114
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); 115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
145 if (i==-1) return; 116 if (i < 0)
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; 117 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175 118
176} 119 op = object_create_clone (op);
177 120
178void remove_force(object *op) { 121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
179 if (--op->duration > 0) return; 122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
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 } 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
187 130
188 default: 131 op = arch_to_object (gen->other_arch);
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 } 132 }
194 } 133 else
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return; 134 return;
202 CLEAR_FLAG(op, FLAG_APPLIED); 135
203 if(op->env!=NULL) { 136 op->expand_tail ();
204 change_abil(op->env,op); 137
205 fix_player(op->env); 138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
139 {
140 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty);
142
143 if (op->has_random_items ())
144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
145
146 return;
206 } 147 }
207 remove_ob(op);
208 free_object(op);
209}
210 148
211void poison_more(object *op) { 149 op->destroy ();
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 150}
213 remove_ob(op); 151
214 free_object(op); 152void
153remove_force (object *op)
154{
155 if (--op->duration > 0)
215 return; 156 return;
216 } 157
217 if(op->stats.food==1) { 158 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 159 switch (op->subtype)
219 * will not do anything. 160 {
220 */ 161 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 162 CLEAR_FLAG (op->env, FLAG_CONFUSED);
163 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
164
165 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 166 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 167 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 168 op->env->update_stats ();
225 } 169 }
226 remove_ob(op); 170
227 free_object(op); 171 op->destroy ();
172}
173
174void
175remove_blindness (object *op)
176{
177 if (--op->stats.food > 0)
228 return; 178 return;
179
180 CLEAR_FLAG (op, FLAG_APPLIED);
181
182 if (op->env)
183 {
184 change_abil (op->env, op);
185 op->env->update_stats ();
229 } 186 }
187
188 op->destroy ();
189}
190
191void
192poison_more (object *op)
193{
194 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
195 {
196 op->destroy ();
197 return;
198 }
199
200 if (op->stats.food == 1)
201 {
202 /* need to unapply the object before update_stats is called, else fix_player
203 * will not do anything.
204 */
205 if (op->env->type == PLAYER)
206 {
207 CLEAR_FLAG (op, FLAG_APPLIED);
208 op->env->update_stats ();
209 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
210 }
211
212 op->destroy ();
213 return;
214 }
215
230 if(op->env->type==PLAYER) { 216 if (op->env->type == PLAYER)
217 {
231 op->env->stats.food--; 218 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 220 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 221
222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
223}
239 224
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 225
226void
227move_gate (object *op)
228{ /* 1 = going down, 0 = going up */
241 object *tmp; 229 object *tmp;
242 230
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
232 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 233 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; 234 op->stats.wc = 0;
249 } 235 }
250 236
251 /* We're going down */ 237 /* We're going down */
252 if(op->value) { 238 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 239 {
240 if (--op->stats.wc <= 0)
241 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 242 op->stats.wc = 0;
255 if(op->arch->clone.speed) 243 if (op->arch->speed)
256 op->value=0; 244 op->value = 0;
257 else { 245 else
258 op->speed = 0; 246 op->set_speed (0);
259 update_ob_speed(op); 247 }
260 } 248
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 249 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
250 {
263 op->move_block = 0; 251 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 252 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 253 update_all_los (op->map, op->x, op->y);
266 } 254 }
255
267 SET_ANIMATION(op, op->stats.wc); 256 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 257 update_object (op, UP_OBJ_CHANGE);
269 return; 258 return;
270 } 259 }
271 260
272 /* We're going up */ 261 /* We're going up */
273 262
274 /* First, lets see if we are already at the top */ 263 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 264 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
265 {
276 266
277 /* Check to make sure that only non pickable and non rollable 267 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 268 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 269 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 270 * the gate slightly.
281 */ 271 */
282 272
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 273 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 274 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) 275 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 276
289 if (tmp==NULL) { 277 if (!tmp)
278 {
290 if(op->arch->clone.speed) 279 if (op->arch->speed)
291 op->value=1; 280 op->value = 1;
292 else { 281 else
293 op->speed = 0; 282 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 283
284 return;
285 }
295 } 286 }
296 return;
297 }
298 }
299 287
300 if(op->stats.food) { /* The gate is going temporarily down */ 288 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 289 { /* The gate is going temporarily down */
290 if (--op->stats.wc <= 0)
291 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 292 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 293 op->stats.wc = 0;
304 } 294 }
295 }
296 else
305 } else { /* The gate is still going up */ 297 { /* The gate is still going up */
306 op->stats.wc++; 298 op->stats.wc++;
307 299
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 302
311 /* If there is something on top of the gate, we try to roll it off. 303 /* 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 304 * If a player/monster, we don't roll, we just hit them with damage
313 */ 305 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 {
315 /* Halfway or further, check blocks */ 308 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 309 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
318 312
319 if(tmp!=NULL) { 313 if (tmp)
314 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
316 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 318 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 319
324 "You are crushed by the %s!",op->name); 320 if (tmp->type == PLAYER)
325 } else 321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
322 }
326 /* If the object is not alive, and the object either can 323 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 324 * be picked up or the object rolls, move the object
328 * off the gate. 325 * off the gate.
329 */ 326 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 327 else 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) 328 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 329 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 331
336 /* If there is a free spot, move the object someplace */ 332 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 333 if (i != -1)
338 remove_ob(tmp); 334 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 335 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 337 insert_ob_in_map (tmp, op->map, op, 0);
342 } 338 }
343 } 339 }
340 }
344 341
345 /* See if there is still anything blocking the gate */ 342 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 343 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 344 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) 345 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 346
352 /* IF there is, start putting the gate down */ 347 /* IF there is, start putting the gate down */
353 if(tmp) { 348 if (tmp)
354 op->stats.food=1; 349 op->stats.food = 1;
355 } else { 350 else
351 {
356 op->move_block = MOVE_ALL; 352 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 353
354 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 355 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 356 update_all_los (op->map, op->x, op->y);
360 } 357 }
361 } /* gate is halfway up */ 358 } /* gate is halfway up */
362 359
363 SET_ANIMATION(op, op->stats.wc); 360 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 361 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 362 } /* gate is going up */
366} 363}
367 364
368/* hp : how long door is open/closed 365/* hp : how long door is open/closed
369 * maxhp : initial value for hp 366 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 367 * sp : 1 = open, 0 = close
371 */ 368 */
369void
372void move_timed_gate(object *op) 370move_timed_gate (object *op)
373{ 371{
374 int v = op->value; 372 int v = op->value;
375 373
376 if (op->stats.sp) { 374 if (op->stats.sp)
375 {
377 move_gate(op); 376 move_gate (op);
377
378 if (op->value != v) /* change direction ? */ 378 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 379 op->stats.sp = 0;
380 return; 380 return;
381 } 381 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 382
383 if (--op->stats.hp <= 0)
384 { /* keep gate down */
383 move_gate(op); 385 move_gate (op);
384 if (op->value != v) { /* ready ? */ 386
385 op->speed = 0; 387 if (op->value != v)
386 update_ob_speed(op); 388 op->set_speed (0);
387 }
388 } 389 }
389} 390}
390 391
391/* slaying: name of the thing the detector is to look for 392/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 393 * speed: frequency of 'glances'
393 * connected: connected value of detector 394 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 395 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 396 * -1 if detection unsets buttons
396 */ 397 */
397 398
399void
398void move_detector(object *op) 400move_detector (object *op)
399{ 401{
400 object *tmp; 402 object *tmp;
401 int last = op->value; 403 int last = op->value;
402 int detected; 404 int detected;
405
403 detected = 0; 406 detected = 0;
404 407
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 408 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above)
409 {
406 object *tmp2; 410 object *tmp2;
407 if(op->stats.hp) { 411
412 if (op->stats.hp)
413 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 414 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 415 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 416 if (op->slaying && op->slaying == tmp->name)
411 } 417 detected = 1;
412 } 418
419 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
420 detected = 1;
421 }
422 }
423
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 424 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 425 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 426 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 427 detected = 1;
418 } 428 }
419 429
420 /* the detector sets the button if detection is found */ 430 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 431 if (op->stats.sp == 1)
432 {
422 if(detected && last == 0) { 433 if (detected && last == 0)
434 {
423 op->value = 1; 435 op->value = 1;
424 push_button(op); 436 push_button (op);
425 } 437 }
438
426 if(!detected && last == 1) { 439 if (!detected && last == 1)
440 {
427 op->value = 0; 441 op->value = 0;
428 push_button(op); 442 push_button (op);
429 } 443 }
430 } 444 }
431 else { /* in this case, we unset buttons */ 445 else
446 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 447 if (detected && last == 1)
448 {
433 op->value = 0; 449 op->value = 0;
434 push_button(op); 450 push_button (op);
435 } 451 }
452
436 if(!detected && last == 0) { 453 if (!detected && last == 0)
454 {
437 op->value = 1; 455 op->value = 1;
438 push_button(op); 456 push_button (op);
439 } 457 }
440 } 458 }
441} 459}
442 460
443 461
462void
444void animate_trigger (object *op) 463animate_trigger (object *op)
445{ 464{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 465 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
466 {
447 op->stats.wc = 0; 467 op->stats.wc = 0;
448 check_trigger(op,NULL); 468 check_trigger (op, NULL);
469 }
449 } else { 470 else
471 {
450 SET_ANIMATION(op, op->stats.wc); 472 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 473 update_object (op, UP_OBJ_FACE);
452 } 474 }
453} 475}
454 476
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 477void
478move_hole (object *op)
479{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 480 object *next, *tmp;
457 481
458 if(op->value) { /* We're opening */ 482 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 483 { /* We're opening */
484 if (--op->stats.wc <= 0)
485 { /* Opened, let's stop */
460 op->stats.wc=0; 486 op->stats.wc = 0;
461 op->speed = 0; 487 op->set_speed (0);
462 update_ob_speed(op);
463 488
464 /* Hard coding this makes sense for holes I suppose */ 489 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 490 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 491 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 492 {
468 move_apply(op,tmp,tmp); 493 next = tmp->above;
469 } 494 move_apply (op, tmp, tmp);
470 } 495 }
471 SET_ANIMATION(op, op->stats.wc); 496 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 497
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); 498 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 499 update_object (op, UP_OBJ_FACE);
500 return;
501 }
502 /* We're closing */
503 op->move_on = 0;
504
505 op->stats.wc++;
506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
507 op->stats.wc = NUM_ANIMATIONS (op) - 1;
508
509 SET_ANIMATION (op, op->stats.wc);
510 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 511 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 512 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 513}
489 514
490 515
491/* stop_item() returns a pointer to the stopped object. The stopped object 516/* 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 517 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 523 * it, NULL is returned.
499 * 524 *
500 * fix_stopped_item() should be used if the stopped item should be put on 525 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 526 * the map.
502 */ 527 */
528object *
503object *stop_item (object *op) 529stop_item (object *op)
504{ 530{
505 if (op->map == NULL) 531 if (op->map == NULL)
532 return op;
533
534 switch (op->type)
535 {
536 case THROWN_OBJ:
537 {
538 object *payload = op->inv;
539
540 if (payload == NULL)
541 return NULL;
542 payload->remove ();
543 op->destroy ();
544 return payload;
545 }
546
547 case ARROW:
548 if (op->has_active_speed ())
549 op = fix_stopped_arrow (op);
506 return op; 550 return op;
507 551
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: 552 default:
527 return op; 553 return op;
528 } 554 }
529} 555}
530 556
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 557/* 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. 558 * Inserts item into the old map, or merges it if it already is on the map.
533 * 559 *
534 * 'map' must be the value of op->map before stop_item() was called. 560 * 'map' must be the value of op->map before stop_item() was called.
535 */ 561 */
562void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 563fix_stopped_item (object *op, maptile *map, object *originator)
537{ 564{
538 if (map == NULL) 565 if (map == NULL)
539 return; 566 return;
567
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 568 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 569 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 570 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 571 merge_ob (op, NULL); /* only some arrows actually need this */
544} 572}
545 573
546 574object *
547object *fix_stopped_arrow (object *op) 575fix_stopped_arrow (object *op)
548{ 576{
549 if(rndm(0, 99) < op->stats.food) { 577 if (rndm (0, 99) < op->stats.food)
578 {
550 /* Small chance of breaking */ 579 /* Small chance of breaking */
551 remove_ob (op); 580 op->destroy ();
552 free_object(op);
553 return NULL; 581 return NULL;
554 } 582 }
555 583
584 op->set_speed (0);
556 op->direction=0; 585 op->direction = 0;
557 op->move_on=0; 586 op->move_on = 0;
558 op->move_type=0; 587 op->move_type = 0;
559 op->speed = 0; 588 op->skill = 0; // really?
560 update_ob_speed(op); 589
590 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 591 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 592 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 593 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 594
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 595 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 596 {
597 op->slaying = op->spellarg;
572 free(op->spellarg); 598 free (op->spellarg);
573 op->spellarg = NULL; 599 op->spellarg = 0;
600 }
574 } else 601 else
575 op->slaying = NULL; 602 op->slaying = 0;
576 603
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 604 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 605 op->spellarg = NULL;
579 op->stats.sp = 0; 606 op->stats.sp = 0;
580 op->stats.hp = 0; 607 op->stats.hp = 0;
581 op->stats.grace = 0; 608 op->stats.grace = 0;
582 op->level = 0; 609 op->level = 0;
583 op->face=op->arch->clone.face; 610 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 611 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 612 update_object (op, UP_OBJ_CHANGE);
586 return op; 613 return op;
587} 614}
588 615
589/* stop_arrow() - what to do when a non-living flying object 616/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 617 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 618 * here too. -b.t.
592 * 619 *
593 * Returns a pointer to the stopped object (which will have been removed 620 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 621 * from maps or inventories), or NULL if was destroyed.
595 */ 622 */
596 623static void
597static void stop_arrow (object *op) 624stop_arrow (object *op)
598{ 625{
599 /* Lauwenmark: Handle for plugin stop event */ 626 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 627 return;
628
601 if (op->inv) { 629 if (op->inv)
630 {
602 object *payload = op->inv; 631 object *payload = op->inv;
603 remove_ob (payload); 632
604 clear_owner(payload); 633 payload->remove ();
634 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 635 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 636 op->destroy ();
607 free_object (op); 637 }
608 } else { 638 else
639 {
609 op = fix_stopped_arrow (op); 640 op = fix_stopped_arrow (op);
641
610 if (op) 642 if (op)
611 merge_ob (op, NULL); 643 merge_ob (op, 0);
612 } 644 }
613} 645}
614 646
615/* Move an arrow along its course. op is the arrow or thrown object. 647/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 648 */
617 649void
618void move_arrow(object *op) { 650move_arrow (object *op)
651{
619 object *tmp; 652 object *tmp;
620 sint16 new_x, new_y; 653 sint16 new_x, new_y;
621 int was_reflected, mflags; 654 int was_reflected, mflags;
622 mapstruct *m; 655 maptile *m;
623 656
624 if(op->map==NULL) { 657 if (op->map == NULL)
658 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 660 op->destroy ();
627 free_object(op); 661 return;
628 return;
629 } 662 }
630 663
631 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 665 if (op->type == THROWN_OBJ)
666 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 667 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 668 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 669 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 670 * 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 671 * 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, 672 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
640 */ 674 */
641 if (op->inv == NULL) { 675 if (op->inv == NULL)
642 remove_ob(op); 676 {
643 free_object(op); 677 op->destroy ();
644 return; 678 return;
645 } 679 }
680
646 if(op->last_sp-- < 0) { 681 if (op->last_sp-- < 0)
682 {
647 stop_arrow (op); 683 stop_arrow (op);
648 return; 684 return;
649 } 685 }
650 } 686 }
651 687
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 688 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 689 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 690 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 691 {
692 stop_arrow (op);
693 return;
694 }
658 695
659 /* Calculate target map square */ 696 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 697 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 698 new_y = op->y + DIRY (op);
662 was_reflected = 0; 699 was_reflected = 0;
663 700
664 m = op->map; 701 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 702 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 703
667 if (mflags & P_OUT_OF_MAP) { 704 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 705 {
706 stop_arrow (op);
707 return;
708 }
671 709
672 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 711 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
677 712 {
713 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break;
716
678 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
680 * move into it. 719 * move into it.
681 */ 720 */
682
683 if (tmp != NULL && tmp != op->owner) { 721 if (tmp && tmp != op->owner)
722 {
684 /* Found living object, but it is reflecting the missile. Update 723 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
687 */ 726 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
728 {
729 int number = op->face;
688 730
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); 731 op->direction = absdir (op->direction + 4);
695 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
703 } 734 }
704 else { 735 else
736 {
705 /* Attack the object. */ 737 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 738 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 739
708 return; 740 if (!op)
709 } 741 return;
710 } /* if this is not hitting its owner */ 742 }
743 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
712 745
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 746 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 747 {
748 int retry = 0;
716 749
717 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 752 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 753 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 754 * place, so I don't consider that a problem.
722 */ 755 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
757 {
724 stop_arrow (op); 758 stop_arrow (op);
725 return; 759 return;
726 } else { 760 }
761 else
762 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 763 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 764 if (op->direction & 1)
765 {
729 op->direction=absdir(op->direction+4); 766 op->direction = absdir (op->direction + 4);
730 retry=1; 767 retry = 1;
731 } 768 }
732 /* There were two blocks with identical code - 769 /* There were two blocks with identical code -
733 * use this retry here to make this one block 770 * use this retry here to make this one block
734 * that did the same thing. 771 * that did the same thing.
735 */ 772 */
736 while (retry<2) { 773 while (retry < 2)
774 {
737 int left, right, mflags; 775 int left, right, mflags;
738 mapstruct *m1; 776 maptile *m1;
739 sint16 x1, y1; 777 sint16 x1, y1;
740 778
741 retry++; 779 retry++;
742 780
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 781 /* 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 782 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 783 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 784 * op->direction-1 or op->direction+1 does not exist.
747 */ 785 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 786 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); 787 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))); 788 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 789
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 790 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); 791 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))); 792 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 793
756 if(left==right) 794 if (left == right)
757 op->direction=absdir(op->direction+4); 795 op->direction = absdir (op->direction + 4);
758 else if(left) 796 else if (left)
759 op->direction=absdir(op->direction+2); 797 op->direction = absdir (op->direction + 2);
760 else if(right) 798 else if (right)
761 op->direction=absdir(op->direction-2); 799 op->direction = absdir (op->direction - 2);
762 800
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 801 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 802
765 /* If this space is not out of the map and not blocked, valid space - 803 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 804 * don't need to retry again.
767 */ 805 */
768 if (!(mflags & P_OUT_OF_MAP) && 806 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; 807 break;
770 808
771 } 809 }
772 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 811 * top it from moving.
774 */ 812 */
775 if (retry==2) { 813 if (retry == 2)
776 stop_arrow (op); 814 {
777 return; 815 stop_arrow (op);
778 } 816 return;
817 }
779 /* update object image for new facing */ 818 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 820 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 821 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 822 } /* object is reflected */
784 } /* object ran into a wall */ 823 } /* object ran into a wall */
785 824
786 /* Move the arrow. */ 825 /* Move the arrow. */
787 remove_ob (op); 826 op->remove ();
788 op->x = new_x; 827 op->x = new_x;
789 op->y = new_y; 828 op->y = new_y;
790 829
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 830 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 831 * about 17 squares. Tune as needed.
793 */ 832 */
794 op->speed -= 0.05; 833 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 834 insert_ob_in_map (op, m, op, 0);
796} 835}
797 836
798/* This routine doesnt seem to work for "inanimate" objects that 837/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 838 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 839 * Modified this routine to allow held objects. b.t. */
801 840
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 841void
803 object *tmp,*env,*pl; 842change_object (object *op)
843{ /* Doesn`t handle linked objs yet */
804 int i,j; 844 int i, j;
805 845
806 if(op->other_arch==NULL) { 846 if (op->other_arch == NULL)
847 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 848 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
849 return;
850 }
851
852 /* In non-living items only change when food value is 0 */
853 if (!QUERY_FLAG (op, FLAG_ALIVE))
854 {
855 if (op->stats.food-- > 0)
856 return;
857 else
858 op->stats.food = 1; /* so 1 other_arch is made */
859 }
860
861 object *pl = op->in_player ();
862 object *env = op->env;
863
864 op->remove ();
865 for (i = 0; i < NROFNEWOBJS (op); i++)
866 {
867 object *tmp = arch_to_object (op->other_arch);
868
869 if (op->type == LAMP)
870 tmp->stats.food = op->stats.food - 1;
871
872 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
873 if (env)
874 {
875 tmp->x = env->x, tmp->y = env->y;
876 tmp = insert_ob_in_ob (tmp, env);
877
878 /* If this object is the players inventory, we need to tell the
879 * client of the change. Insert_ob_in_map takes care of the
880 * updating the client, so we don't need to do that below.
881 */
882 if (pl)
883 {
884 esrv_del_item (pl->contr, op->count);
885 esrv_send_item (pl, tmp);
886 }
887 }
888 else
889 {
890 j = find_first_free_spot (tmp, op->map, op->x, op->y);
891 if (j == -1) /* No free spot */
892 tmp->destroy ();
893 else
894 {
895 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
896 insert_ob_in_map (tmp, op->map, op, 0);
897 }
898 }
899 }
900
901 op->destroy ();
902}
903
904void
905move_teleporter (object *op)
906{
907 object *tmp, *head = op;
908
909 /* if this is a multipart teleporter, handle the other parts
910 * The check for speed isn't strictly needed - basically, if
911 * there is an old multipart teleporter in which the other parts
912 * have speed, we don't really want to call it twice for the same
913 * function - in fact, as written below, part N would get called
914 * N times without the speed check.
915 */
916 if (op->more && !op->more->has_active_speed ())
917 move_teleporter (op->more);
918
919 if (op->head)
920 head = op->head;
921
922 for (tmp = op->above; tmp; tmp = tmp->above)
923 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
924 break;
925
926 /* If nothing above us to move, nothing to do */
927 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 928 return;
809 }
810 929
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)) { 930 if (EXIT_PATH (head))
931 {
868 if(tmp->type==PLAYER) { 932 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 933 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 935 return;
872 enter_exit(tmp, head); 936
873 } 937 tmp->enter_exit (head);
874 else 938 }
939 else
875 /* Currently only players can transfer maps */ 940 /* 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; 941 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 942 }
943 else if (EXIT_X (head) || EXIT_Y (head))
889 } 944 {
890 else { 945 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 946 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 947 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 948 head->destroy ();
894 return; 949 return;
950 }
951
952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
953 return;
954
955 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
956 }
957 else
958 {
959 /* Random teleporter */
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
961 return;
895 teleport(head, TELEPORTER, tmp); 962 teleport (head, TELEPORTER, tmp);
896 } 963 }
897} 964}
898
899 965
900/* This object will teleport someone to a different map 966/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 967 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 968 This was invented for giving classes, but there's no reason it
903 can't be generalized. 969 can't be generalized.
904*/ 970*/
905 971void
906void move_player_changer(object *op) { 972move_player_changer (object *op)
973{
907 object *player; 974 object *player;
908 object *walk; 975 object *walk;
909 char c;
910 976
911 if (!op->above || !EXIT_PATH(op)) return; 977 if (!op->above || !EXIT_PATH (op))
978 return;
912 979
913 /* This isn't all that great - means that the player_mover 980 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 981 * needs to be on top.
915 */ 982 */
916 if(op->above->type==PLAYER) { 983 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 984 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 985 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 986 return;
987
920 player=op->above; 988 player = op->above;
989
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 990 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 991 apply_changes_to_player (player, walk);
923 992
924 fix_player(player); 993 player->update_stats ();
994
925 esrv_send_inventory(op->above,op->above); 995 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 996 esrv_update_item (UPD_FACE, op->above, op->above);
927 997
928 /* update players death & WoR home-position */ 998 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 999 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 1000 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1001 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 1002 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 1003 player->contr->bed_y = EXIT_Y (op);
934 } 1004 }
935 else 1005 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1006 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 1007
939 1008 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 1009 }
943} 1010}
944 1011
945/* firewalls fire other spells. 1012/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1013 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1014 * walls can have hp, so they can be torn down.
948 */ 1015 */
1016void
949void move_firewall(object *op) { 1017move_firewall (object *op)
1018{
950 object *spell; 1019 object *spell;
951 1020
952 if ( ! op->map) 1021 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1022 return; /* dm has created a firewall in his inventory */
954 1023
955 spell = op->inv; 1024 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1025
1026 if (!spell || spell->type != SPELL)
1027 spell = op->other_arch;
1028
957 if (!spell) { 1029 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 } 1030 {
1031 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1032 return;
1033 }
962 1034
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1035 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1036}
965
966 1037
967/* move_player_mover: this function takes a "player mover" as an 1038/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1039 * argument, and performs the function of a player mover, which is:
969 * 1040 *
970 * a player mover finds any players that are sitting on it. It 1041 * 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. 1042 * 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, 1043 * 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, 1044 * 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 1045 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1046 */
1047void
976void move_player_mover(object *op) { 1048move_player_mover (object *op)
977 object *victim, *nextmover; 1049{
978 int dir = op->stats.sp; 1050 int dir = op->stats.sp;
979 sint16 nx, ny; 1051 sint16 nx, ny;
980 mapstruct *m; 1052 maptile *m;
981 1053
982 /* Determine direction now for random movers so we do the right thing */ 1054 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1055 if (!dir)
1056 dir = rndm (1, 8);
984 1057
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1058 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1059 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1060 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1061 (victim->move_type & op->move_type || !victim->move_type))
1062 {
988 1063
989 if (victim->head) victim = victim->head; 1064 if (victim->head)
1065 victim = victim->head;
990 1066
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1067 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1068 {
993 free_object(op); 1069 op->remove ();
994 return; 1070 return;
995 } 1071 }
1072
996 nx = op->x+freearr_x[dir]; 1073 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1074 ny = op->y + freearr_y[dir];
998 m = op->map; 1075 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1076 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1077 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1078 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); 1079 return;
1002 return ; 1080 }
1003 } 1081
1004
1005 if (should_director_abort(op, victim)) return ; 1082 if (should_director_abort (op, victim))
1083 return;
1006 1084
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1085 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1086 {
1008 if(nextmover->type == PLAYERMOVER) 1087 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1088 nextmover->speed_left = -.99f;
1089
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1090 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1091 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1092 }
1013 }
1014 1093
1015 if(victim->type==PLAYER) { 1094 if (victim->type == PLAYER)
1095 {
1016 /* only level >=1 movers move people */ 1096 /* only level >=1 movers move people */
1017 if(op->level) { 1097 if (op->level)
1098 {
1018 /* Following is a bit of hack. We need to make sure it 1099 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1100 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1101 * place. This can happen if the player used a spell to
1021 * get to this space. 1102 * get to this space.
1022 */ 1103 */
1023 victim->contr->fire_on=0; 1104 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1105 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1106 move_player (victim, dir);
1026 } 1107 }
1027 else return; 1108 else
1028 } 1109 return;
1029 else move_object(victim,dir); 1110 }
1111 else
1112 move_object (victim, dir);
1030 1113
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1114 if (!op->stats.maxsp && op->attacktype)
1115 op->stats.maxsp = 2;
1032 1116
1033 if(op->attacktype) { /* flag to paralyze the player */ 1117 if (op->attacktype)
1034 1118 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1119 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 1120 }
1037 * would sometimes get -inf speed_left, and from the 1121 }
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 } 1122 }
1046} 1123}
1047 1124
1048/* 1125/*
1049 * Will duplicate a specified object placed on top of it. 1126 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1127 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1128 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1129 * other_arch: the object to look for and duplicate.
1053 */ 1130 */
1054 1131
1132void
1055void move_duplicator(object *op) { 1133move_duplicator (object *op)
1134{
1056 object *tmp; 1135 object *tmp;
1057 1136
1058 if ( !op->other_arch ) { 1137 if (!op->other_arch)
1138 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1139 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1140 return;
1061 } 1141 }
1062 1142
1063 if (op->above == NULL) 1143 if (op->above == NULL)
1064 return; 1144 return;
1145
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1146 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1147 {
1148 if (op->other_arch->archname == tmp->arch->archname)
1149 {
1067 if (op->level <= 0) { 1150 if (op->level <= 0)
1068 remove_ob(tmp); 1151 tmp->destroy ();
1069 free_object(tmp); 1152 else
1070 } else { 1153 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1154 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1155
1073 new_nrof = 1UL<<31; 1156 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1157 new_nrof = 1UL << 31;
1075 } 1158
1076 break; 1159 tmp->nrof = new_nrof;
1077 } 1160 }
1161
1162 break;
1163 }
1078 } 1164 }
1079} 1165}
1080 1166
1081/* move_creator (by peterm) 1167/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1168 * it has the creator object create it's other_arch right on top of it.
1089 * has to make sure that there is in fact space for the object. 1175 * has to make sure that there is in fact space for the object.
1090 * It should really do this for small objects also, but there is 1176 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1177 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1178 * outside of the map which would cause the server to crash
1093*/ 1179*/
1094 1180void
1095void move_creator(object *creator) { 1181move_creator (object *creator)
1182{
1096 object *new_ob; 1183 object *new_ob;
1097 1184
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1185 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1186 {
1099 creator->stats.hp=-1; 1187 creator->stats.hp = -1;
1100 return; 1188 return;
1101 } 1189 }
1102 1190
1103 if (creator->inv != NULL) { 1191 if (creator->inv != NULL)
1192 {
1104 object *ob; 1193 object *ob;
1105 int i; 1194 int i;
1106 object *ob_to_copy; 1195 object *ob_to_copy;
1107 1196
1108 /* select random object from inventory to copy */ 1197 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1198 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1199 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1200 {
1111 if (rndm(0, i) == 0) { 1201 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1202 {
1113 } 1203 ob_to_copy = ob;
1114 } 1204 }
1205 }
1115 new_ob = object_create_clone(ob_to_copy); 1206 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1207 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1208 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1209 }
1210 else
1211 {
1119 if (creator->other_arch == NULL) { 1212 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); 1213 {
1214 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1215 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1216 return;
1122 } 1217 }
1123 1218
1124 new_ob = object_create_arch(creator->other_arch); 1219 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1220 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1221 }
1127 1222
1128 /* Make sure this multipart object fits */ 1223 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1224 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1225 {
1226 new_ob->destroy ();
1227 return;
1228 }
1133 1229
1230 // for now lets try to identify everything generated here, it mostly
1231 // happens automated, so this will at least fix many identify-experience holes
1232 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1233
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1235 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1236 return;
1137 1237
1138 if (creator->slaying) { 1238 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1239 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1240 new_ob->name = new_ob->title = creator->slaying;
1141 } 1241 }
1142} 1242}
1143 1243
1144/* move_marker --peterm@soda.csua.berkeley.edu 1244/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1245 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1247 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1248 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1249 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1250 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.*/ 1251 unless hp was zero to start with, in which case it is infinite.*/
1152 1252void
1153void move_marker(object *op) { 1253move_marker (object *op)
1154 object *tmp,*tmp2; 1254{
1155 1255 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1256 {
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 */ 1257 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1258 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1259 force->destroy ();
1260
1261 if (!tmp->force_find (op->slaying))
1262 {
1263 tmp->force_add (op->slaying, op->stats.food);
1264
1265 if (op->msg)
1266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1267
1268 if (op->stats.hp > 0)
1269 {
1270 op->stats.hp--;
1271
1272 if (op->stats.hp == 0)
1273 {
1274 /* marker expires--granted mark number limit */
1275 op->destroy ();
1276 return;
1277 }
1278 }
1279 }
1165 } 1280 }
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} 1281}
1212 1282
1283void
1213int process_object(object *op) { 1284process_object (object *op)
1285{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1286 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1287 return;
1216 1288
1289 if (expect_false (INVOKE_OBJECT (TICK, op)))
1290 return;
1291
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1292 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1293 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1294 return;
1220 1295
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1296 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 } 1297 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1298 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 1299
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)) 1300 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1301 make_sure_seen (op);
1248 free_object(op); 1302 }
1249 } 1303
1250 return 1; 1304 if (expect_false (
1305 op->flag [FLAG_GENERATOR]
1306 || op->flag [FLAG_CHANGING]
1307 || op->flag [FLAG_IS_USED_UP]
1308 ))
1251 } 1309 {
1252 /* Lauwenmark: Handle for plugin time event */ 1310 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1311 {
1312 change_object (op);
1313 return;
1314 }
1315
1316 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1317 generate_monster (op);
1318
1319 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1320 {
1321 if (QUERY_FLAG (op, FLAG_APPLIED))
1322 remove_force (op);
1323 else
1324 {
1325 /* If necessary, delete the item from the players inventory */
1326 object *pl = op->in_player ();
1327
1328 if (pl)
1329 esrv_del_item (pl->contr, op->count);
1330
1331 op->remove ();
1332
1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1334 make_sure_not_seen (op);
1335
1336 op->destroy ();
1337 }
1338
1339 return;
1340 }
1341 }
1342
1254 switch(op->type) { 1343 switch (op->type)
1255 case TRANSPORT: 1344 {
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: 1345 case SPELL_EFFECT:
1265 move_spell_effect(op); 1346 move_spell_effect (op);
1266 return 1; 1347 break;
1267 1348
1268 case ROD: 1349 case ROD:
1269 case HORN: 1350 case HORN:
1270 regenerate_rod(op); 1351 regenerate_rod (op);
1271 return 1; 1352 break;
1272 1353
1273 case FORCE: 1354 case FORCE:
1274 case POTION_EFFECT: 1355 case POTION_EFFECT:
1275 remove_force(op); 1356 remove_force (op);
1276 return 1; 1357 break;
1277 1358
1278 case BLINDNESS: 1359 case BLINDNESS:
1279 remove_blindness(op); 1360 remove_blindness (op);
1280 return 0; 1361 break;
1281 1362
1282 case POISONING: 1363 case POISONING:
1283 poison_more(op); 1364 poison_more (op);
1284 return 0; 1365 break;
1285 1366
1286 case DISEASE: 1367 case DISEASE:
1287 move_disease(op); 1368 move_disease (op);
1288 return 0; 1369 break;
1289 1370
1290 case SYMPTOM: 1371 case SYMPTOM:
1291 move_symptom(op); 1372 move_symptom (op);
1292 return 0; 1373 break;
1293 1374
1294 case THROWN_OBJ: 1375 case THROWN_OBJ:
1295 case ARROW: 1376 case ARROW:
1296 move_arrow(op); 1377 move_arrow (op);
1297 return 0; 1378 break;
1298 1379
1299 case LIGHTNING: /* It now moves twice as fast */ 1380 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1381 remove_door (op);
1305 return 0; 1382 break;
1306 1383
1307 case LOCKED_DOOR: 1384 case LOCKED_DOOR:
1308 remove_door2(op); 1385 remove_door2 (op);
1309 return 0; 1386 break;
1310 1387
1311 case TELEPORTER: 1388 case TELEPORTER:
1312 move_teleporter(op); 1389 move_teleporter (op);
1313 return 0; 1390 break;
1314 1391
1315 case GOLEM: 1392 case GOLEM:
1316 move_golem(op); 1393 move_golem (op);
1317 return 0; 1394 break;
1318 1395
1319 case EARTHWALL: 1396 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1397 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1398 break;
1322 1399
1323 case FIREWALL: 1400 case FIREWALL:
1324 move_firewall(op); 1401 move_firewall (op);
1325 if (op->stats.maxsp) 1402 if (op->stats.maxsp)
1326 animate_turning(op); 1403 animate_turning (op);
1327 return 0; 1404 break;
1328 1405
1329 case MOOD_FLOOR: 1406 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1407 do_mood_floor (op);
1331 return 0; 1408 break;
1332 1409
1333 case GATE: 1410 case GATE:
1334 move_gate(op); 1411 move_gate (op);
1335 return 0; 1412 break;
1336 1413
1337 case TIMED_GATE: 1414 case TIMED_GATE:
1338 move_timed_gate(op); 1415 move_timed_gate (op);
1339 return 0; 1416 break;
1340 1417
1341 case TRIGGER: 1418 case TRIGGER:
1342 case TRIGGER_BUTTON: 1419 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1420 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1421 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1422 animate_trigger (op);
1346 return 0; 1423 break;
1347 1424
1348 case DETECTOR: 1425 case DETECTOR:
1349 move_detector(op); 1426 move_detector (op);
1350 1427
1351 case DIRECTOR: 1428 case DIRECTOR:
1352 if (op->stats.maxsp) 1429 if (op->stats.maxsp)
1353 animate_turning(op); 1430 animate_turning (op);
1354 return 0; 1431 break;
1355 1432
1356 case HOLE: 1433 case HOLE:
1357 move_hole(op); 1434 move_hole (op);
1358 return 0; 1435 break;
1359 1436
1360 case DEEP_SWAMP: 1437 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1438 move_deep_swamp (op);
1362 return 0; 1439 break;
1363 1440
1364 case RUNE: 1441 case RUNE:
1365 case TRAP: 1442 case TRAP:
1366 move_rune(op); 1443 move_rune (op);
1367 return 0; 1444 break;
1368 1445
1369 case PLAYERMOVER: 1446 case PLAYERMOVER:
1370 move_player_mover(op); 1447 move_player_mover (op);
1371 return 0; 1448 break;
1372 1449
1373 case CREATOR: 1450 case CREATOR:
1374 move_creator(op); 1451 move_creator (op);
1375 return 0; 1452 break;
1376 1453
1377 case MARKER: 1454 case MARKER:
1378 move_marker(op); 1455 move_marker (op);
1379 return 0; 1456 break;
1380 1457
1381 case PLAYER_CHANGER: 1458 case PLAYER_CHANGER:
1382 move_player_changer(op); 1459 move_player_changer (op);
1383 return 0; 1460 break;
1384 1461
1385 case PEACEMAKER: 1462 case PEACEMAKER:
1386 move_peacemaker(op); 1463 move_peacemaker (op);
1387 return 0; 1464 break;
1388 }
1389 1465
1390 return 0; 1466 case PLAYER:
1467 // players have their own speed-management, so undo the --speed_left
1468 ++op->speed_left;
1469 break;
1470 }
1391} 1471}
1472

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