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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 1.70 by root, Mon Oct 22 20:59:25 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;
48 for(i=1;i<9;i+=2) 41
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 42 for (i = 1; i < SIZEOFFREE1 + 1; i += 2)
43 {
44 mapxy pos (op);
45 pos.move (i);
46 if (pos.normalise ()
47 && present (DOOR, pos.m, pos.x, pos.y))
48 {
50 tmp->speed = 0.1; 49 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 50 tmp->speed_left = -0.2f;
51 }
53 } 52 }
54 53
55 if(op->other_arch) 54 if (op->other_arch)
56 { 55 {
57 tmp=arch_to_object(op->other_arch); 56 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 57 tmp->x = op->x;
58 tmp->y = op->y;
59 tmp->map = op->map;
60 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 61 insert_ob_in_map (tmp, op->map, op, 0);
60 } 62 }
61 remove_ob(op);
62 free_object(op);
63}
64 63
64 op->destroy ();
65}
66
67void
65void remove_door2(object *op) { 68remove_door2 (object *op)
69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
72
68 for(i=1;i<9;i+=2) { 73 for (i = 1; i < 9; i += 2)
74 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 75 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 */ 76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
71 tmp->speed = 0.1; 78 tmp->set_speed (0.1f);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 79 tmp->speed_left = -0.2f;
74 } 80 }
75 } 81 }
82
76 if(op->other_arch) 83 if (op->other_arch)
77 { 84 {
78 tmp=arch_to_object(op->other_arch); 85 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 90 insert_ob_in_map (tmp, op->map, op, 0);
81 } 91 }
82 remove_ob(op);
83 free_object(op);
84}
85 92
86/* Will generate a monster according to content 93 op->destroy ();
87 * of generator. 94}
88 */ 95
96void
89void generate_monster_inv(object *gen) { 97generate_monster (object *gen)
98{
99 if (!gen->map)
100 return;
101
102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
103 return;
104
105 object *op;
90 int i; 106 int dir;
91 object *op,*head=NULL;
92 107
93 int qty=0; 108 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 } 109 {
102 /*First count numer of objects in inv*/ 110 // either copy one item from the inventory...
103 for (op=gen->inv;op;op=op->below) 111 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; 112 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}
126 113
127void generate_monster_arch(object *gen) { 114 // first select one item from the inventory
128 int i; 115 int index = 0;
129 object *op,*head=NULL,*prev=NULL; 116 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
130 archetype *at=gen->other_arch; 117 if (!rndm (++index))
118 op = tmp;
131 119
132 if(gen->other_arch==NULL) { 120 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); 121 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; 122 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175 123
176} 124 op = object_create_clone (op);
177 125
178void remove_force(object *op) { 126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
179 if (--op->duration > 0) return; 127 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 } 128 }
129 else if (gen->other_arch)
130 {
131 // ...or use other_arch
132 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 if (dir < 0)
134 return;
187 135
188 default: 136 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 } 137 }
194 } 138 else
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return; 139 return;
202 CLEAR_FLAG(op, FLAG_APPLIED); 140
203 if(op->env!=NULL) { 141 op->expand_tail ();
204 change_abil(op->env,op); 142
205 fix_player(op->env); 143 mapxy pos (gen); pos.move (dir);
144
145 if (pos.insert (op, gen))
146 {
147 if (rndm (0, 9))
148 generate_artifact (op, gen->map->difficulty);
149
150 if (op->has_random_items ())
151 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
152
153 return;
206 } 154 }
207 remove_ob(op);
208 free_object(op);
209}
210 155
211void poison_more(object *op) { 156 op->destroy ();
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 157}
213 remove_ob(op); 158
214 free_object(op); 159void
160remove_force (object *op)
161{
162 if (--op->duration > 0)
215 return; 163 return;
216 } 164
217 if(op->stats.food==1) { 165 if (op->env)
218 /* need to remove the object before fix_player is called, else fix_player 166 switch (op->subtype)
219 * will not do anything. 167 {
220 */ 168 case FORCE_CONFUSION:
221 if(op->env->type==PLAYER) { 169 CLEAR_FLAG (op->env, FLAG_CONFUSED);
170 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
171
172 default:
222 CLEAR_FLAG(op, FLAG_APPLIED); 173 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 174 change_abil (op->env, op);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 175 op->env->update_stats ();
225 } 176 }
226 remove_ob(op); 177
227 free_object(op); 178 op->destroy ();
179}
180
181void
182remove_blindness (object *op)
183{
184 if (--op->stats.food > 0)
228 return; 185 return;
186
187 CLEAR_FLAG (op, FLAG_APPLIED);
188
189 if (op->env)
190 {
191 change_abil (op->env, op);
192 op->env->update_stats ();
229 } 193 }
194
195 op->destroy ();
196}
197
198void
199poison_more (object *op)
200{
201 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
202 {
203 op->destroy ();
204 return;
205 }
206
207 if (op->stats.food == 1)
208 {
209 /* need to unapply the object before update_stats is called, else fix_player
210 * will not do anything.
211 */
212 if (op->env->type == PLAYER)
213 {
214 CLEAR_FLAG (op, FLAG_APPLIED);
215 op->env->update_stats ();
216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
217 }
218
219 op->destroy ();
220 return;
221 }
222
230 if(op->env->type==PLAYER) { 223 if (op->env->type == PLAYER)
224 {
231 op->env->stats.food--; 225 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 226 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 227 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 228
229 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
230}
239 231
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 232
233void
234move_gate (object *op)
235{ /* 1 = going down, 0 = going up */
241 object *tmp; 236 object *tmp;
242 237
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 238 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
239 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 240 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; 241 op->stats.wc = 0;
249 } 242 }
250 243
251 /* We're going down */ 244 /* We're going down */
252 if(op->value) { 245 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 246 {
247 if (--op->stats.wc <= 0)
248 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 249 op->stats.wc = 0;
255 if(op->arch->clone.speed) 250 if (op->arch->speed)
256 op->value=0; 251 op->value = 0;
257 else { 252 else
258 op->speed = 0; 253 op->set_speed (0);
259 update_ob_speed(op); 254 }
260 } 255
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 256 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
257 {
263 op->move_block = 0; 258 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 259 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 260 update_all_los (op->map, op->x, op->y);
266 } 261 }
262
267 SET_ANIMATION(op, op->stats.wc); 263 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 264 update_object (op, UP_OBJ_CHANGE);
269 return; 265 return;
270 } 266 }
271 267
272 /* We're going up */ 268 /* We're going up */
273 269
274 /* First, lets see if we are already at the top */ 270 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 271 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
272 {
276 273
277 /* Check to make sure that only non pickable and non rollable 274 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 275 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 276 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 277 * the gate slightly.
281 */ 278 */
282 279
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 280 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 281 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) 282 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 283
289 if (tmp==NULL) { 284 if (!tmp)
285 {
290 if(op->arch->clone.speed) 286 if (op->arch->speed)
291 op->value=1; 287 op->value = 1;
292 else { 288 else
293 op->speed = 0; 289 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 290
291 return;
292 }
295 } 293 }
296 return;
297 }
298 }
299 294
300 if(op->stats.food) { /* The gate is going temporarily down */ 295 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 296 { /* The gate is going temporarily down */
297 if (--op->stats.wc <= 0)
298 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 299 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 300 op->stats.wc = 0;
304 } 301 }
302 }
303 else
305 } else { /* The gate is still going up */ 304 { /* The gate is still going up */
306 op->stats.wc++; 305 op->stats.wc++;
307 306
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 307 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 308 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 309
311 /* If there is something on top of the gate, we try to roll it off. 310 /* 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 311 * If a player/monster, we don't roll, we just hit them with damage
313 */ 312 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 313 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
314 {
315 /* Halfway or further, check blocks */ 315 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 316 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ;
318 319
319 if(tmp!=NULL) { 320 if (tmp)
321 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 322 if (QUERY_FLAG (tmp, FLAG_ALIVE))
323 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 324 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 325 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 326
324 "You are crushed by the %s!",op->name); 327 if (tmp->type == PLAYER)
325 } else 328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
329 }
326 /* If the object is not alive, and the object either can 330 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 331 * be picked up or the object rolls, move the object
328 * off the gate. 332 * off the gate.
329 */ 333 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 334 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) 335 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 336 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 337 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 338
336 /* If there is a free spot, move the object someplace */ 339 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 340 if (i > 0)
338 remove_ob(tmp); 341 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 342 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 343 pos.move (i);
341 } 344 if (pos.normalise ())
342 } 345 tmp->move_to (pos);
343 } 346 }
347 }
348 }
344 349
345 /* See if there is still anything blocking the gate */ 350 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 351 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 352 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) 353 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 354
352 /* IF there is, start putting the gate down */ 355 /* IF there is, start putting the gate down */
353 if(tmp) { 356 if (tmp)
354 op->stats.food=1; 357 op->stats.food = 1;
355 } else { 358 else
359 {
356 op->move_block = MOVE_ALL; 360 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 361
362 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 363 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
360 } 365 }
361 } /* gate is halfway up */ 366 } /* gate is halfway up */
362 367
363 SET_ANIMATION(op, op->stats.wc); 368 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 369 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 370 } /* gate is going up */
366} 371}
367 372
368/* hp : how long door is open/closed 373/* hp : how long door is open/closed
369 * maxhp : initial value for hp 374 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
371 */ 376 */
377void
372void move_timed_gate(object *op) 378move_timed_gate (object *op)
373{ 379{
374 int v = op->value; 380 int v = op->value;
375 381
376 if (op->stats.sp) { 382 if (op->stats.sp)
383 {
377 move_gate(op); 384 move_gate (op);
385
378 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 387 op->stats.sp = 0;
380 return; 388 return;
381 } 389 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 390
391 if (--op->stats.hp <= 0)
392 { /* keep gate down */
383 move_gate(op); 393 move_gate (op);
384 if (op->value != v) { /* ready ? */ 394
385 op->speed = 0; 395 if (op->value != v)
386 update_ob_speed(op); 396 op->set_speed (0);
387 }
388 } 397 }
389} 398}
390 399
391/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
393 * connected: connected value of detector 402 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
396 */ 405 */
397 406
407void
398void move_detector(object *op) 408move_detector (object *op)
399{ 409{
400 object *tmp; 410 object *tmp;
401 int last = op->value; 411 int last = op->value;
402 int detected; 412 int detected;
413
403 detected = 0; 414 detected = 0;
404 415
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 416 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
417 {
406 object *tmp2; 418 object *tmp2;
407 if(op->stats.hp) { 419
420 if (op->stats.hp)
421 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 422 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 423 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 424 if (op->slaying && op->slaying == tmp->name)
411 } 425 detected = 1;
412 } 426
427 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
428 detected = 1;
429 }
430 }
431
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 432 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 433 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 434 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 435 detected = 1;
418 } 436 }
419 437
420 /* the detector sets the button if detection is found */ 438 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 439 if (op->stats.sp == 1)
440 {
422 if(detected && last == 0) { 441 if (detected && last == 0)
442 {
423 op->value = 1; 443 op->value = 1;
424 push_button(op); 444 push_button (op);
425 } 445 }
446
426 if(!detected && last == 1) { 447 if (!detected && last == 1)
448 {
427 op->value = 0; 449 op->value = 0;
428 push_button(op); 450 push_button (op);
429 } 451 }
430 } 452 }
431 else { /* in this case, we unset buttons */ 453 else
454 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 455 if (detected && last == 1)
456 {
433 op->value = 0; 457 op->value = 0;
434 push_button(op); 458 push_button (op);
435 } 459 }
460
436 if(!detected && last == 0) { 461 if (!detected && last == 0)
462 {
437 op->value = 1; 463 op->value = 1;
438 push_button(op); 464 push_button (op);
439 } 465 }
440 } 466 }
441} 467}
442 468
443 469void
444void animate_trigger (object *op) 470animate_trigger (object *op)
445{ 471{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 472 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
473 {
447 op->stats.wc = 0; 474 op->stats.wc = 0;
448 check_trigger(op,NULL); 475 check_trigger (op, NULL);
476 }
449 } else { 477 else
478 {
450 SET_ANIMATION(op, op->stats.wc); 479 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
452 } 481 }
453} 482}
454 483
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 484void
485move_hole (object *op)
486{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 487 object *next, *tmp;
457 488
458 if(op->value) { /* We're opening */ 489 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 490 { /* We're opening */
491 if (--op->stats.wc <= 0)
492 { /* Opened, let's stop */
460 op->stats.wc=0; 493 op->stats.wc = 0;
461 op->speed = 0; 494 op->set_speed (0);
462 update_ob_speed(op);
463 495
464 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 498 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 499 {
468 move_apply(op,tmp,tmp); 500 next = tmp->above;
469 } 501 move_apply (op, tmp, tmp);
470 } 502 }
471 SET_ANIMATION(op, op->stats.wc); 503 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 504
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); 505 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 506 update_object (op, UP_OBJ_FACE);
507 return;
508 }
509
510 /* We're closing */
511 op->move_on = 0;
512
513 op->stats.wc++;
514 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
517 SET_ANIMATION (op, op->stats.wc);
518 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 519 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 520 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 521}
489 522
490 523
491/* stop_item() returns a pointer to the stopped object. The stopped object 524/* 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 525 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 531 * it, NULL is returned.
499 * 532 *
500 * fix_stopped_item() should be used if the stopped item should be put on 533 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 534 * the map.
502 */ 535 */
536object *
503object *stop_item (object *op) 537stop_item (object *op)
504{ 538{
505 if (op->map == NULL) 539 if (op->map == NULL)
540 return op;
541
542 switch (op->type)
543 {
544 case THROWN_OBJ:
545 {
546 object *payload = op->inv;
547
548 if (payload == NULL)
549 return NULL;
550 payload->remove ();
551 op->destroy ();
552 return payload;
553 }
554
555 case ARROW:
556 if (op->has_active_speed ())
557 op = fix_stopped_arrow (op);
506 return op; 558 return op;
507 559
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: 560 default:
527 return op; 561 return op;
528 } 562 }
529} 563}
530 564
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 565/* 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. 566 * Inserts item into the old map, or merges it if it already is on the map.
533 * 567 *
534 * 'map' must be the value of op->map before stop_item() was called. 568 * 'map' must be the value of op->map before stop_item() was called.
535 */ 569 */
570void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 571fix_stopped_item (object *op, maptile *map, object *originator)
537{ 572{
538 if (map == NULL) 573 if (map == NULL)
539 return; 574 return;
575
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 576 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 577 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 578 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 579 merge_ob (op, NULL); /* only some arrows actually need this */
544} 580}
545 581
546 582object *
547object *fix_stopped_arrow (object *op) 583fix_stopped_arrow (object *op)
548{ 584{
549 if(rndm(0, 99) < op->stats.food) { 585 if (rndm (0, 99) < op->stats.food)
586 {
550 /* Small chance of breaking */ 587 /* Small chance of breaking */
551 remove_ob (op); 588 op->destroy ();
552 free_object(op);
553 return NULL; 589 return NULL;
554 } 590 }
555 591
592 op->set_speed (0);
556 op->direction=0; 593 op->direction = 0;
557 op->move_on=0; 594 op->move_on = 0;
558 op->move_type=0; 595 op->move_type = 0;
559 op->speed = 0; 596 op->skill = 0; // really?
560 update_ob_speed(op); 597
598 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 599 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 600 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 601 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 602
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 603 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 604 {
605 op->slaying = op->spellarg;
572 free(op->spellarg); 606 free (op->spellarg);
573 op->spellarg = NULL; 607 op->spellarg = 0;
608 }
574 } else 609 else
575 op->slaying = NULL; 610 op->slaying = 0;
576 611
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 612 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 613 op->spellarg = NULL;
579 op->stats.sp = 0; 614 op->stats.sp = 0;
580 op->stats.hp = 0; 615 op->stats.hp = 0;
581 op->stats.grace = 0; 616 op->stats.grace = 0;
582 op->level = 0; 617 op->level = 0;
583 op->face=op->arch->clone.face; 618 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 619 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 620 update_object (op, UP_OBJ_CHANGE);
586 return op; 621 return op;
587} 622}
588 623
589/* stop_arrow() - what to do when a non-living flying object 624/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 625 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 626 * here too. -b.t.
592 * 627 *
593 * Returns a pointer to the stopped object (which will have been removed 628 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 629 * from maps or inventories), or NULL if was destroyed.
595 */ 630 */
596 631static void
597static void stop_arrow (object *op) 632stop_arrow (object *op)
598{ 633{
599 /* Lauwenmark: Handle for plugin stop event */ 634 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 635 return;
636
601 if (op->inv) { 637 if (op->inv)
638 {
602 object *payload = op->inv; 639 object *payload = op->inv;
603 remove_ob (payload); 640
604 clear_owner(payload); 641 payload->remove ();
642 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 643 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 644 op->destroy ();
607 free_object (op); 645 }
608 } else { 646 else
647 {
609 op = fix_stopped_arrow (op); 648 op = fix_stopped_arrow (op);
649
610 if (op) 650 if (op)
611 merge_ob (op, NULL); 651 merge_ob (op, 0);
612 } 652 }
613} 653}
614 654
615/* Move an arrow along its course. op is the arrow or thrown object. 655/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 656 */
617 657void
618void move_arrow(object *op) { 658move_arrow (object *op)
619 object *tmp; 659{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 660 int was_reflected;
622 mapstruct *m;
623 661
624 if(op->map==NULL) { 662 if (!op->map)
663 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 664 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 665 op->destroy ();
627 free_object(op); 666 return;
628 return;
629 } 667 }
630 668
631 /* we need to stop thrown objects at some point. Like here. */ 669 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 670 if (op->type == THROWN_OBJ)
671 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 672 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 673 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 674 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 675 * 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 676 * 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, 677 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 678 * and it is easy enough to clean it up here.
640 */ 679 */
641 if (op->inv == NULL) { 680 if (op->inv == NULL)
642 remove_ob(op); 681 {
643 free_object(op); 682 op->destroy ();
683 return;
684 }
685
686 if (op->last_sp-- < 0)
687 {
688 stop_arrow (op);
689 return;
690 }
691 }
692
693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
694 values look rediculous. */
695 if (op->speed < 0.5 && op->type == ARROW)
696 {
697 stop_arrow (op);
698 return;
699 }
700
701 /* Calculate target map square */
702 was_reflected = 0;
703
704 mapxy pos (op); pos.move (op->direction);
705
706 if (!pos.normalise ())
707 {
708 stop_arrow (op);
709 return;
710 }
711
712 /* only need to look for living creatures if this flag is set */
713 if (pos->flags () & P_IS_ALIVE)
714 {
715 object *tmp;
716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (QUERY_FLAG (tmp, FLAG_ALIVE))
719 break;
720
721 /* Not really fair, but don't let monsters hit themselves with
722 * their own arrow - this can be because they fire it then
723 * move into it.
724 */
725 if (tmp && tmp != op->owner)
726 {
727 /* Found living object, but it is reflecting the missile. Update
728 * as below. (Note that for living creatures there is a small
729 * chance that reflect_missile fails.)
730 */
731 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
732 {
733 int number = op->face;
734
735 op->direction = absdir (op->direction + 4);
736 update_turn_face (op);
737 was_reflected = 1; /* skip normal movement calculations */
738 }
739 else
740 {
741 /* Attack the object. */
742 op = hit_with_arrow (op, tmp);
743
744 if (!op)
745 return;
746 }
747 } /* if this is not hitting its owner */
748 } /* if there is something alive on this space */
749
750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
751 {
752 int retry = 0;
753
754 /* if the object doesn't reflect, stop the arrow from moving
755 * note that this code will now catch cases where a monster is
756 * on a wall but has reflecting - the arrow won't reflect.
757 * Mapmakers shouldn't put monsters on top of wall in the first
758 * place, so I don't consider that a problem.
759 */
760 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
761 {
762 stop_arrow (op);
763 return;
764 }
765 else
766 {
767 /* If one of the major directions (n,s,e,w), just reverse it */
768 if (op->direction & 1)
769 {
770 op->direction = absdir (op->direction + 4);
771 retry = 1;
772 }
773
774 /* There were two blocks with identical code -
775 * use this retry here to make this one block
776 * that did the same thing.
777 */
778 while (retry < 2)
779 {
780 retry++;
781
782 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
783 * over a corner in a tiled map, it is possible that
784 * op->direction is within an adjacent map but either
785 * op->direction-1 or op->direction+1 does not exist.
786 */
787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
788 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
789
790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
791 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
792
793 if (left == right)
794 op->direction = absdir (op->direction + 4);
795 else if (left)
796 op->direction = absdir (op->direction + 2);
797 else if (right)
798 op->direction = absdir (op->direction - 2);
799
800 /* If this space is not out of the map and not blocked, valid space -
801 * don't need to retry again.
802 */
803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
805 break;
806 }
807
808 /* Couldn't find a direction to move the arrow to - just
809 * stop it from moving.
810 */
811 if (retry == 2)
812 {
813 stop_arrow (op);
814 return;
815 }
816
817 /* update object image for new facing */
818 /* many thrown objects *don't* have more than one face */
819 if (GET_ANIM_ID (op))
820 SET_ANIMATION (op, op->direction);
821 } /* object is reflected */
822 } /* object ran into a wall */
823
824 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
825 * about 17 squares. Tune as needed.
826 */
827 op->speed -= 0.05;
828
829 /* Move the arrow. */
830 op->move_to (pos);
831}
832
833void
834change_object (object *op)
835{ /* Doesn`t handle linked objs yet */
836 int i, j;
837
838 if (!op->other_arch)
839 {
840 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
841 return;
842 }
843
844 /* In non-living items only change when food value is 0 */
845 if (!QUERY_FLAG (op, FLAG_ALIVE))
846 {
847 if (op->stats.food-- > 0)
848 return;
849
850 op->stats.food = 1; /* so 1 other_arch is made */
851 }
852
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < op->stats.food; i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp = env->insert (tmp);
867
868 /* If this object is the players inventory, we need to tell the
869 * client of the change. Insert_ob_in_map takes care of the
870 * updating the client, so we don't need to do that below.
871 */
872 if (object *pl = op->in_player ())
873 {
874 esrv_del_item (pl->contr, op->count);
875 esrv_send_item (pl, tmp);
876 }
877 }
878 else
879 {
880 j = find_first_free_spot (tmp, op->map, op->x, op->y);
881 if (j < 0) /* No free spot */
882 tmp->destroy ();
883 else
884 {
885 mapxy pos (op); pos.move (j);
886
887 if (pos.normalise ())
888 pos.insert (tmp, op);
889 }
890 }
891 }
892
893 op->destroy ();
894}
895
896void
897move_teleporter (object *op)
898{
899 object *tmp, *head = op;
900
901 /* if this is a multipart teleporter, handle the other parts
902 * The check for speed isn't strictly needed - basically, if
903 * there is an old multipart teleporter in which the other parts
904 * have speed, we don't really want to call it twice for the same
905 * function - in fact, as written below, part N would get called
906 * N times without the speed check.
907 */
908 if (op->more && !op->more->has_active_speed ())
909 move_teleporter (op->more);
910
911 if (op->head)
912 head = op->head;
913
914 for (tmp = op->above; tmp; tmp = tmp->above)
915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
916 break;
917
918 /* If nothing above us to move, nothing to do */
919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
920 return;
921
922 if (EXIT_PATH (head))
923 {
924 if (tmp->type == PLAYER)
925 {
926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 927 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 928
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 929 tmp->enter_exit (head);
653 values look rediculous. */ 930 }
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 { 931 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 */ 932 /* Currently only players can transfer maps */
876 return;
877 }
878 else if(EXIT_X(head)||EXIT_Y(head)) {
879 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
880 LOG(llevError, "Removed illegal teleporter.\n");
881 remove_ob(head);
882 free_object(head);
883 return;
884 }
885 /* Lauwenmark: Handle for plugin TRIGGER event */
886 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
887 return; 933 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 934 }
935 else if (EXIT_X (head) || EXIT_Y (head))
889 } 936 {
890 else { 937 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 938 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 939 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 940 head->destroy ();
894 return; 941 return;
942 }
943
944 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
945 return;
946
947 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
948 }
949 else
950 {
951 /* Random teleporter */
952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
953 return;
895 teleport(head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
896 } 955 }
897} 956}
898
899 957
900/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
903 can't be generalized. 961 can't be generalized.
904*/ 962*/
905 963void
906void move_player_changer(object *op) { 964move_player_changer (object *op)
965{
907 object *player; 966 object *player;
908 object *walk; 967 object *walk;
909 char c;
910 968
911 if (!op->above || !EXIT_PATH(op)) return; 969 if (!op->above || !EXIT_PATH (op))
970 return;
912 971
913 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 973 * needs to be on top.
915 */ 974 */
916 if(op->above->type==PLAYER) { 975 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 976 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 978 return;
979
920 player=op->above; 980 player = op->above;
981
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 983 apply_changes_to_player (player, walk);
923 984
924 fix_player(player); 985 player->update_stats ();
986
925 esrv_send_inventory(op->above,op->above); 987 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
927 989
928 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 992 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 993 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 994 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 995 player->contr->bed_y = EXIT_Y (op);
934 } 996 }
935 else 997 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 999
939 1000 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 1001 }
943} 1002}
944 1003
945/* firewalls fire other spells. 1004/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1006 * walls can have hp, so they can be torn down.
948 */ 1007 */
1008void
949void move_firewall(object *op) { 1009move_firewall (object *op)
1010{
950 object *spell; 1011 object *spell;
951 1012
952 if ( ! op->map) 1013 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
954 1015
955 spell = op->inv; 1016 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1017
1018 if (!spell || spell->type != SPELL)
1019 spell = op->other_arch;
1020
957 if (!spell) { 1021 if (!spell)
958 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
959 op->name, op->map->name, op->x, op->y);
960 return;
961 } 1022 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return;
1025 }
962 1026
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1028}
965
966 1029
967/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
969 * 1032 *
970 * a player mover finds any players that are sitting on it. It 1033 * a player mover finds any players that are sitting on it. It
971 * moves them in the op->stats.sp direction. speed is how often it'll move. 1034 * moves them in the op->stats.sp direction. speed is how often it'll move.
972 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1035 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
973 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1036 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
974 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1038 */
1039void
976void move_player_mover(object *op) { 1040move_player_mover (object *op)
977 object *victim, *nextmover; 1041{
978 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
979 sint16 nx, ny; 1043 sint16 nx, ny;
980 mapstruct *m; 1044 maptile *m;
981 1045
982 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1047 if (!dir)
1048 dir = rndm (1, 8);
984 1049
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1051 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1053 (victim->move_type & op->move_type || !victim->move_type))
1054 {
988 1055
989 if (victim->head) victim = victim->head; 1056 if (victim->head)
1057 victim = victim->head;
990 1058
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1059 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1060 {
993 free_object(op); 1061 op->remove ();
994 return; 1062 return;
995 } 1063 }
1064
996 nx = op->x+freearr_x[dir]; 1065 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1066 ny = op->y + freearr_y[dir];
998 m = op->map; 1067 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1068 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1069 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1070 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1001 m->path, op->x, op->y); 1071 return;
1002 return ; 1072 }
1003 } 1073
1004
1005 if (should_director_abort(op, victim)) return ; 1074 if (should_director_abort (op, victim))
1075 return;
1006 1076
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1078 {
1008 if(nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1080 nextmover->speed_left = -.99f;
1081
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1084 }
1013 }
1014 1085
1015 if(victim->type==PLAYER) { 1086 if (victim->type == PLAYER)
1087 {
1016 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1017 if(op->level) { 1089 if (op->level)
1090 {
1018 /* Following is a bit of hack. We need to make sure it 1091 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1021 * get to this space. 1094 * get to this space.
1022 */ 1095 */
1023 victim->contr->fire_on=0; 1096 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1097 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1098 move_player (victim, dir);
1026 } 1099 }
1027 else return; 1100 else
1028 } 1101 return;
1029 else move_object(victim,dir); 1102 }
1103 else
1104 move_object (victim, dir);
1030 1105
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1106 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2;
1032 1108
1033 if(op->attacktype) { /* flag to paralyze the player */ 1109 if (op->attacktype)
1034 1110 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1111 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1036 /* Not sure why, but for some chars on metalforge, they 1112 }
1037 * would sometimes get -inf speed_left, and from the 1113 }
1038 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed.
1041 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1043 }
1044 }
1045 } 1114 }
1046} 1115}
1047 1116
1048/* 1117/*
1049 * Will duplicate a specified object placed on top of it. 1118 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1119 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1120 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1121 * other_arch: the object to look for and duplicate.
1053 */ 1122 */
1054 1123
1124void
1055void move_duplicator(object *op) { 1125move_duplicator (object *op)
1126{
1056 object *tmp; 1127 object *tmp;
1057 1128
1058 if ( !op->other_arch ) { 1129 if (!op->other_arch)
1130 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1131 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1132 return;
1061 } 1133 }
1062 1134
1063 if (op->above == NULL) 1135 if (op->above == NULL)
1064 return; 1136 return;
1137
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1139 {
1140 if (op->other_arch->archname == tmp->arch->archname)
1141 {
1067 if (op->level <= 0) { 1142 if (op->level <= 0)
1068 remove_ob(tmp); 1143 tmp->destroy ();
1069 free_object(tmp); 1144 else
1070 } else { 1145 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1146 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1147
1073 new_nrof = 1UL<<31; 1148 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1149 new_nrof = 1UL << 31;
1075 } 1150
1076 break; 1151 tmp->nrof = new_nrof;
1077 } 1152 }
1153
1154 break;
1155 }
1078 } 1156 }
1079} 1157}
1080 1158
1081/* move_creator (by peterm) 1159/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1160 * it has the creator object create it's other_arch right on top of it.
1089 * has to make sure that there is in fact space for the object. 1167 * 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 1168 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1169 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1170 * outside of the map which would cause the server to crash
1093*/ 1171*/
1094 1172void
1095void move_creator(object *creator) { 1173move_creator (object *creator)
1174{
1096 object *new_ob; 1175 object *new_ob;
1097 1176
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1177 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1178 {
1099 creator->stats.hp=-1; 1179 creator->stats.hp = -1;
1100 return; 1180 return;
1101 } 1181 }
1102 1182
1103 if (creator->inv != NULL) { 1183 if (creator->inv != NULL)
1184 {
1104 object *ob; 1185 object *ob;
1105 int i; 1186 int i;
1106 object *ob_to_copy; 1187 object *ob_to_copy;
1107 1188
1108 /* select random object from inventory to copy */ 1189 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1190 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1191 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1192 {
1111 if (rndm(0, i) == 0) { 1193 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1194 {
1113 } 1195 ob_to_copy = ob;
1114 } 1196 }
1197 }
1115 new_ob = object_create_clone(ob_to_copy); 1198 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1199 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1200 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1201 }
1202 else
1203 {
1119 if (creator->other_arch == NULL) { 1204 if (creator->other_arch == NULL)
1120 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); 1205 {
1206 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1207 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1208 return;
1122 } 1209 }
1123 1210
1124 new_ob = object_create_arch(creator->other_arch); 1211 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1213 }
1127 1214
1128 /* Make sure this multipart object fits */ 1215 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1216 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1217 {
1218 new_ob->destroy ();
1219 return;
1220 }
1133 1221
1222 // for now lets try to identify everything generated here, it mostly
1223 // happens automated, so this will at least fix many identify-experience holes
1224 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1225
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1226 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1228 return;
1137 1229
1138 if (creator->slaying) { 1230 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1231 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1232 new_ob->name = new_ob->title = creator->slaying;
1141 } 1233 }
1142} 1234}
1143 1235
1144/* move_marker --peterm@soda.csua.berkeley.edu 1236/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1237 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1239 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1240 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1241 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1242 0 and then delete itself every time it grants a mark.
1151 unless hp was zero to start with, in which case it is infinite.*/ 1243 unless hp was zero to start with, in which case it is infinite.*/
1152 1244void
1153void move_marker(object *op) { 1245move_marker (object *op)
1154 object *tmp,*tmp2; 1246{
1155 1247 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1248 {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1250 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1254 {
1255 tmp->force_add (op->slaying, op->stats.food);
1256
1257 if (op->msg)
1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1259
1260 if (op->stats.hp > 0)
1261 {
1262 op->stats.hp--;
1263
1264 if (op->stats.hp == 0)
1265 {
1266 /* marker expires--granted mark number limit */
1267 op->destroy ();
1268 return;
1269 }
1270 }
1271 }
1165 } 1272 }
1166
1167 if(tmp2) {
1168 remove_ob(tmp2);
1169 free_object(tmp2);
1170 }
1171
1172 /* cycle through his inventory to look for the MARK we want to
1173 * place
1174 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1177 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182
1183 force->speed = 0;
1184 if(op->stats.food) {
1185 force->speed = 0.01;
1186 force->speed_left = -op->stats.food;
1187 }
1188 update_ob_speed (force);
1189 /* put in the lock code */
1190 force->slaying = add_string(op->slaying);
1191
1192 if ( op->lore )
1193 force->lore = add_string( op->lore );
1194
1195 insert_ob_in_ob(force,tmp);
1196 if(op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1198
1199 if(op->stats.hp > 0) {
1200 op->stats.hp--;
1201 if(op->stats.hp==0) {
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1273}
1212 1274
1275void
1213int process_object(object *op) { 1276process_object (object *op)
1277{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1279 return;
1216 1280
1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1282 return;
1283
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1286 return;
1220 1287
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1288 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1222 if (op->type == PLAYER)
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1228 make_sure_seen(op);
1229 } 1289 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1290 animate_object (op, op->contr ? op->facing : op->direction);
1231 change_object(op);
1232 return 1;
1233 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1235 generate_monster(op);
1236 1291
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1238 if(QUERY_FLAG(op, FLAG_APPLIED))
1239 remove_force(op);
1240 else {
1241 /* IF necessary, delete the item from the players inventory */
1242 object *pl=is_player_inv(op);
1243 if (pl)
1244 esrv_del_item(pl->contr, op->count);
1245 remove_ob(op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1293 make_sure_seen (op);
1248 free_object(op); 1294 }
1249 } 1295
1250 return 1; 1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1251 } 1301 {
1252 /* Lauwenmark: Handle for plugin time event */ 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1303 {
1304 change_object (op);
1305 return;
1306 }
1307
1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1309 generate_monster (op);
1310
1311 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1312 {
1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1314 remove_force (op);
1315 else
1316 {
1317 /* If necessary, delete the item from the players inventory */
1318 if (object *pl = op->in_player ())
1319 esrv_del_item (pl->contr, op->count);
1320
1321 op->remove ();
1322
1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1324 make_sure_not_seen (op);
1325
1326 op->destroy ();
1327 }
1328
1329 return;
1330 }
1331 }
1332
1254 switch(op->type) { 1333 switch (op->type)
1255 case TRANSPORT: 1334 {
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: 1335 case SPELL_EFFECT:
1265 move_spell_effect(op); 1336 move_spell_effect (op);
1266 return 1; 1337 break;
1267 1338
1268 case ROD: 1339 case ROD:
1269 case HORN: 1340 case HORN:
1270 regenerate_rod(op); 1341 regenerate_rod (op);
1271 return 1; 1342 break;
1272 1343
1273 case FORCE: 1344 case FORCE:
1274 case POTION_EFFECT: 1345 case POTION_EFFECT:
1275 remove_force(op); 1346 remove_force (op);
1276 return 1; 1347 break;
1277 1348
1278 case BLINDNESS: 1349 case BLINDNESS:
1279 remove_blindness(op); 1350 remove_blindness (op);
1280 return 0; 1351 break;
1281 1352
1282 case POISONING: 1353 case POISONING:
1283 poison_more(op); 1354 poison_more (op);
1284 return 0; 1355 break;
1285 1356
1286 case DISEASE: 1357 case DISEASE:
1287 move_disease(op); 1358 move_disease (op);
1288 return 0; 1359 break;
1289 1360
1290 case SYMPTOM: 1361 case SYMPTOM:
1291 move_symptom(op); 1362 move_symptom (op);
1292 return 0; 1363 break;
1293 1364
1294 case THROWN_OBJ: 1365 case THROWN_OBJ:
1295 case ARROW: 1366 case ARROW:
1296 move_arrow(op); 1367 move_arrow (op);
1297 return 0; 1368 break;
1298 1369
1299 case LIGHTNING: /* It now moves twice as fast */ 1370 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1371 remove_door (op);
1305 return 0; 1372 break;
1306 1373
1307 case LOCKED_DOOR: 1374 case LOCKED_DOOR:
1308 remove_door2(op); 1375 remove_door2 (op);
1309 return 0; 1376 break;
1310 1377
1311 case TELEPORTER: 1378 case TELEPORTER:
1312 move_teleporter(op); 1379 move_teleporter (op);
1313 return 0; 1380 break;
1314 1381
1315 case GOLEM: 1382 case GOLEM:
1316 move_golem(op); 1383 move_golem (op);
1317 return 0; 1384 break;
1318 1385
1319 case EARTHWALL: 1386 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1387 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1388 break;
1322 1389
1323 case FIREWALL: 1390 case FIREWALL:
1324 move_firewall(op); 1391 move_firewall (op);
1325 if (op->stats.maxsp) 1392 if (op->stats.maxsp)
1326 animate_turning(op); 1393 animate_turning (op);
1327 return 0; 1394 break;
1328 1395
1329 case MOOD_FLOOR: 1396 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1397 do_mood_floor (op);
1331 return 0; 1398 break;
1332 1399
1333 case GATE: 1400 case GATE:
1334 move_gate(op); 1401 move_gate (op);
1335 return 0; 1402 break;
1336 1403
1337 case TIMED_GATE: 1404 case TIMED_GATE:
1338 move_timed_gate(op); 1405 move_timed_gate (op);
1339 return 0; 1406 break;
1340 1407
1341 case TRIGGER: 1408 case TRIGGER:
1342 case TRIGGER_BUTTON: 1409 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1410 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1411 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1412 animate_trigger (op);
1346 return 0; 1413 break;
1347 1414
1348 case DETECTOR: 1415 case DETECTOR:
1349 move_detector(op); 1416 move_detector (op);
1350 1417
1351 case DIRECTOR: 1418 case DIRECTOR:
1352 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1353 animate_turning(op); 1420 animate_turning (op);
1354 return 0; 1421 break;
1355 1422
1356 case HOLE: 1423 case HOLE:
1357 move_hole(op); 1424 move_hole (op);
1358 return 0; 1425 break;
1359 1426
1360 case DEEP_SWAMP: 1427 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1428 move_deep_swamp (op);
1362 return 0; 1429 break;
1363 1430
1364 case RUNE: 1431 case RUNE:
1365 case TRAP: 1432 case TRAP:
1366 move_rune(op); 1433 move_rune (op);
1367 return 0; 1434 break;
1368 1435
1369 case PLAYERMOVER: 1436 case PLAYERMOVER:
1370 move_player_mover(op); 1437 move_player_mover (op);
1371 return 0; 1438 break;
1372 1439
1373 case CREATOR: 1440 case CREATOR:
1374 move_creator(op); 1441 move_creator (op);
1375 return 0; 1442 break;
1376 1443
1377 case MARKER: 1444 case MARKER:
1378 move_marker(op); 1445 move_marker (op);
1379 return 0; 1446 break;
1380 1447
1381 case PLAYER_CHANGER: 1448 case PLAYER_CHANGER:
1382 move_player_changer(op); 1449 move_player_changer (op);
1383 return 0; 1450 break;
1384 1451
1385 case PEACEMAKER: 1452 case PEACEMAKER:
1386 move_peacemaker(op); 1453 move_peacemaker (op);
1387 return 0; 1454 break;
1388 }
1389 1455
1390 return 0; 1456 case PLAYER:
1457 // players have their own speed-management, so undo the --speed_left
1458 ++op->speed_left;
1459 break;
1460 }
1391} 1461}
1462

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