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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 1.78 by root, Sun Sep 7 09:22:47 2008 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
46 int i; 68 int i;
47 object *tmp; 69 object *tmp;
70
48 for(i=1;i<9;i+=2) 71 for (i = 1; i < 9; i += 2)
72 {
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
50 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 77 tmp->speed_left = -0.2f;
78 }
53 } 79 }
54 80
55 if(op->other_arch) 81 if (op->other_arch)
56 { 82 {
57 tmp=arch_to_object(op->other_arch); 83 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 88 insert_ob_in_map (tmp, op->map, op, 0);
60 } 89 }
61 remove_ob(op);
62 free_object(op);
63}
64 90
65void remove_door2(object *op) { 91 op->destroy ();
92}
93
94void
95generate_monster (object *gen)
96{
97 if (!gen->map)
98 return;
99
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return;
102
103 object *op;
66 int i; 104 int dir;
105
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
107 {
108 // either copy one item from the inventory...
109 if (!gen->inv)
110 return;
111
112 // first select one item from the inventory
113 int index = 0;
114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
115 if (!rndm (++index))
116 op = tmp;
117
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = op->deep_clone ();
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
136 else
137 return;
138
139 op->expand_tail ();
140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
145 if (rndm (0, 9))
146 generate_artifact (op, gen->map->difficulty);
147
148 if (op->has_random_items ())
149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
150
151 return;
152 }
153
154 op->destroy ();
155}
156
157void
158remove_force (object *op)
159{
160 if (--op->duration > 0)
161 return;
162
163 if (op->env)
164 switch (op->subtype)
165 {
166 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED);
168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
169
170 default:
171 CLEAR_FLAG (op, FLAG_APPLIED);
172 change_abil (op->env, op);
173 op->env->update_stats ();
174 }
175
176 op->destroy ();
177}
178
179void
180remove_blindness (object *op)
181{
182 if (--op->stats.food > 0)
183 return;
184
185 CLEAR_FLAG (op, FLAG_APPLIED);
186
187 if (op->env)
188 {
189 change_abil (op->env, op);
190 op->env->update_stats ();
191 }
192
193 op->destroy ();
194}
195
196void
197poison_more (object *op)
198{
199 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
200 {
201 op->destroy ();
202 return;
203 }
204
205 if (op->stats.food == 1)
206 {
207 /* need to unapply the object before update_stats is called, else fix_player
208 * will not do anything.
209 */
210 if (op->env->type == PLAYER)
211 {
212 CLEAR_FLAG (op, FLAG_APPLIED);
213 op->env->update_stats ();
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
215 }
216
217 op->destroy ();
218 return;
219 }
220
221 if (op->env->type == PLAYER)
222 {
223 op->env->stats.food--;
224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
225 }
226
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228}
229
230
231void
232move_gate (object *op)
233{ /* 1 = going down, 0 = going up */
67 object *tmp; 234 object *tmp;
68 for(i=1;i<9;i+=2) {
69 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 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85 235
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
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 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
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;
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
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
237 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 238 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; 239 op->stats.wc = 0;
249 } 240 }
250 241
251 /* We're going down */ 242 /* We're going down */
252 if(op->value) { 243 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 244 {
245 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 247 op->stats.wc = 0;
255 if(op->arch->clone.speed) 248 if (op->arch->speed)
256 op->value=0; 249 op->value = 0;
257 else { 250 else
258 op->speed = 0; 251 op->set_speed (0);
259 update_ob_speed(op); 252 }
260 } 253
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 {
263 op->move_block = 0; 256 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 258 update_all_los (op->map, op->x, op->y);
266 } 259 }
260
267 SET_ANIMATION(op, op->stats.wc); 261 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 262 update_object (op, UP_OBJ_CHANGE);
269 return; 263 return;
270 } 264 }
271 265
272 /* We're going up */ 266 /* We're going up */
273 267
274 /* First, lets see if we are already at the top */ 268 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 269 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270 {
276 271
277 /* Check to make sure that only non pickable and non rollable 272 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 275 * the gate slightly.
281 */ 276 */
282 277
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 279 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) 280 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 281
289 if (tmp==NULL) { 282 if (!tmp)
283 {
290 if(op->arch->clone.speed) 284 if (op->arch->speed)
291 op->value=1; 285 op->value = 1;
292 else { 286 else
293 op->speed = 0; 287 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 288
289 return;
290 }
295 } 291 }
296 return;
297 }
298 }
299 292
300 if(op->stats.food) { /* The gate is going temporarily down */ 293 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 294 { /* The gate is going temporarily down */
295 if (--op->stats.wc <= 0)
296 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 297 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 298 op->stats.wc = 0;
304 } 299 }
300 }
301 else
305 } else { /* The gate is still going up */ 302 { /* The gate is still going up */
306 op->stats.wc++; 303 op->stats.wc++;
307 304
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 307
311 /* If there is something on top of the gate, we try to roll it off. 308 /* 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 309 * If a player/monster, we don't roll, we just hit them with damage
313 */ 310 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
312 {
315 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
318 317
319 if(tmp!=NULL) { 318 if (tmp)
319 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
321 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 323 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 324
324 "You are crushed by the %s!",op->name); 325 if (tmp->type == PLAYER)
325 } else 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
327 }
326 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
328 * off the gate. 330 * off the gate.
329 */ 331 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 332 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) 333 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 336
336 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 338 if (i > 0)
338 remove_ob(tmp); 339 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 340 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 341 pos.move (i);
341 } 342 if (pos.normalise ())
342 } 343 tmp->move_to (pos);
343 } 344 }
345 }
346 }
344 347
345 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 350 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) 351 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 352
352 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
353 if(tmp) { 354 if (tmp)
354 op->stats.food=1; 355 op->stats.food = 1;
355 } else { 356 else
357 {
356 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 359
360 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
360 } 363 }
361 } /* gate is halfway up */ 364 } /* gate is halfway up */
362 365
363 SET_ANIMATION(op, op->stats.wc); 366 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 367 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 368 } /* gate is going up */
366} 369}
367 370
368/* hp : how long door is open/closed 371/* hp : how long door is open/closed
369 * maxhp : initial value for hp 372 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 373 * sp : 1 = open, 0 = close
371 */ 374 */
375void
372void move_timed_gate(object *op) 376move_timed_gate (object *op)
373{ 377{
374 int v = op->value; 378 int v = op->value;
375 379
376 if (op->stats.sp) { 380 if (op->stats.sp)
381 {
377 move_gate(op); 382 move_gate (op);
383
378 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 385 op->stats.sp = 0;
380 return; 386 return;
381 } 387 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 388
389 if (--op->stats.hp <= 0)
390 { /* keep gate down */
383 move_gate(op); 391 move_gate (op);
384 if (op->value != v) { /* ready ? */ 392
385 op->speed = 0; 393 if (op->value != v)
386 update_ob_speed(op); 394 op->set_speed (0);
387 }
388 } 395 }
389} 396}
390 397
391/* slaying: name of the thing the detector is to look for 398/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 399 * speed: frequency of 'glances'
393 * connected: connected value of detector 400 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 401 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 402 * -1 if detection unsets buttons
396 */ 403 */
397 404
405void
398void move_detector(object *op) 406move_detector (object *op)
399{ 407{
400 object *tmp; 408 object *tmp;
401 int last = op->value; 409 int last = op->value;
402 int detected; 410 int detected;
411
403 detected = 0; 412 detected = 0;
404 413
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
415 {
406 object *tmp2; 416 object *tmp2;
407 if(op->stats.hp) { 417
418 if (op->stats.hp)
419 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 421 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 422 if (op->slaying && op->slaying == tmp->name)
411 } 423 detected = 1;
412 } 424
425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
426 detected = 1;
427 }
428 }
429
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 430 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 431 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 433 detected = 1;
418 } 434 }
419 435
420 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 437 if (op->stats.sp == 1)
438 {
422 if(detected && last == 0) { 439 if (detected && last == 0)
440 {
423 op->value = 1; 441 op->value = 1;
424 push_button(op); 442 push_button (op);
425 } 443 }
444
426 if(!detected && last == 1) { 445 if (!detected && last == 1)
446 {
427 op->value = 0; 447 op->value = 0;
428 push_button(op); 448 push_button (op);
429 } 449 }
430 } 450 }
431 else { /* in this case, we unset buttons */ 451 else
452 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 453 if (detected && last == 1)
454 {
433 op->value = 0; 455 op->value = 0;
434 push_button(op); 456 push_button (op);
435 } 457 }
458
436 if(!detected && last == 0) { 459 if (!detected && last == 0)
460 {
437 op->value = 1; 461 op->value = 1;
438 push_button(op); 462 push_button (op);
439 } 463 }
440 } 464 }
441} 465}
442 466
443 467void
444void animate_trigger (object *op) 468animate_trigger (object *op)
445{ 469{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
471 {
447 op->stats.wc = 0; 472 op->stats.wc = 0;
448 check_trigger(op,NULL); 473 check_trigger (op, NULL);
474 }
449 } else { 475 else
476 {
450 SET_ANIMATION(op, op->stats.wc); 477 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 478 update_object (op, UP_OBJ_FACE);
452 } 479 }
453} 480}
454 481
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 482void
456 object *next,*tmp; 483move_hole (object *op)
457 484{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 485 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 486 { /* We're opening */
487 if (--op->stats.wc <= 0)
488 { /* Opened, let's stop */
460 op->stats.wc=0; 489 op->stats.wc = 0;
461 op->speed = 0; 490 op->set_speed (0);
462 update_ob_speed(op);
463 491
464 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 494 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 495 {
468 move_apply(op,tmp,tmp); 496 next = tmp->above;
469 } 497 move_apply (op, tmp, tmp);
470 } 498 }
471 SET_ANIMATION(op, op->stats.wc); 499 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 500
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); 501 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
503 return;
504 }
505
506 /* We're closing */
507 op->move_on = 0;
508
509 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
511 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512
513 SET_ANIMATION (op, op->stats.wc);
514 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 516 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 517}
489 518
490 519
491/* stop_item() returns a pointer to the stopped object. The stopped object 520/* 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 521 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 527 * it, NULL is returned.
499 * 528 *
500 * fix_stopped_item() should be used if the stopped item should be put on 529 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 530 * the map.
502 */ 531 */
532object *
503object *stop_item (object *op) 533stop_item (object *op)
504{ 534{
505 if (op->map == NULL) 535 if (op->map == NULL)
536 return op;
537
538 switch (op->type)
539 {
540 case THROWN_OBJ:
541 {
542 object *payload = op->inv;
543
544 if (payload == NULL)
545 return NULL;
546 payload->remove ();
547 op->destroy ();
548 return payload;
549 }
550
551 case ARROW:
552 if (op->has_active_speed ())
553 op = fix_stopped_arrow (op);
506 return op; 554 return op;
507 555
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: 556 default:
527 return op; 557 return op;
528 } 558 }
529} 559}
530 560
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 561/* 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. 562 * Inserts item into the old map, or merges it if it already is on the map.
533 * 563 *
534 * 'map' must be the value of op->map before stop_item() was called. 564 * 'map' must be the value of op->map before stop_item() was called.
535 */ 565 */
566void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 567fix_stopped_item (object *op, maptile *map, object *originator)
537{ 568{
538 if (map == NULL) 569 if (map == NULL)
539 return; 570 return;
571
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 572 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 573 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 574 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 575 merge_ob (op, NULL); /* only some arrows actually need this */
544} 576}
545 577
546 578object *
547object *fix_stopped_arrow (object *op) 579fix_stopped_arrow (object *op)
548{ 580{
549 if(rndm(0, 99) < op->stats.food) { 581 if (rndm (0, 99) < op->stats.food)
582 {
550 /* Small chance of breaking */ 583 /* Small chance of breaking */
551 remove_ob (op); 584 op->destroy ();
552 free_object(op);
553 return NULL; 585 return NULL;
554 } 586 }
555 587
588 op->set_speed (0);
556 op->direction=0; 589 op->direction = 0;
557 op->move_on=0; 590 op->move_on = 0;
558 op->move_type=0; 591 op->move_type = 0;
559 op->speed = 0; 592 op->skill = 0; // really?
560 update_ob_speed(op); 593
594 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 595 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 596 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 597 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 598
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 599 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 600 {
601 op->slaying = op->spellarg;
572 free(op->spellarg); 602 free (op->spellarg);
573 op->spellarg = NULL; 603 op->spellarg = 0;
604 }
574 } else 605 else
575 op->slaying = NULL; 606 op->slaying = 0;
576 607
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 608 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 609 op->spellarg = NULL;
579 op->stats.sp = 0; 610 op->stats.sp = 0;
580 op->stats.hp = 0; 611 op->stats.hp = 0;
581 op->stats.grace = 0; 612 op->stats.grace = 0;
582 op->level = 0; 613 op->level = 0;
583 op->face=op->arch->clone.face; 614 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 615 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
586 return op; 617 return op;
587} 618}
588 619
589/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 622 * here too. -b.t.
592 * 623 *
593 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
595 */ 626 */
596 627static void
597static void stop_arrow (object *op) 628stop_arrow (object *op)
598{ 629{
599 /* Lauwenmark: Handle for plugin stop event */ 630 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 631 return;
632
601 if (op->inv) { 633 if (op->inv)
634 {
602 object *payload = op->inv; 635 object *payload = op->inv;
603 remove_ob (payload); 636
604 clear_owner(payload); 637 payload->remove ();
638 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 639 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 640 op->destroy ();
607 free_object (op); 641 }
608 } else { 642 else
643 {
609 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
610 if (op) 646 if (op)
611 merge_ob (op, NULL); 647 merge_ob (op, 0);
612 } 648 }
613} 649}
614 650
615/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 652 */
617 653void
618void move_arrow(object *op) { 654move_arrow (object *op)
619 object *tmp; 655{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 656 int was_reflected;
622 mapstruct *m;
623 657
624 if(op->map==NULL) { 658 if (!op->map)
659 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 661 op->destroy ();
627 free_object(op); 662 return;
628 return;
629 } 663 }
630 664
631 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 666 if (op->type == THROWN_OBJ)
667 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 668 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 669 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 670 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 671 * 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 672 * 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, 673 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
640 */ 675 */
641 if (op->inv == NULL) { 676 if (op->inv == NULL)
642 remove_ob(op); 677 {
643 free_object(op); 678 op->destroy ();
679 return;
680 }
681
682 if (op->last_sp-- < 0)
683 {
684 stop_arrow (op);
685 return;
686 }
687 }
688
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW)
692 {
693 stop_arrow (op);
694 return;
695 }
696
697 /* Calculate target map square */
698 was_reflected = 0;
699
700 mapxy pos (op); pos.move (op->direction);
701
702 if (!pos.normalise ())
703 {
704 stop_arrow (op);
705 return;
706 }
707
708 /* only need to look for living creatures if this flag is set */
709 if (pos->flags () & P_IS_ALIVE)
710 {
711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break;
716
717 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then
719 * move into it.
720 */
721 if (tmp && tmp != op->owner)
722 {
723 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.)
726 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
728 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4);
732 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */
734 }
735 else
736 {
737 /* Attack the object. */
738 op = hit_with_arrow (op, tmp);
739
740 if (!op)
741 return;
742 }
743 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */
745
746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 {
748 int retry = 0;
749
750 /* if the object doesn't reflect, stop the arrow from moving
751 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem.
755 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
757 {
758 stop_arrow (op);
759 return;
760 }
761 else
762 {
763 /* If one of the major directions (n,s,e,w), just reverse it */
764 if (op->direction & 1)
765 {
766 op->direction = absdir (op->direction + 4);
767 retry = 1;
768 }
769
770 /* There were two blocks with identical code -
771 * use this retry here to make this one block
772 * that did the same thing.
773 */
774 while (retry < 2)
775 {
776 retry++;
777
778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
779 * over a corner in a tiled map, it is possible that
780 * op->direction is within an adjacent map but either
781 * op->direction-1 or op->direction+1 does not exist.
782 */
783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
785
786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788
789 if (left == right)
790 op->direction = absdir (op->direction + 4);
791 else if (left)
792 op->direction = absdir (op->direction + 2);
793 else if (right)
794 op->direction = absdir (op->direction - 2);
795
796 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again.
798 */
799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
801 break;
802 }
803
804 /* Couldn't find a direction to move the arrow to - just
805 * stop it from moving.
806 */
807 if (retry == 2)
808 {
809 stop_arrow (op);
810 return;
811 }
812
813 /* update object image for new facing */
814 /* many thrown objects *don't* have more than one face */
815 if (GET_ANIM_ID (op))
816 SET_ANIMATION (op, op->direction);
817 } /* object is reflected */
818 } /* object ran into a wall */
819
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */
826 op->move_to (pos);
827}
828
829void
830change_object (object *op)
831{ /* Doesn`t handle linked objs yet */
832 int i, j;
833
834 if (!op->other_arch)
835 {
836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
837 return;
838 }
839
840 /* In non-living items only change when food value is 0 */
841 if (!QUERY_FLAG (op, FLAG_ALIVE))
842 {
843 if (op->stats.food-- > 0)
844 return;
845
846 op->stats.food = 1; /* so 1 other_arch is made */
847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 if (op->type == LAMP)
857 tmp->stats.food = op->stats.food - 1;
858
859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860
861 if (env)
862 env->insert (tmp);
863 else
864 {
865 j = find_first_free_spot (tmp, op->map, op->x, op->y);
866 if (j < 0) /* No free spot */
867 tmp->destroy ();
868 else
869 {
870 mapxy pos (op); pos.move (j);
871
872 if (pos.normalise ())
873 pos.insert (tmp, op);
874 }
875 }
876 }
877
878 op->destroy ();
879}
880
881void
882move_teleporter (object *op)
883{
884 object *tmp, *head = op;
885
886 /* if this is a multipart teleporter, handle the other parts
887 * The check for speed isn't strictly needed - basically, if
888 * there is an old multipart teleporter in which the other parts
889 * have speed, we don't really want to call it twice for the same
890 * function - in fact, as written below, part N would get called
891 * N times without the speed check.
892 */
893 if (op->more && !op->more->has_active_speed ())
894 move_teleporter (op->more);
895
896 if (op->head)
897 head = op->head;
898
899 for (tmp = op->above; tmp; tmp = tmp->above)
900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
901 break;
902
903 /* If nothing above us to move, nothing to do */
904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
905 return;
906
907 if (EXIT_PATH (head))
908 {
909 if (tmp->type == PLAYER)
910 {
911 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 912 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 913
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 914 tmp->enter_exit (head);
653 values look rediculous. */ 915 }
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 { 916 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 */ 917 /* 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; 918 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 919 }
920 else if (EXIT_X (head) || EXIT_Y (head))
889 } 921 {
890 else { 922 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 923 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 924 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 925 head->destroy ();
894 return; 926 return;
927 }
928
929 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
930 return;
931
932 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
933 }
934 else
935 {
936 /* Random teleporter */
937 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
938 return;
939
895 teleport(head, TELEPORTER, tmp); 940 teleport (head, TELEPORTER, tmp);
896 } 941 }
897} 942}
898
899 943
900/* This object will teleport someone to a different map 944/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 945 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 946 This was invented for giving classes, but there's no reason it
903 can't be generalized. 947 can't be generalized.
904*/ 948*/
905 949void
906void move_player_changer(object *op) { 950move_player_changer (object *op)
951{
907 object *player; 952 object *player;
908 object *walk; 953 object *walk;
909 char c;
910 954
911 if (!op->above || !EXIT_PATH(op)) return; 955 if (!op->above || !EXIT_PATH (op))
956 return;
912 957
913 /* This isn't all that great - means that the player_mover 958 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 959 * needs to be on top.
915 */ 960 */
916 if(op->above->type==PLAYER) { 961 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 962 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 963 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 964 return;
965
920 player=op->above; 966 player = op->above;
967
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 968 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 969 apply_changes_to_player (player, walk);
923 970
924 fix_player(player); 971 player->update_stats ();
972
925 esrv_send_inventory(op->above,op->above); 973 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 974 esrv_update_item (UPD_FACE, op->above, op->above);
927 975
928 /* update players death & WoR home-position */ 976 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 977 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 978 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 979 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 980 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 981 player->contr->bed_y = EXIT_Y (op);
934 } 982 }
935 else 983 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 984 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 985
939 986 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 987 }
943} 988}
944 989
945/* firewalls fire other spells. 990/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 991 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 992 * walls can have hp, so they can be torn down.
948 */ 993 */
994void
949void move_firewall(object *op) { 995move_firewall (object *op)
996{
950 object *spell; 997 object *spell;
951 998
952 if ( ! op->map) 999 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1000 return; /* dm has created a firewall in his inventory */
954 1001
955 spell = op->inv; 1002 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1003
1004 if (!spell || spell->type != SPELL)
1005 spell = op->other_arch;
1006
957 if (!spell) { 1007 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 } 1008 {
1009 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1010 return;
1011 }
962 1012
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1013 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1014}
965
966 1015
967/* move_player_mover: this function takes a "player mover" as an 1016/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1017 * argument, and performs the function of a player mover, which is:
969 * 1018 *
970 * a player mover finds any players that are sitting on it. It 1019 * 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. 1020 * 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, 1021 * 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, 1022 * 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 1023 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1024 */
1025void
976void move_player_mover(object *op) { 1026move_player_mover (object *op)
977 object *victim, *nextmover; 1027{
978 int dir = op->stats.sp; 1028 int dir = op->stats.sp;
979 sint16 nx, ny; 1029 sint16 nx, ny;
980 mapstruct *m; 1030 maptile *m;
981 1031
982 /* Determine direction now for random movers so we do the right thing */ 1032 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1033 if (!dir)
1034 dir = rndm (1, 8);
984 1035
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1036 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1037 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1039 (victim->move_type & op->move_type || !victim->move_type))
1040 {
988 1041
989 if (victim->head) victim = victim->head; 1042 if (victim->head)
1043 victim = victim->head;
990 1044
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1045 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1046 {
993 free_object(op); 1047 op->remove ();
994 return; 1048 return;
995 } 1049 }
1050
996 nx = op->x+freearr_x[dir]; 1051 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1052 ny = op->y + freearr_y[dir];
998 m = op->map; 1053 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1054 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1055 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1056 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); 1057 return;
1002 return ; 1058 }
1003 } 1059
1004
1005 if (should_director_abort(op, victim)) return ; 1060 if (should_director_abort (op, victim))
1061 return;
1006 1062
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1064 {
1008 if(nextmover->type == PLAYERMOVER) 1065 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1066 nextmover->speed_left = -.99f;
1067
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1069 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1070 }
1013 }
1014 1071
1015 if(victim->type==PLAYER) { 1072 if (victim->type == PLAYER)
1073 {
1016 /* only level >=1 movers move people */ 1074 /* only level >=1 movers move people */
1017 if(op->level) { 1075 if (op->level)
1076 {
1018 /* Following is a bit of hack. We need to make sure it 1077 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1078 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1079 * place. This can happen if the player used a spell to
1021 * get to this space. 1080 * get to this space.
1022 */ 1081 */
1023 victim->contr->fire_on=0; 1082 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1083 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1084 move_player (victim, dir);
1026 } 1085 }
1027 else return; 1086 else
1028 } 1087 return;
1029 else move_object(victim,dir); 1088 }
1089 else
1090 move_object (victim, dir);
1030 1091
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1092 if (!op->stats.maxsp && op->attacktype)
1093 op->stats.maxsp = 2;
1032 1094
1033 if(op->attacktype) { /* flag to paralyze the player */ 1095 if (op->attacktype)
1034 1096 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1097 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 1098 }
1037 * would sometimes get -inf speed_left, and from the 1099 }
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 } 1100 }
1046} 1101}
1047 1102
1048/* 1103/*
1049 * Will duplicate a specified object placed on top of it. 1104 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1105 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1106 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1107 * other_arch: the object to look for and duplicate.
1053 */ 1108 */
1054 1109
1110void
1055void move_duplicator(object *op) { 1111move_duplicator (object *op)
1112{
1056 object *tmp; 1113 object *tmp;
1057 1114
1058 if ( !op->other_arch ) { 1115 if (!op->other_arch)
1116 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1117 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1118 return;
1061 } 1119 }
1062 1120
1063 if (op->above == NULL) 1121 if (op->above == NULL)
1064 return; 1122 return;
1123
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1124 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1125 {
1126 if (op->other_arch->archname == tmp->arch->archname)
1127 {
1067 if (op->level <= 0) { 1128 if (op->level <= 0)
1068 remove_ob(tmp); 1129 tmp->destroy ();
1069 free_object(tmp); 1130 else
1070 } else { 1131 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1132 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1133
1073 new_nrof = 1UL<<31; 1134 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1135 new_nrof = 1UL << 31;
1075 } 1136
1076 break; 1137 tmp->nrof = new_nrof;
1077 } 1138 }
1139
1140 break;
1141 }
1078 } 1142 }
1079} 1143}
1080 1144
1081/* move_creator (by peterm) 1145/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1146 * 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. 1153 * 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 1154 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1155 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1156 * outside of the map which would cause the server to crash
1093*/ 1157*/
1094 1158void
1095void move_creator(object *creator) { 1159move_creator (object *creator)
1160{
1096 object *new_ob; 1161 object *new_ob;
1097 1162
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1163 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1164 {
1099 creator->stats.hp=-1; 1165 creator->stats.hp = -1;
1100 return; 1166 return;
1101 } 1167 }
1102 1168
1103 if (creator->inv != NULL) { 1169 if (creator->inv != NULL)
1170 {
1104 object *ob; 1171 object *ob;
1105 int i; 1172 int i;
1106 object *ob_to_copy; 1173 object *ob_to_copy;
1107 1174
1108 /* select random object from inventory to copy */ 1175 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1176 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1177 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1178 {
1111 if (rndm(0, i) == 0) { 1179 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1180 {
1181 ob_to_copy = ob;
1182 }
1183 }
1184 new_ob = ob_to_copy->deep_clone ();
1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } 1187 }
1114 } 1188 else
1115 new_ob = object_create_clone(ob_to_copy); 1189 {
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1190 if (!creator->other_arch)
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1191 {
1118 } else { 1192 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1119 if (creator->other_arch == NULL) { 1193 &creator->name, &creator->map->path, creator->x, creator->y);
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);
1121 return; 1194 return;
1122 } 1195 }
1123 1196
1124 new_ob = object_create_arch(creator->other_arch); 1197 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1198 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1199 }
1127 1200
1128 /* Make sure this multipart object fits */ 1201 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1202 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1203 {
1204 new_ob->destroy ();
1205 return;
1206 }
1133 1207
1208 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1211
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1212 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1213 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1214 return;
1137 1215
1138 if (creator->slaying) { 1216 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1217 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1218 new_ob->name = new_ob->title = creator->slaying;
1141 } 1219 }
1142} 1220}
1143 1221
1144/* move_marker --peterm@soda.csua.berkeley.edu 1222/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1223 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1225 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1226 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1227 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1228 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.*/ 1229 unless hp was zero to start with, in which case it is infinite.*/
1152 1230void
1153void move_marker(object *op) { 1231move_marker (object *op)
1154 object *tmp,*tmp2; 1232{
1155 1233 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1234 {
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 */ 1235 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1236 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1237 force->destroy ();
1238
1239 if (!tmp->force_find (op->slaying))
1240 {
1241 tmp->force_add (op->slaying, op->stats.food);
1242
1243 if (op->msg)
1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1245
1246 if (op->stats.hp > 0)
1247 {
1248 op->stats.hp--;
1249
1250 if (op->stats.hp == 0)
1251 {
1252 /* marker expires--granted mark number limit */
1253 op->destroy ();
1254 return;
1255 }
1256 }
1257 }
1165 } 1258 }
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} 1259}
1212 1260
1261void
1213int process_object(object *op) { 1262process_object (object *op)
1263{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1265 return;
1216 1266
1267 if (expect_false (INVOKE_OBJECT (TICK, op)))
1268 return;
1269
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1270 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1272 return;
1220 1273
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1274 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 } 1275 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1276 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 1277
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)) 1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1279 make_sure_seen (op);
1248 free_object(op); 1280 }
1249 } 1281
1250 return 1; 1282 if (expect_false (
1283 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP]
1286 ))
1251 } 1287 {
1252 /* Lauwenmark: Handle for plugin time event */ 1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1289 {
1290 change_object (op);
1291 return;
1292 }
1293
1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1295 generate_monster (op);
1296
1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1298 {
1299 if (QUERY_FLAG (op, FLAG_APPLIED))
1300 remove_force (op);
1301 else
1302 {
1303 op->remove ();
1304
1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1306 make_sure_not_seen (op);
1307
1308 op->destroy ();
1309 }
1310
1311 return;
1312 }
1313 }
1314
1254 switch(op->type) { 1315 switch (op->type)
1255 case TRANSPORT: 1316 {
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: 1317 case SPELL_EFFECT:
1265 move_spell_effect(op); 1318 move_spell_effect (op);
1266 return 1; 1319 break;
1267 1320
1268 case ROD: 1321 case ROD:
1269 case HORN: 1322 case HORN:
1270 regenerate_rod(op); 1323 regenerate_rod (op);
1271 return 1; 1324 break;
1272 1325
1273 case FORCE: 1326 case FORCE:
1274 case POTION_EFFECT: 1327 case POTION_EFFECT:
1275 remove_force(op); 1328 remove_force (op);
1276 return 1; 1329 break;
1277 1330
1278 case BLINDNESS: 1331 case BLINDNESS:
1279 remove_blindness(op); 1332 remove_blindness (op);
1280 return 0; 1333 break;
1281 1334
1282 case POISONING: 1335 case POISONING:
1283 poison_more(op); 1336 poison_more (op);
1284 return 0; 1337 break;
1285 1338
1286 case DISEASE: 1339 case DISEASE:
1287 move_disease(op); 1340 move_disease (op);
1288 return 0; 1341 break;
1289 1342
1290 case SYMPTOM: 1343 case SYMPTOM:
1291 move_symptom(op); 1344 move_symptom (op);
1292 return 0; 1345 break;
1293 1346
1294 case THROWN_OBJ: 1347 case THROWN_OBJ:
1295 case ARROW: 1348 case ARROW:
1296 move_arrow(op); 1349 move_arrow (op);
1297 return 0; 1350 break;
1298 1351
1299 case LIGHTNING: /* It now moves twice as fast */ 1352 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1353 remove_door (op);
1305 return 0; 1354 break;
1306 1355
1307 case LOCKED_DOOR: 1356 case LOCKED_DOOR:
1308 remove_door2(op); 1357 remove_door2 (op);
1309 return 0; 1358 break;
1310 1359
1311 case TELEPORTER: 1360 case TELEPORTER:
1312 move_teleporter(op); 1361 move_teleporter (op);
1313 return 0; 1362 break;
1314 1363
1315 case GOLEM: 1364 case GOLEM:
1316 move_golem(op); 1365 move_golem (op);
1317 return 0; 1366 break;
1318 1367
1319 case EARTHWALL: 1368 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1369 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1370 break;
1322 1371
1323 case FIREWALL: 1372 case FIREWALL:
1324 move_firewall(op); 1373 move_firewall (op);
1325 if (op->stats.maxsp) 1374 if (op->stats.maxsp)
1326 animate_turning(op); 1375 animate_turning (op);
1327 return 0; 1376 break;
1328 1377
1329 case MOOD_FLOOR: 1378 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1379 do_mood_floor (op);
1331 return 0; 1380 break;
1332 1381
1333 case GATE: 1382 case GATE:
1334 move_gate(op); 1383 move_gate (op);
1335 return 0; 1384 break;
1336 1385
1337 case TIMED_GATE: 1386 case TIMED_GATE:
1338 move_timed_gate(op); 1387 move_timed_gate (op);
1339 return 0; 1388 break;
1340 1389
1341 case TRIGGER: 1390 case TRIGGER:
1342 case TRIGGER_BUTTON: 1391 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1392 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1393 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1394 animate_trigger (op);
1346 return 0; 1395 break;
1347 1396
1348 case DETECTOR: 1397 case DETECTOR:
1349 move_detector(op); 1398 move_detector (op);
1350 1399
1351 case DIRECTOR: 1400 case DIRECTOR:
1352 if (op->stats.maxsp) 1401 if (op->stats.maxsp)
1353 animate_turning(op); 1402 animate_turning (op);
1354 return 0; 1403 break;
1355 1404
1356 case HOLE: 1405 case HOLE:
1357 move_hole(op); 1406 move_hole (op);
1358 return 0; 1407 break;
1359 1408
1360 case DEEP_SWAMP: 1409 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1410 move_deep_swamp (op);
1362 return 0; 1411 break;
1363 1412
1364 case RUNE: 1413 case RUNE:
1365 case TRAP: 1414 case TRAP:
1366 move_rune(op); 1415 move_rune (op);
1367 return 0; 1416 break;
1368 1417
1369 case PLAYERMOVER: 1418 case PLAYERMOVER:
1370 move_player_mover(op); 1419 move_player_mover (op);
1371 return 0; 1420 break;
1372 1421
1373 case CREATOR: 1422 case CREATOR:
1374 move_creator(op); 1423 move_creator (op);
1375 return 0; 1424 break;
1376 1425
1377 case MARKER: 1426 case MARKER:
1378 move_marker(op); 1427 move_marker (op);
1379 return 0; 1428 break;
1380 1429
1381 case PLAYER_CHANGER: 1430 case PLAYER_CHANGER:
1382 move_player_changer(op); 1431 move_player_changer (op);
1383 return 0; 1432 break;
1384 1433
1385 case PEACEMAKER: 1434 case PEACEMAKER:
1386 move_peacemaker(op); 1435 move_peacemaker (op);
1387 return 0; 1436 break;
1388 }
1389 1437
1390 return 0; 1438 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left;
1441 break;
1442 }
1391} 1443}
1444

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