ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.68 by root, Wed Sep 12 11:10:11 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 dir;
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) { 115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 116 if (dir < 0)
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; 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 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 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 mapxy pos (gen); pos.move (dir);
139
140 if (pos.insert (op, gen))
141 {
142 if (rndm (0, 9))
143 generate_artifact (op, gen->map->difficulty);
144
145 if (op->has_random_items ())
146 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
147
148 return;
206 } 149 }
207 remove_ob(op);
208 free_object(op);
209}
210 150
211void poison_more(object *op) { 151 op->destroy ();
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 152}
213 remove_ob(op); 153
214 free_object(op); 154void
155remove_force (object *op)
156{
157 if (--op->duration > 0)
215 return; 158 return;
216 } 159
217 if(op->stats.food==1) { 160 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 161 switch (op->subtype)
219 * will not do anything. 162 {
220 */ 163 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 164 CLEAR_FLAG (op->env, FLAG_CONFUSED);
165 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
166
167 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 168 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 169 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 170 op->env->update_stats ();
225 } 171 }
226 remove_ob(op); 172
227 free_object(op); 173 op->destroy ();
174}
175
176void
177remove_blindness (object *op)
178{
179 if (--op->stats.food > 0)
228 return; 180 return;
181
182 CLEAR_FLAG (op, FLAG_APPLIED);
183
184 if (op->env)
185 {
186 change_abil (op->env, op);
187 op->env->update_stats ();
229 } 188 }
189
190 op->destroy ();
191}
192
193void
194poison_more (object *op)
195{
196 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
197 {
198 op->destroy ();
199 return;
200 }
201
202 if (op->stats.food == 1)
203 {
204 /* need to unapply the object before update_stats is called, else fix_player
205 * will not do anything.
206 */
207 if (op->env->type == PLAYER)
208 {
209 CLEAR_FLAG (op, FLAG_APPLIED);
210 op->env->update_stats ();
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
212 }
213
214 op->destroy ();
215 return;
216 }
217
230 if(op->env->type==PLAYER) { 218 if (op->env->type == PLAYER)
219 {
231 op->env->stats.food--; 220 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 222 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 223
224 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
225}
239 226
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 227
228void
229move_gate (object *op)
230{ /* 1 = going down, 0 = going up */
241 object *tmp; 231 object *tmp;
242 232
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 233 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
234 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 235 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; 236 op->stats.wc = 0;
249 } 237 }
250 238
251 /* We're going down */ 239 /* We're going down */
252 if(op->value) { 240 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 241 {
242 if (--op->stats.wc <= 0)
243 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 244 op->stats.wc = 0;
255 if(op->arch->clone.speed) 245 if (op->arch->speed)
256 op->value=0; 246 op->value = 0;
257 else { 247 else
258 op->speed = 0; 248 op->set_speed (0);
259 update_ob_speed(op); 249 }
260 } 250
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 251 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
252 {
263 op->move_block = 0; 253 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 254 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 255 update_all_los (op->map, op->x, op->y);
266 } 256 }
257
267 SET_ANIMATION(op, op->stats.wc); 258 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 259 update_object (op, UP_OBJ_CHANGE);
269 return; 260 return;
270 } 261 }
271 262
272 /* We're going up */ 263 /* We're going up */
273 264
274 /* First, lets see if we are already at the top */ 265 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 266 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
267 {
276 268
277 /* Check to make sure that only non pickable and non rollable 269 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 270 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 271 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 272 * the gate slightly.
281 */ 273 */
282 274
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 275 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 276 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) 277 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 278
289 if (tmp==NULL) { 279 if (!tmp)
280 {
290 if(op->arch->clone.speed) 281 if (op->arch->speed)
291 op->value=1; 282 op->value = 1;
292 else { 283 else
293 op->speed = 0; 284 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 285
286 return;
287 }
295 } 288 }
296 return;
297 }
298 }
299 289
300 if(op->stats.food) { /* The gate is going temporarily down */ 290 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 291 { /* The gate is going temporarily down */
292 if (--op->stats.wc <= 0)
293 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 294 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 295 op->stats.wc = 0;
304 } 296 }
297 }
298 else
305 } else { /* The gate is still going up */ 299 { /* The gate is still going up */
306 op->stats.wc++; 300 op->stats.wc++;
307 301
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 302 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 303 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 304
311 /* If there is something on top of the gate, we try to roll it off. 305 /* 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 306 * If a player/monster, we don't roll, we just hit them with damage
313 */ 307 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 308 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
309 {
315 /* Halfway or further, check blocks */ 310 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 311 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ;
318 314
319 if(tmp!=NULL) { 315 if (tmp)
316 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
318 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 320 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 321
324 "You are crushed by the %s!",op->name); 322 if (tmp->type == PLAYER)
325 } else 323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 }
326 /* If the object is not alive, and the object either can 325 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 326 * be picked up or the object rolls, move the object
328 * off the gate. 327 * off the gate.
329 */ 328 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 329 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) 330 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 331 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 333
336 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 335 if (i != -1)
338 remove_ob(tmp); 336 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 337 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 338 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 339 insert_ob_in_map (tmp, op->map, op, 0);
342 } 340 }
343 } 341 }
342 }
344 343
345 /* See if there is still anything blocking the gate */ 344 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 345 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 346 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) 347 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 348
352 /* IF there is, start putting the gate down */ 349 /* IF there is, start putting the gate down */
353 if(tmp) { 350 if (tmp)
354 op->stats.food=1; 351 op->stats.food = 1;
355 } else { 352 else
353 {
356 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 355
356 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 357 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 358 update_all_los (op->map, op->x, op->y);
360 } 359 }
361 } /* gate is halfway up */ 360 } /* gate is halfway up */
362 361
363 SET_ANIMATION(op, op->stats.wc); 362 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 363 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 364 } /* gate is going up */
366} 365}
367 366
368/* hp : how long door is open/closed 367/* hp : how long door is open/closed
369 * maxhp : initial value for hp 368 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 369 * sp : 1 = open, 0 = close
371 */ 370 */
371void
372void move_timed_gate(object *op) 372move_timed_gate (object *op)
373{ 373{
374 int v = op->value; 374 int v = op->value;
375 375
376 if (op->stats.sp) { 376 if (op->stats.sp)
377 {
377 move_gate(op); 378 move_gate (op);
379
378 if (op->value != v) /* change direction ? */ 380 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 381 op->stats.sp = 0;
380 return; 382 return;
381 } 383 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 384
385 if (--op->stats.hp <= 0)
386 { /* keep gate down */
383 move_gate(op); 387 move_gate (op);
384 if (op->value != v) { /* ready ? */ 388
385 op->speed = 0; 389 if (op->value != v)
386 update_ob_speed(op); 390 op->set_speed (0);
387 }
388 } 391 }
389} 392}
390 393
391/* slaying: name of the thing the detector is to look for 394/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 395 * speed: frequency of 'glances'
393 * connected: connected value of detector 396 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 397 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 398 * -1 if detection unsets buttons
396 */ 399 */
397 400
401void
398void move_detector(object *op) 402move_detector (object *op)
399{ 403{
400 object *tmp; 404 object *tmp;
401 int last = op->value; 405 int last = op->value;
402 int detected; 406 int detected;
407
403 detected = 0; 408 detected = 0;
404 409
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 410 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
411 {
406 object *tmp2; 412 object *tmp2;
407 if(op->stats.hp) { 413
414 if (op->stats.hp)
415 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 416 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 417 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 418 if (op->slaying && op->slaying == tmp->name)
411 } 419 detected = 1;
412 } 420
421 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
422 detected = 1;
423 }
424 }
425
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 426 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 427 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 428 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 429 detected = 1;
418 } 430 }
419 431
420 /* the detector sets the button if detection is found */ 432 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 433 if (op->stats.sp == 1)
434 {
422 if(detected && last == 0) { 435 if (detected && last == 0)
436 {
423 op->value = 1; 437 op->value = 1;
424 push_button(op); 438 push_button (op);
425 } 439 }
440
426 if(!detected && last == 1) { 441 if (!detected && last == 1)
442 {
427 op->value = 0; 443 op->value = 0;
428 push_button(op); 444 push_button (op);
429 } 445 }
430 } 446 }
431 else { /* in this case, we unset buttons */ 447 else
448 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 449 if (detected && last == 1)
450 {
433 op->value = 0; 451 op->value = 0;
434 push_button(op); 452 push_button (op);
435 } 453 }
454
436 if(!detected && last == 0) { 455 if (!detected && last == 0)
456 {
437 op->value = 1; 457 op->value = 1;
438 push_button(op); 458 push_button (op);
439 } 459 }
440 } 460 }
441} 461}
442 462
443 463void
444void animate_trigger (object *op) 464animate_trigger (object *op)
445{ 465{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 466 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
467 {
447 op->stats.wc = 0; 468 op->stats.wc = 0;
448 check_trigger(op,NULL); 469 check_trigger (op, NULL);
470 }
449 } else { 471 else
472 {
450 SET_ANIMATION(op, op->stats.wc); 473 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 474 update_object (op, UP_OBJ_FACE);
452 } 475 }
453} 476}
454 477
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 478void
479move_hole (object *op)
480{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 481 object *next, *tmp;
457 482
458 if(op->value) { /* We're opening */ 483 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 484 { /* We're opening */
485 if (--op->stats.wc <= 0)
486 { /* Opened, let's stop */
460 op->stats.wc=0; 487 op->stats.wc = 0;
461 op->speed = 0; 488 op->set_speed (0);
462 update_ob_speed(op);
463 489
464 /* Hard coding this makes sense for holes I suppose */ 490 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 491 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 492 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 493 {
468 move_apply(op,tmp,tmp); 494 next = tmp->above;
469 } 495 move_apply (op, tmp, tmp);
470 } 496 }
471 SET_ANIMATION(op, op->stats.wc); 497 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 498
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); 499 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 500 update_object (op, UP_OBJ_FACE);
501 return;
502 }
503
504 /* We're closing */
505 op->move_on = 0;
506
507 op->stats.wc++;
508 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
509 op->stats.wc = NUM_ANIMATIONS (op) - 1;
510
511 SET_ANIMATION (op, op->stats.wc);
512 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 513 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 514 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 515}
489 516
490 517
491/* stop_item() returns a pointer to the stopped object. The stopped object 518/* 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 519 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 525 * it, NULL is returned.
499 * 526 *
500 * fix_stopped_item() should be used if the stopped item should be put on 527 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 528 * the map.
502 */ 529 */
530object *
503object *stop_item (object *op) 531stop_item (object *op)
504{ 532{
505 if (op->map == NULL) 533 if (op->map == NULL)
534 return op;
535
536 switch (op->type)
537 {
538 case THROWN_OBJ:
539 {
540 object *payload = op->inv;
541
542 if (payload == NULL)
543 return NULL;
544 payload->remove ();
545 op->destroy ();
546 return payload;
547 }
548
549 case ARROW:
550 if (op->has_active_speed ())
551 op = fix_stopped_arrow (op);
506 return op; 552 return op;
507 553
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: 554 default:
527 return op; 555 return op;
528 } 556 }
529} 557}
530 558
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 559/* 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. 560 * Inserts item into the old map, or merges it if it already is on the map.
533 * 561 *
534 * 'map' must be the value of op->map before stop_item() was called. 562 * 'map' must be the value of op->map before stop_item() was called.
535 */ 563 */
564void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 565fix_stopped_item (object *op, maptile *map, object *originator)
537{ 566{
538 if (map == NULL) 567 if (map == NULL)
539 return; 568 return;
569
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 570 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 571 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 572 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 573 merge_ob (op, NULL); /* only some arrows actually need this */
544} 574}
545 575
546 576object *
547object *fix_stopped_arrow (object *op) 577fix_stopped_arrow (object *op)
548{ 578{
549 if(rndm(0, 99) < op->stats.food) { 579 if (rndm (0, 99) < op->stats.food)
580 {
550 /* Small chance of breaking */ 581 /* Small chance of breaking */
551 remove_ob (op); 582 op->destroy ();
552 free_object(op);
553 return NULL; 583 return NULL;
554 } 584 }
555 585
586 op->set_speed (0);
556 op->direction=0; 587 op->direction = 0;
557 op->move_on=0; 588 op->move_on = 0;
558 op->move_type=0; 589 op->move_type = 0;
559 op->speed = 0; 590 op->skill = 0; // really?
560 update_ob_speed(op); 591
592 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 593 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 594 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 595 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 596
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 597 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 598 {
599 op->slaying = op->spellarg;
572 free(op->spellarg); 600 free (op->spellarg);
573 op->spellarg = NULL; 601 op->spellarg = 0;
602 }
574 } else 603 else
575 op->slaying = NULL; 604 op->slaying = 0;
576 605
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 606 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 607 op->spellarg = NULL;
579 op->stats.sp = 0; 608 op->stats.sp = 0;
580 op->stats.hp = 0; 609 op->stats.hp = 0;
581 op->stats.grace = 0; 610 op->stats.grace = 0;
582 op->level = 0; 611 op->level = 0;
583 op->face=op->arch->clone.face; 612 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 613 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
586 return op; 615 return op;
587} 616}
588 617
589/* stop_arrow() - what to do when a non-living flying object 618/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 619 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 620 * here too. -b.t.
592 * 621 *
593 * Returns a pointer to the stopped object (which will have been removed 622 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 623 * from maps or inventories), or NULL if was destroyed.
595 */ 624 */
596 625static void
597static void stop_arrow (object *op) 626stop_arrow (object *op)
598{ 627{
599 /* Lauwenmark: Handle for plugin stop event */ 628 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 629 return;
630
601 if (op->inv) { 631 if (op->inv)
632 {
602 object *payload = op->inv; 633 object *payload = op->inv;
603 remove_ob (payload); 634
604 clear_owner(payload); 635 payload->remove ();
636 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 637 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 638 op->destroy ();
607 free_object (op); 639 }
608 } else { 640 else
641 {
609 op = fix_stopped_arrow (op); 642 op = fix_stopped_arrow (op);
643
610 if (op) 644 if (op)
611 merge_ob (op, NULL); 645 merge_ob (op, 0);
612 } 646 }
613} 647}
614 648
615/* Move an arrow along its course. op is the arrow or thrown object. 649/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 650 */
617 651void
618void move_arrow(object *op) { 652move_arrow (object *op)
619 object *tmp; 653{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 654 int was_reflected;
622 mapstruct *m;
623 655
624 if(op->map==NULL) { 656 if (!op->map)
657 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 658 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 659 op->destroy ();
627 free_object(op); 660 return;
628 return;
629 } 661 }
630 662
631 /* we need to stop thrown objects at some point. Like here. */ 663 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 664 if (op->type == THROWN_OBJ)
665 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 666 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 667 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 668 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 669 * 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 670 * 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, 671 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 672 * and it is easy enough to clean it up here.
640 */ 673 */
641 if (op->inv == NULL) { 674 if (op->inv == NULL)
642 remove_ob(op); 675 {
643 free_object(op); 676 op->destroy ();
677 return;
678 }
679
680 if (op->last_sp-- < 0)
681 {
682 stop_arrow (op);
683 return;
684 }
685 }
686
687 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
688 values look rediculous. */
689 if (op->speed < 0.5 && op->type == ARROW)
690 {
691 stop_arrow (op);
692 return;
693 }
694
695 /* Calculate target map square */
696 was_reflected = 0;
697
698 mapxy pos (op); pos.move (op->direction);
699
700 if (!pos.normalise ())
701 {
702 stop_arrow (op);
703 return;
704 }
705
706 /* only need to look for living creatures if this flag is set */
707 if (pos->flags () & P_IS_ALIVE)
708 {
709 object *tmp;
710
711 for (tmp = pos->bot; tmp; tmp = tmp->above)
712 if (QUERY_FLAG (tmp, FLAG_ALIVE))
713 break;
714
715 /* Not really fair, but don't let monsters hit themselves with
716 * their own arrow - this can be because they fire it then
717 * move into it.
718 */
719 if (tmp && tmp != op->owner)
720 {
721 /* Found living object, but it is reflecting the missile. Update
722 * as below. (Note that for living creatures there is a small
723 * chance that reflect_missile fails.)
724 */
725 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
726 {
727 int number = op->face;
728
729 op->direction = absdir (op->direction + 4);
730 update_turn_face (op);
731 was_reflected = 1; /* skip normal movement calculations */
732 }
733 else
734 {
735 /* Attack the object. */
736 op = hit_with_arrow (op, tmp);
737
738 if (!op)
739 return;
740 }
741 } /* if this is not hitting its owner */
742 } /* if there is something alive on this space */
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
745 {
746 int retry = 0;
747
748 /* if the object doesn't reflect, stop the arrow from moving
749 * note that this code will now catch cases where a monster is
750 * on a wall but has reflecting - the arrow won't reflect.
751 * Mapmakers shouldn't put monsters on top of wall in the first
752 * place, so I don't consider that a problem.
753 */
754 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
755 {
756 stop_arrow (op);
757 return;
758 }
759 else
760 {
761 /* If one of the major directions (n,s,e,w), just reverse it */
762 if (op->direction & 1)
763 {
764 op->direction = absdir (op->direction + 4);
765 retry = 1;
766 }
767
768 /* There were two blocks with identical code -
769 * use this retry here to make this one block
770 * that did the same thing.
771 */
772 while (retry < 2)
773 {
774 retry++;
775
776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
777 * over a corner in a tiled map, it is possible that
778 * op->direction is within an adjacent map but either
779 * op->direction-1 or op->direction+1 does not exist.
780 */
781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
783
784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
786
787 if (left == right)
788 op->direction = absdir (op->direction + 4);
789 else if (left)
790 op->direction = absdir (op->direction + 2);
791 else if (right)
792 op->direction = absdir (op->direction - 2);
793
794 /* If this space is not out of the map and not blocked, valid space -
795 * don't need to retry again.
796 */
797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
799 break;
800 }
801
802 /* Couldn't find a direction to move the arrow to - just
803 * stop it from moving.
804 */
805 if (retry == 2)
806 {
807 stop_arrow (op);
808 return;
809 }
810
811 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */
816 } /* object ran into a wall */
817
818 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
819 * about 17 squares. Tune as needed.
820 */
821 op->speed -= 0.05;
822
823 /* Move the arrow. */
824 op->move_to (pos);
825}
826
827void
828change_object (object *op)
829{ /* Doesn`t handle linked objs yet */
830 int i, j;
831
832 if (!op->other_arch)
833 {
834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
835 return;
836 }
837
838 /* In non-living items only change when food value is 0 */
839 if (!QUERY_FLAG (op, FLAG_ALIVE))
840 {
841 if (op->stats.food-- > 0)
842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = arch_to_object (op->other_arch);
853
854 if (op->type == LAMP)
855 tmp->stats.food = op->stats.food - 1;
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858 if (env)
859 {
860 tmp = env->insert (tmp);
861
862 /* If this object is the players inventory, we need to tell the
863 * client of the change. Insert_ob_in_map takes care of the
864 * updating the client, so we don't need to do that below.
865 */
866 if (object *pl = op->in_player ())
867 {
868 esrv_del_item (pl->contr, op->count);
869 esrv_send_item (pl, tmp);
870 }
871 }
872 else
873 {
874 j = find_first_free_spot (tmp, op->map, op->x, op->y);
875 if (j < 0) /* No free spot */
876 tmp->destroy ();
877 else
878 {
879 mapxy pos (op); pos.move (j);
880
881 if (pos.normalise ())
882 pos.insert (tmp, op);
883 }
884 }
885 }
886
887 op->destroy ();
888}
889
890void
891move_teleporter (object *op)
892{
893 object *tmp, *head = op;
894
895 /* if this is a multipart teleporter, handle the other parts
896 * The check for speed isn't strictly needed - basically, if
897 * there is an old multipart teleporter in which the other parts
898 * have speed, we don't really want to call it twice for the same
899 * function - in fact, as written below, part N would get called
900 * N times without the speed check.
901 */
902 if (op->more && !op->more->has_active_speed ())
903 move_teleporter (op->more);
904
905 if (op->head)
906 head = op->head;
907
908 for (tmp = op->above; tmp; tmp = tmp->above)
909 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
910 break;
911
912 /* If nothing above us to move, nothing to do */
913 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
914 return;
915
916 if (EXIT_PATH (head))
917 {
918 if (tmp->type == PLAYER)
919 {
920 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 921 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 922
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 923 tmp->enter_exit (head);
653 values look rediculous. */ 924 }
654 if (op->speed < 0.5 && op->type==ARROW) {
655 stop_arrow(op);
656 return;
657 }
658
659 /* Calculate target map square */
660 new_x = op->x + DIRX(op);
661 new_y = op->y + DIRY(op);
662 was_reflected = 0;
663
664 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
666
667 if (mflags & P_OUT_OF_MAP) {
668 stop_arrow(op);
669 return;
670 }
671
672 /* only need to look for living creatures if this flag is set */
673 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
678 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then
680 * move into it.
681 */
682
683 if (tmp != NULL && tmp != op->owner) {
684 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.)
687 */
688
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);
695 op->state = 0;
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 */
703 }
704 else { 925 else
705 /* Attack the object. */
706 op = hit_with_arrow (op, tmp);
707 if (op == NULL)
708 return;
709 }
710 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */
712
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
715 int retry=0;
716
717 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem.
722 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
724 stop_arrow (op);
725 return;
726 } else {
727 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) {
729 op->direction=absdir(op->direction+4);
730 retry=1;
731 }
732 /* There were two blocks with identical code -
733 * use this retry here to make this one block
734 * that did the same thing.
735 */
736 while (retry<2) {
737 int left, right, mflags;
738 mapstruct *m1;
739 sint16 x1, y1;
740
741 retry++;
742
743 /* 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
745 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist.
747 */
748 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);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
751
752 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);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
755
756 if(left==right)
757 op->direction=absdir(op->direction+4);
758 else if(left)
759 op->direction=absdir(op->direction+2);
760 else if(right)
761 op->direction=absdir(op->direction-2);
762
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
764
765 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again.
767 */
768 if (!(mflags & P_OUT_OF_MAP) &&
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
770
771 }
772 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving.
774 */
775 if (retry==2) {
776 stop_arrow (op);
777 return;
778 }
779 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op))
782 SET_ANIMATION(op, op->direction);
783 } /* object is reflected */
784 } /* object ran into a wall */
785
786 /* Move the arrow. */
787 remove_ob (op);
788 op->x = new_x;
789 op->y = new_y;
790
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed.
793 */
794 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0);
796}
797
798/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */
801
802void change_object(object *op) { /* Doesn`t handle linked objs yet */
803 object *tmp,*env,*pl;
804 int i,j;
805
806 if(op->other_arch==NULL) {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
808 return;
809 }
810
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)) {
868 if(tmp->type==PLAYER) {
869 /* Lauwenmark: Handle for plugin TRIGGER event */
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
871 return;
872 enter_exit(tmp, head);
873 }
874 else
875 /* Currently only players can transfer maps */ 926 /* 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; 927 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 928 }
929 else if (EXIT_X (head) || EXIT_Y (head))
889 } 930 {
890 else { 931 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 932 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 933 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 934 head->destroy ();
894 return; 935 return;
936 }
937
938 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
939 return;
940
941 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
942 }
943 else
944 {
945 /* Random teleporter */
946 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
947 return;
895 teleport(head, TELEPORTER, tmp); 948 teleport (head, TELEPORTER, tmp);
896 } 949 }
897} 950}
898
899 951
900/* This object will teleport someone to a different map 952/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 953 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 954 This was invented for giving classes, but there's no reason it
903 can't be generalized. 955 can't be generalized.
904*/ 956*/
905 957void
906void move_player_changer(object *op) { 958move_player_changer (object *op)
959{
907 object *player; 960 object *player;
908 object *walk; 961 object *walk;
909 char c;
910 962
911 if (!op->above || !EXIT_PATH(op)) return; 963 if (!op->above || !EXIT_PATH (op))
964 return;
912 965
913 /* This isn't all that great - means that the player_mover 966 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 967 * needs to be on top.
915 */ 968 */
916 if(op->above->type==PLAYER) { 969 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 970 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 971 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 972 return;
973
920 player=op->above; 974 player = op->above;
975
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 976 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 977 apply_changes_to_player (player, walk);
923 978
924 fix_player(player); 979 player->update_stats ();
980
925 esrv_send_inventory(op->above,op->above); 981 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 982 esrv_update_item (UPD_FACE, op->above, op->above);
927 983
928 /* update players death & WoR home-position */ 984 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 985 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 986 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 987 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 988 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 989 player->contr->bed_y = EXIT_Y (op);
934 } 990 }
935 else 991 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 992 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 993
939 994 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 995 }
943} 996}
944 997
945/* firewalls fire other spells. 998/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 999 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1000 * walls can have hp, so they can be torn down.
948 */ 1001 */
1002void
949void move_firewall(object *op) { 1003move_firewall (object *op)
1004{
950 object *spell; 1005 object *spell;
951 1006
952 if ( ! op->map) 1007 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1008 return; /* dm has created a firewall in his inventory */
954 1009
955 spell = op->inv; 1010 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1011
1012 if (!spell || spell->type != SPELL)
1013 spell = op->other_arch;
1014
957 if (!spell) { 1015 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 } 1016 {
1017 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1018 return;
1019 }
962 1020
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1021 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1022}
965
966 1023
967/* move_player_mover: this function takes a "player mover" as an 1024/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1025 * argument, and performs the function of a player mover, which is:
969 * 1026 *
970 * a player mover finds any players that are sitting on it. It 1027 * 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. 1028 * 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, 1029 * 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, 1030 * 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 1031 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1032 */
1033void
976void move_player_mover(object *op) { 1034move_player_mover (object *op)
977 object *victim, *nextmover; 1035{
978 int dir = op->stats.sp; 1036 int dir = op->stats.sp;
979 sint16 nx, ny; 1037 sint16 nx, ny;
980 mapstruct *m; 1038 maptile *m;
981 1039
982 /* Determine direction now for random movers so we do the right thing */ 1040 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1041 if (!dir)
1042 dir = rndm (1, 8);
984 1043
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1044 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1045 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1046 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1047 (victim->move_type & op->move_type || !victim->move_type))
1048 {
988 1049
989 if (victim->head) victim = victim->head; 1050 if (victim->head)
1051 victim = victim->head;
990 1052
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1053 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1054 {
993 free_object(op); 1055 op->remove ();
994 return; 1056 return;
995 } 1057 }
1058
996 nx = op->x+freearr_x[dir]; 1059 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1060 ny = op->y + freearr_y[dir];
998 m = op->map; 1061 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1062 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1063 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1064 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); 1065 return;
1002 return ; 1066 }
1003 } 1067
1004
1005 if (should_director_abort(op, victim)) return ; 1068 if (should_director_abort (op, victim))
1069 return;
1006 1070
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1071 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1072 {
1008 if(nextmover->type == PLAYERMOVER) 1073 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1074 nextmover->speed_left = -.99f;
1075
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1076 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1077 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1078 }
1013 }
1014 1079
1015 if(victim->type==PLAYER) { 1080 if (victim->type == PLAYER)
1081 {
1016 /* only level >=1 movers move people */ 1082 /* only level >=1 movers move people */
1017 if(op->level) { 1083 if (op->level)
1084 {
1018 /* Following is a bit of hack. We need to make sure it 1085 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1086 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1087 * place. This can happen if the player used a spell to
1021 * get to this space. 1088 * get to this space.
1022 */ 1089 */
1023 victim->contr->fire_on=0; 1090 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1091 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1092 move_player (victim, dir);
1026 } 1093 }
1027 else return; 1094 else
1028 } 1095 return;
1029 else move_object(victim,dir); 1096 }
1097 else
1098 move_object (victim, dir);
1030 1099
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1100 if (!op->stats.maxsp && op->attacktype)
1101 op->stats.maxsp = 2;
1032 1102
1033 if(op->attacktype) { /* flag to paralyze the player */ 1103 if (op->attacktype)
1034 1104 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1105 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 1106 }
1037 * would sometimes get -inf speed_left, and from the 1107 }
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 } 1108 }
1046} 1109}
1047 1110
1048/* 1111/*
1049 * Will duplicate a specified object placed on top of it. 1112 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1113 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1114 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1115 * other_arch: the object to look for and duplicate.
1053 */ 1116 */
1054 1117
1118void
1055void move_duplicator(object *op) { 1119move_duplicator (object *op)
1120{
1056 object *tmp; 1121 object *tmp;
1057 1122
1058 if ( !op->other_arch ) { 1123 if (!op->other_arch)
1124 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1125 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1126 return;
1061 } 1127 }
1062 1128
1063 if (op->above == NULL) 1129 if (op->above == NULL)
1064 return; 1130 return;
1131
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1132 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1133 {
1134 if (op->other_arch->archname == tmp->arch->archname)
1135 {
1067 if (op->level <= 0) { 1136 if (op->level <= 0)
1068 remove_ob(tmp); 1137 tmp->destroy ();
1069 free_object(tmp); 1138 else
1070 } else { 1139 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1140 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1141
1073 new_nrof = 1UL<<31; 1142 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1143 new_nrof = 1UL << 31;
1075 } 1144
1076 break; 1145 tmp->nrof = new_nrof;
1077 } 1146 }
1147
1148 break;
1149 }
1078 } 1150 }
1079} 1151}
1080 1152
1081/* move_creator (by peterm) 1153/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1154 * 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. 1161 * 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 1162 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1163 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1164 * outside of the map which would cause the server to crash
1093*/ 1165*/
1094 1166void
1095void move_creator(object *creator) { 1167move_creator (object *creator)
1168{
1096 object *new_ob; 1169 object *new_ob;
1097 1170
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1171 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1172 {
1099 creator->stats.hp=-1; 1173 creator->stats.hp = -1;
1100 return; 1174 return;
1101 } 1175 }
1102 1176
1103 if (creator->inv != NULL) { 1177 if (creator->inv != NULL)
1178 {
1104 object *ob; 1179 object *ob;
1105 int i; 1180 int i;
1106 object *ob_to_copy; 1181 object *ob_to_copy;
1107 1182
1108 /* select random object from inventory to copy */ 1183 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1184 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1185 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1186 {
1111 if (rndm(0, i) == 0) { 1187 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1188 {
1113 } 1189 ob_to_copy = ob;
1114 } 1190 }
1191 }
1115 new_ob = object_create_clone(ob_to_copy); 1192 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1193 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1194 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1195 }
1196 else
1197 {
1119 if (creator->other_arch == NULL) { 1198 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); 1199 {
1200 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1201 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1202 return;
1122 } 1203 }
1123 1204
1124 new_ob = object_create_arch(creator->other_arch); 1205 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1206 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1207 }
1127 1208
1128 /* Make sure this multipart object fits */ 1209 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1210 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1211 {
1212 new_ob->destroy ();
1213 return;
1214 }
1133 1215
1216 // for now lets try to identify everything generated here, it mostly
1217 // happens automated, so this will at least fix many identify-experience holes
1218 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1219
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1220 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1221 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1222 return;
1137 1223
1138 if (creator->slaying) { 1224 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1225 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1226 new_ob->name = new_ob->title = creator->slaying;
1141 } 1227 }
1142} 1228}
1143 1229
1144/* move_marker --peterm@soda.csua.berkeley.edu 1230/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1231 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1233 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1234 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1235 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1236 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.*/ 1237 unless hp was zero to start with, in which case it is infinite.*/
1152 1238void
1153void move_marker(object *op) { 1239move_marker (object *op)
1154 object *tmp,*tmp2; 1240{
1155 1241 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1242 {
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 */ 1243 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1244 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1245 force->destroy ();
1246
1247 if (!tmp->force_find (op->slaying))
1248 {
1249 tmp->force_add (op->slaying, op->stats.food);
1250
1251 if (op->msg)
1252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1253
1254 if (op->stats.hp > 0)
1255 {
1256 op->stats.hp--;
1257
1258 if (op->stats.hp == 0)
1259 {
1260 /* marker expires--granted mark number limit */
1261 op->destroy ();
1262 return;
1263 }
1264 }
1265 }
1165 } 1266 }
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} 1267}
1212 1268
1269void
1213int process_object(object *op) { 1270process_object (object *op)
1271{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1272 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1273 return;
1216 1274
1275 if (expect_false (INVOKE_OBJECT (TICK, op)))
1276 return;
1277
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1278 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1279 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1280 return;
1220 1281
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1282 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 } 1283 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1284 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 1285
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)) 1286 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1287 make_sure_seen (op);
1248 free_object(op); 1288 }
1249 } 1289
1250 return 1; 1290 if (expect_false (
1291 op->flag [FLAG_GENERATOR]
1292 || op->flag [FLAG_CHANGING]
1293 || op->flag [FLAG_IS_USED_UP]
1294 ))
1251 } 1295 {
1252 /* Lauwenmark: Handle for plugin time event */ 1296 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1297 {
1298 change_object (op);
1299 return;
1300 }
1301
1302 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1303 generate_monster (op);
1304
1305 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1306 {
1307 if (QUERY_FLAG (op, FLAG_APPLIED))
1308 remove_force (op);
1309 else
1310 {
1311 /* If necessary, delete the item from the players inventory */
1312 if (object *pl = op->in_player ())
1313 esrv_del_item (pl->contr, op->count);
1314
1315 op->remove ();
1316
1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1318 make_sure_not_seen (op);
1319
1320 op->destroy ();
1321 }
1322
1323 return;
1324 }
1325 }
1326
1254 switch(op->type) { 1327 switch (op->type)
1255 case TRANSPORT: 1328 {
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: 1329 case SPELL_EFFECT:
1265 move_spell_effect(op); 1330 move_spell_effect (op);
1266 return 1; 1331 break;
1267 1332
1268 case ROD: 1333 case ROD:
1269 case HORN: 1334 case HORN:
1270 regenerate_rod(op); 1335 regenerate_rod (op);
1271 return 1; 1336 break;
1272 1337
1273 case FORCE: 1338 case FORCE:
1274 case POTION_EFFECT: 1339 case POTION_EFFECT:
1275 remove_force(op); 1340 remove_force (op);
1276 return 1; 1341 break;
1277 1342
1278 case BLINDNESS: 1343 case BLINDNESS:
1279 remove_blindness(op); 1344 remove_blindness (op);
1280 return 0; 1345 break;
1281 1346
1282 case POISONING: 1347 case POISONING:
1283 poison_more(op); 1348 poison_more (op);
1284 return 0; 1349 break;
1285 1350
1286 case DISEASE: 1351 case DISEASE:
1287 move_disease(op); 1352 move_disease (op);
1288 return 0; 1353 break;
1289 1354
1290 case SYMPTOM: 1355 case SYMPTOM:
1291 move_symptom(op); 1356 move_symptom (op);
1292 return 0; 1357 break;
1293 1358
1294 case THROWN_OBJ: 1359 case THROWN_OBJ:
1295 case ARROW: 1360 case ARROW:
1296 move_arrow(op); 1361 move_arrow (op);
1297 return 0; 1362 break;
1298 1363
1299 case LIGHTNING: /* It now moves twice as fast */ 1364 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1365 remove_door (op);
1305 return 0; 1366 break;
1306 1367
1307 case LOCKED_DOOR: 1368 case LOCKED_DOOR:
1308 remove_door2(op); 1369 remove_door2 (op);
1309 return 0; 1370 break;
1310 1371
1311 case TELEPORTER: 1372 case TELEPORTER:
1312 move_teleporter(op); 1373 move_teleporter (op);
1313 return 0; 1374 break;
1314 1375
1315 case GOLEM: 1376 case GOLEM:
1316 move_golem(op); 1377 move_golem (op);
1317 return 0; 1378 break;
1318 1379
1319 case EARTHWALL: 1380 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1381 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1382 break;
1322 1383
1323 case FIREWALL: 1384 case FIREWALL:
1324 move_firewall(op); 1385 move_firewall (op);
1325 if (op->stats.maxsp) 1386 if (op->stats.maxsp)
1326 animate_turning(op); 1387 animate_turning (op);
1327 return 0; 1388 break;
1328 1389
1329 case MOOD_FLOOR: 1390 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1391 do_mood_floor (op);
1331 return 0; 1392 break;
1332 1393
1333 case GATE: 1394 case GATE:
1334 move_gate(op); 1395 move_gate (op);
1335 return 0; 1396 break;
1336 1397
1337 case TIMED_GATE: 1398 case TIMED_GATE:
1338 move_timed_gate(op); 1399 move_timed_gate (op);
1339 return 0; 1400 break;
1340 1401
1341 case TRIGGER: 1402 case TRIGGER:
1342 case TRIGGER_BUTTON: 1403 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1404 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1405 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1406 animate_trigger (op);
1346 return 0; 1407 break;
1347 1408
1348 case DETECTOR: 1409 case DETECTOR:
1349 move_detector(op); 1410 move_detector (op);
1350 1411
1351 case DIRECTOR: 1412 case DIRECTOR:
1352 if (op->stats.maxsp) 1413 if (op->stats.maxsp)
1353 animate_turning(op); 1414 animate_turning (op);
1354 return 0; 1415 break;
1355 1416
1356 case HOLE: 1417 case HOLE:
1357 move_hole(op); 1418 move_hole (op);
1358 return 0; 1419 break;
1359 1420
1360 case DEEP_SWAMP: 1421 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1422 move_deep_swamp (op);
1362 return 0; 1423 break;
1363 1424
1364 case RUNE: 1425 case RUNE:
1365 case TRAP: 1426 case TRAP:
1366 move_rune(op); 1427 move_rune (op);
1367 return 0; 1428 break;
1368 1429
1369 case PLAYERMOVER: 1430 case PLAYERMOVER:
1370 move_player_mover(op); 1431 move_player_mover (op);
1371 return 0; 1432 break;
1372 1433
1373 case CREATOR: 1434 case CREATOR:
1374 move_creator(op); 1435 move_creator (op);
1375 return 0; 1436 break;
1376 1437
1377 case MARKER: 1438 case MARKER:
1378 move_marker(op); 1439 move_marker (op);
1379 return 0; 1440 break;
1380 1441
1381 case PLAYER_CHANGER: 1442 case PLAYER_CHANGER:
1382 move_player_changer(op); 1443 move_player_changer (op);
1383 return 0; 1444 break;
1384 1445
1385 case PEACEMAKER: 1446 case PEACEMAKER:
1386 move_peacemaker(op); 1447 move_peacemaker (op);
1387 return 0; 1448 break;
1388 }
1389 1449
1390 return 0; 1450 case PLAYER:
1451 // players have their own speed-management, so undo the --speed_left
1452 ++op->speed_left;
1453 break;
1454 }
1391} 1455}
1456

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines