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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 1.81 by root, Mon Sep 29 10:31:32 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->drop_and_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->drop_and_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 (true);
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 (true);
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 (true);
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 (true);
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 (true);
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
547 payload->remove ();
548 op->destroy (true);
549 return payload;
550 }
551
552 case ARROW:
553 if (op->has_active_speed ())
554 op = fix_stopped_arrow (op);
506 return op; 555 return op;
507 556
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: 557 default:
527 return op; 558 return op;
528 } 559 }
529} 560}
530 561
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 562/* 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. 563 * Inserts item into the old map, or merges it if it already is on the map.
533 * 564 *
534 * 'map' must be the value of op->map before stop_item() was called. 565 * 'map' must be the value of op->map before stop_item() was called.
535 */ 566 */
567void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 568fix_stopped_item (object *op, maptile *map, object *originator)
537{ 569{
538 if (map == NULL) 570 if (map == NULL)
539 return; 571 return;
572
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 573 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 574 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 575 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 576 merge_ob (op, NULL); /* only some arrows actually need this */
544} 577}
545 578
546 579object *
547object *fix_stopped_arrow (object *op) 580fix_stopped_arrow (object *op)
548{ 581{
549 if(rndm(0, 99) < op->stats.food) { 582 if (rndm (0, 99) < op->stats.food)
583 {
550 /* Small chance of breaking */ 584 /* Small chance of breaking */
551 remove_ob (op); 585 op->destroy (true);
552 free_object(op);
553 return NULL; 586 return NULL;
554 } 587 }
555 588
589 op->set_speed (0);
556 op->direction=0; 590 op->direction = 0;
557 op->move_on=0; 591 op->move_on = 0;
558 op->move_type=0; 592 op->move_type = 0;
559 op->speed = 0; 593 op->skill = 0; // really?
560 update_ob_speed(op); 594
595 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 596 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 597 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 598 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 599
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 600 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 601 {
602 op->slaying = op->spellarg;
572 free(op->spellarg); 603 free (op->spellarg);
573 op->spellarg = NULL; 604 op->spellarg = 0;
605 }
574 } else 606 else
575 op->slaying = NULL; 607 op->slaying = 0;
576 608
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 609 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 610 op->spellarg = NULL;
579 op->stats.sp = 0; 611 op->stats.sp = 0;
580 op->stats.hp = 0; 612 op->stats.hp = 0;
581 op->stats.grace = 0; 613 op->stats.grace = 0;
582 op->level = 0; 614 op->level = 0;
583 op->face=op->arch->clone.face; 615 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 616 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 617 update_object (op, UP_OBJ_CHANGE);
586 return op; 618 return op;
587} 619}
588 620
589/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 623 * here too. -b.t.
592 * 624 *
593 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
595 */ 627 */
596 628static void
597static void stop_arrow (object *op) 629stop_arrow (object *op)
598{ 630{
599 /* Lauwenmark: Handle for plugin stop event */ 631 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 632 return;
633
601 if (op->inv) { 634 if (op->inv)
635 {
636 // replace this by straightforward drop to ground?
602 object *payload = op->inv; 637 object *payload = op->inv;
603 remove_ob (payload); 638
604 clear_owner(payload); 639 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 640 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 641 op->destroy (true);
607 free_object (op); 642 }
608 } else { 643 else
644 {
609 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
610 if (op) 647 if (op)
611 merge_ob (op, NULL); 648 merge_ob (op, 0);
612 } 649 }
613} 650}
614 651
615/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 653 */
617 654void
618void move_arrow(object *op) { 655move_arrow (object *op)
619 object *tmp; 656{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 657 int was_reflected;
622 mapstruct *m;
623 658
624 if(op->map==NULL) { 659 if (!op->map)
660 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 662 op->destroy (true);
627 free_object(op); 663 return;
628 return;
629 } 664 }
630 665
631 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 667 if (op->type == THROWN_OBJ)
668 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 669 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 670 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 671 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 672 * 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 673 * 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, 674 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
640 */ 676 */
641 if (op->inv == NULL) { 677 if (!op->inv)
642 remove_ob(op); 678 {
643 free_object(op); 679 op->destroy (true);
680 return;
681 }
682
683 if (op->last_sp-- < 0)
684 {
685 stop_arrow (op);
686 return;
687 }
688 }
689
690 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
691 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW)
693 {
694 stop_arrow (op);
695 return;
696 }
697
698 /* Calculate target map square */
699 was_reflected = 0;
700
701 mapxy pos (op); pos.move (op->direction);
702
703 if (!pos.normalise ())
704 {
705 stop_arrow (op);
706 return;
707 }
708
709 /* only need to look for living creatures if this flag is set */
710 if (pos->flags () & P_IS_ALIVE)
711 {
712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
716 break;
717
718 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then
720 * move into it.
721 */
722 if (tmp && tmp != op->owner)
723 {
724 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.)
727 */
728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
729 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4);
733 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */
735 }
736 else
737 {
738 /* Attack the object. */
739 op = hit_with_arrow (op, tmp);
740
741 if (!op)
742 return;
743 }
744 } /* if this is not hitting its owner */
745 } /* if there is something alive on this space */
746
747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
748 {
749 int retry = 0;
750
751 /* if the object doesn't reflect, stop the arrow from moving
752 * note that this code will now catch cases where a monster is
753 * on a wall but has reflecting - the arrow won't reflect.
754 * Mapmakers shouldn't put monsters on top of wall in the first
755 * place, so I don't consider that a problem.
756 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
758 {
759 stop_arrow (op);
760 return;
761 }
762 else
763 {
764 /* If one of the major directions (n,s,e,w), just reverse it */
765 if (op->direction & 1)
766 {
767 op->direction = absdir (op->direction + 4);
768 retry = 1;
769 }
770
771 /* There were two blocks with identical code -
772 * use this retry here to make this one block
773 * that did the same thing.
774 */
775 while (retry < 2)
776 {
777 retry++;
778
779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
780 * over a corner in a tiled map, it is possible that
781 * op->direction is within an adjacent map but either
782 * op->direction-1 or op->direction+1 does not exist.
783 */
784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
786
787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
789
790 if (left == right)
791 op->direction = absdir (op->direction + 4);
792 else if (left)
793 op->direction = absdir (op->direction + 2);
794 else if (right)
795 op->direction = absdir (op->direction - 2);
796
797 /* If this space is not out of the map and not blocked, valid space -
798 * don't need to retry again.
799 */
800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
802 break;
803 }
804
805 /* Couldn't find a direction to move the arrow to - just
806 * stop it from moving.
807 */
808 if (retry == 2)
809 {
810 stop_arrow (op);
811 return;
812 }
813
814 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op))
817 SET_ANIMATION (op, op->direction);
818 } /* object is reflected */
819 } /* object ran into a wall */
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */
827 op->move_to (pos);
828}
829
830void
831change_object (object *op)
832{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch)
836 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return;
839 }
840
841 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 {
844 if (op->stats.food-- > 0)
845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 if (op->type == LAMP)
858 tmp->stats.food = op->stats.food - 1;
859
860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861
862 if (env)
863 env->insert (tmp);
864 else
865 {
866 j = find_first_free_spot (tmp, op->map, op->x, op->y);
867 if (j < 0) /* No free spot */
868 tmp->destroy (true);
869 else
870 {
871 mapxy pos (op); pos.move (j);
872
873 if (pos.normalise ())
874 pos.insert (tmp, op);
875 }
876 }
877 }
878
879 op->destroy (true);
880}
881
882void
883move_teleporter (object *op)
884{
885 object *tmp, *head = op;
886
887 /* if this is a multipart teleporter, handle the other parts
888 * The check for speed isn't strictly needed - basically, if
889 * there is an old multipart teleporter in which the other parts
890 * have speed, we don't really want to call it twice for the same
891 * function - in fact, as written below, part N would get called
892 * N times without the speed check.
893 */
894 if (op->more && !op->more->has_active_speed ())
895 move_teleporter (op->more);
896
897 if (op->head)
898 head = op->head;
899
900 for (tmp = op->above; tmp; tmp = tmp->above)
901 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
902 break;
903
904 /* If nothing above us to move, nothing to do */
905 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
906 return;
907
908 if (EXIT_PATH (head))
909 {
910 if (tmp->type == PLAYER)
911 {
912 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 913 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 914
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 915 tmp->enter_exit (head);
653 values look rediculous. */ 916 }
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 { 917 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 */ 918 /* 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; 919 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 920 }
921 else if (EXIT_X (head) || EXIT_Y (head))
889 } 922 {
890 else { 923 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 924 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 925 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 926 head->destroy (true);
894 return; 927 return;
928 }
929
930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
931 return;
932
933 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
934 }
935 else
936 {
937 /* Random teleporter */
938 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
939 return;
940
895 teleport(head, TELEPORTER, tmp); 941 teleport (head, TELEPORTER, tmp);
896 } 942 }
897} 943}
898
899 944
900/* This object will teleport someone to a different map 945/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 946 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 947 This was invented for giving classes, but there's no reason it
903 can't be generalized. 948 can't be generalized.
904*/ 949*/
905 950void
906void move_player_changer(object *op) { 951move_player_changer (object *op)
952{
907 object *player; 953 object *player;
908 object *walk; 954 object *walk;
909 char c;
910 955
911 if (!op->above || !EXIT_PATH(op)) return; 956 if (!op->above || !EXIT_PATH (op))
957 return;
912 958
913 /* This isn't all that great - means that the player_mover 959 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 960 * needs to be on top.
915 */ 961 */
916 if(op->above->type==PLAYER) { 962 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 963 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 964 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 965 return;
966
920 player=op->above; 967 player = op->above;
968
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 969 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 970 apply_changes_to_player (player, walk);
923 971
924 fix_player(player); 972 player->update_stats ();
973
925 esrv_send_inventory(op->above,op->above); 974 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 975 esrv_update_item (UPD_FACE, op->above, op->above);
927 976
928 /* update players death & WoR home-position */ 977 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 978 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 979 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 980 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 981 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 982 player->contr->bed_y = EXIT_Y (op);
934 } 983 }
935 else 984 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 985 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 986
939 987 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 988 }
943} 989}
944 990
945/* firewalls fire other spells. 991/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 992 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 993 * walls can have hp, so they can be torn down.
948 */ 994 */
995void
949void move_firewall(object *op) { 996move_firewall (object *op)
997{
950 object *spell; 998 object *spell;
951 999
952 if ( ! op->map) 1000 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1001 return; /* dm has created a firewall in his inventory */
954 1002
955 spell = op->inv; 1003 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1004
1005 if (!spell || spell->type != SPELL)
1006 spell = op->other_arch;
1007
957 if (!spell) { 1008 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 } 1009 {
1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1011 return;
1012 }
962 1013
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1014 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1015}
965
966 1016
967/* move_player_mover: this function takes a "player mover" as an 1017/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1018 * argument, and performs the function of a player mover, which is:
969 * 1019 *
970 * a player mover finds any players that are sitting on it. It 1020 * 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. 1021 * 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, 1022 * 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, 1023 * 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 1024 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1025 */
1026void
976void move_player_mover(object *op) { 1027move_player_mover (object *op)
977 object *victim, *nextmover; 1028{
978 int dir = op->stats.sp; 1029 int dir = op->stats.sp;
979 sint16 nx, ny; 1030 sint16 nx, ny;
980 mapstruct *m; 1031 maptile *m;
981 1032
982 /* Determine direction now for random movers so we do the right thing */ 1033 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1034 if (!dir)
1035 dir = rndm (1, 8);
984 1036
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1037 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1038 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1039 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1040 (victim->move_type & op->move_type || !victim->move_type))
1041 {
988 1042
989 if (victim->head) victim = victim->head; 1043 if (victim->head)
1044 victim = victim->head;
990 1045
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1046 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1047 {
993 free_object(op); 1048 op->remove ();
994 return; 1049 return;
995 } 1050 }
1051
996 nx = op->x+freearr_x[dir]; 1052 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1053 ny = op->y + freearr_y[dir];
998 m = op->map; 1054 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1055 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1056 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1057 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); 1058 return;
1002 return ; 1059 }
1003 } 1060
1004
1005 if (should_director_abort(op, victim)) return ; 1061 if (should_director_abort (op, victim))
1062 return;
1006 1063
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1064 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1065 {
1008 if(nextmover->type == PLAYERMOVER) 1066 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1067 nextmover->speed_left = -.99f;
1068
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1069 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1070 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1071 }
1013 }
1014 1072
1015 if(victim->type==PLAYER) { 1073 if (victim->type == PLAYER)
1074 {
1016 /* only level >=1 movers move people */ 1075 /* only level >=1 movers move people */
1017 if(op->level) { 1076 if (op->level)
1077 {
1018 /* Following is a bit of hack. We need to make sure it 1078 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1079 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1080 * place. This can happen if the player used a spell to
1021 * get to this space. 1081 * get to this space.
1022 */ 1082 */
1023 victim->contr->fire_on=0; 1083 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1084 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1085 move_player (victim, dir);
1026 } 1086 }
1027 else return; 1087 else
1028 } 1088 return;
1029 else move_object(victim,dir); 1089 }
1090 else
1091 move_object (victim, dir);
1030 1092
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1093 if (!op->stats.maxsp && op->attacktype)
1094 op->stats.maxsp = 2;
1032 1095
1033 if(op->attacktype) { /* flag to paralyze the player */ 1096 if (op->attacktype)
1034 1097 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1098 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 1099 }
1037 * would sometimes get -inf speed_left, and from the 1100 }
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 } 1101 }
1046} 1102}
1047 1103
1048/* 1104/*
1049 * Will duplicate a specified object placed on top of it. 1105 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1106 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1107 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1108 * other_arch: the object to look for and duplicate.
1053 */ 1109 */
1054 1110
1111void
1055void move_duplicator(object *op) { 1112move_duplicator (object *op)
1113{
1056 object *tmp; 1114 object *tmp;
1057 1115
1058 if ( !op->other_arch ) { 1116 if (!op->other_arch)
1117 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1118 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1119 return;
1061 } 1120 }
1062 1121
1063 if (op->above == NULL) 1122 if (op->above == NULL)
1064 return; 1123 return;
1124
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1125 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1126 {
1127 if (op->other_arch->archname == tmp->arch->archname)
1128 {
1067 if (op->level <= 0) { 1129 if (op->level <= 0)
1068 remove_ob(tmp); 1130 tmp->destroy (true);
1069 free_object(tmp); 1131 else
1070 } else { 1132 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1133 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1134
1073 new_nrof = 1UL<<31; 1135 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1136 new_nrof = 1UL << 31;
1075 } 1137
1076 break; 1138 tmp->nrof = new_nrof;
1077 } 1139 }
1140
1141 break;
1142 }
1078 } 1143 }
1079} 1144}
1080 1145
1081/* move_creator (by peterm) 1146/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1147 * 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. 1154 * 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 1155 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1156 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1157 * outside of the map which would cause the server to crash
1093*/ 1158*/
1094 1159void
1095void move_creator(object *creator) { 1160move_creator (object *creator)
1161{
1096 object *new_ob; 1162 object *new_ob;
1097 1163
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1164 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1165 {
1099 creator->stats.hp=-1; 1166 creator->stats.hp = -1;
1100 return; 1167 return;
1168 }
1169
1170 if (creator->inv)
1101 } 1171 {
1102
1103 if (creator->inv != NULL) {
1104 object *ob; 1172 object *ob;
1105 int i; 1173 int i;
1106 object *ob_to_copy; 1174 object *ob_to_copy;
1107 1175
1108 /* select random object from inventory to copy */ 1176 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1177 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1178 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1179 {
1111 if (rndm(0, i) == 0) { 1180 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1181 {
1182 ob_to_copy = ob;
1183 }
1184 }
1185 new_ob = ob_to_copy->deep_clone ();
1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } 1188 }
1114 } 1189 else
1115 new_ob = object_create_clone(ob_to_copy); 1190 {
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1191 if (!creator->other_arch)
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1192 {
1118 } else { 1193 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1119 if (creator->other_arch == NULL) { 1194 &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; 1195 return;
1122 } 1196 }
1123 1197
1124 new_ob = object_create_arch(creator->other_arch); 1198 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1200 }
1127 1201
1128 /* Make sure this multipart object fits */ 1202 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1204 {
1205 new_ob->destroy ();
1206 return;
1207 }
1133 1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1212
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1215 return;
1137 1216
1138 if (creator->slaying) { 1217 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1218 new_ob->name = new_ob->title = creator->slaying;
1140 FREE_AND_COPY(new_ob->title, creator->slaying);
1141 }
1142} 1219}
1143 1220
1144/* move_marker --peterm@soda.csua.berkeley.edu 1221/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1222 when moved, a marker will search for a player sitting above
1146 it, and insert an invisible, weightless force into him 1223 it, and insert an invisible, weightless force into him
1147 with a specific code as the slaying field. 1224 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1225 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1226 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1227 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.*/ 1228 unless hp was zero to start with, in which case it is infinite.*/
1152 1229void
1153void move_marker(object *op) { 1230move_marker (object *op)
1154 object *tmp,*tmp2; 1231{
1155 1232 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1233 {
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 */ 1234 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1235 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1236 force->destroy (true);
1237
1238 if (!tmp->force_find (op->slaying))
1239 {
1240 tmp->force_add (op->slaying, op->stats.food);
1241
1242 if (op->msg)
1243 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1244
1245 if (op->stats.hp > 0)
1246 {
1247 op->stats.hp--;
1248
1249 if (op->stats.hp == 0)
1250 {
1251 /* marker expires--granted mark number limit */
1252 op->destroy (true);
1253 return;
1254 }
1255 }
1256 }
1165 } 1257 }
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} 1258}
1212 1259
1260void
1213int process_object(object *op) { 1261process_object (object *op)
1262{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1263 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1264 return;
1216 1265
1266 if (expect_false (INVOKE_OBJECT (TICK, op)))
1267 return;
1268
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1269 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1270 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1271 return;
1220 1272
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1273 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 } 1274 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1275 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 1276
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)) 1277 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1278 make_sure_seen (op);
1248 free_object(op); 1279 }
1249 } 1280
1250 return 1; 1281 if (expect_false (
1282 op->flag [FLAG_GENERATOR]
1283 || op->flag [FLAG_CHANGING]
1284 || op->flag [FLAG_IS_USED_UP]
1285 ))
1251 } 1286 {
1252 /* Lauwenmark: Handle for plugin time event */ 1287 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1288 {
1289 change_object (op);
1290 return;
1291 }
1292
1293 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1294 generate_monster (op);
1295
1296 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1297 {
1298 if (QUERY_FLAG (op, FLAG_APPLIED))
1299 remove_force (op);
1300 else
1301 {
1302 op->remove (); // TODO: really necessary?
1303
1304 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1305 make_sure_not_seen (op);
1306
1307 op->drop_and_destroy ();
1308 }
1309
1310 return;
1311 }
1312 }
1313
1254 switch(op->type) { 1314 switch (op->type)
1255 case TRANSPORT: 1315 {
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: 1316 case SPELL_EFFECT:
1265 move_spell_effect(op); 1317 move_spell_effect (op);
1266 return 1; 1318 break;
1267 1319
1268 case ROD: 1320 case ROD:
1269 case HORN: 1321 case HORN:
1270 regenerate_rod(op); 1322 regenerate_rod (op);
1271 return 1; 1323 break;
1272 1324
1273 case FORCE: 1325 case FORCE:
1274 case POTION_EFFECT: 1326 case POTION_EFFECT:
1275 remove_force(op); 1327 remove_force (op);
1276 return 1; 1328 break;
1277 1329
1278 case BLINDNESS: 1330 case BLINDNESS:
1279 remove_blindness(op); 1331 remove_blindness (op);
1280 return 0; 1332 break;
1281 1333
1282 case POISONING: 1334 case POISONING:
1283 poison_more(op); 1335 poison_more (op);
1284 return 0; 1336 break;
1285 1337
1286 case DISEASE: 1338 case DISEASE:
1287 move_disease(op); 1339 move_disease (op);
1288 return 0; 1340 break;
1289 1341
1290 case SYMPTOM: 1342 case SYMPTOM:
1291 move_symptom(op); 1343 move_symptom (op);
1292 return 0; 1344 break;
1293 1345
1294 case THROWN_OBJ: 1346 case THROWN_OBJ:
1295 case ARROW: 1347 case ARROW:
1296 move_arrow(op); 1348 move_arrow (op);
1297 return 0; 1349 break;
1298 1350
1299 case LIGHTNING: /* It now moves twice as fast */ 1351 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1352 remove_door (op);
1305 return 0; 1353 break;
1306 1354
1307 case LOCKED_DOOR: 1355 case LOCKED_DOOR:
1308 remove_door2(op); 1356 remove_door2 (op);
1309 return 0; 1357 break;
1310 1358
1311 case TELEPORTER: 1359 case TELEPORTER:
1312 move_teleporter(op); 1360 move_teleporter (op);
1313 return 0; 1361 break;
1314 1362
1315 case GOLEM: 1363 case GOLEM:
1316 move_golem(op); 1364 move_golem (op);
1317 return 0; 1365 break;
1318 1366
1319 case EARTHWALL: 1367 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1368 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1369 break;
1322 1370
1323 case FIREWALL: 1371 case FIREWALL:
1324 move_firewall(op); 1372 move_firewall (op);
1325 if (op->stats.maxsp) 1373 if (op->stats.maxsp)
1326 animate_turning(op); 1374 animate_turning (op);
1327 return 0; 1375 break;
1328 1376
1329 case MOOD_FLOOR: 1377 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1378 do_mood_floor (op);
1331 return 0; 1379 break;
1332 1380
1333 case GATE: 1381 case GATE:
1334 move_gate(op); 1382 move_gate (op);
1335 return 0; 1383 break;
1336 1384
1337 case TIMED_GATE: 1385 case TIMED_GATE:
1338 move_timed_gate(op); 1386 move_timed_gate (op);
1339 return 0; 1387 break;
1340 1388
1341 case TRIGGER: 1389 case TRIGGER:
1342 case TRIGGER_BUTTON: 1390 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1391 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1392 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1393 animate_trigger (op);
1346 return 0; 1394 break;
1347 1395
1348 case DETECTOR: 1396 case DETECTOR:
1349 move_detector(op); 1397 move_detector (op);
1350 1398
1351 case DIRECTOR: 1399 case DIRECTOR:
1352 if (op->stats.maxsp) 1400 if (op->stats.maxsp)
1353 animate_turning(op); 1401 animate_turning (op);
1354 return 0; 1402 break;
1355 1403
1356 case HOLE: 1404 case HOLE:
1357 move_hole(op); 1405 move_hole (op);
1358 return 0; 1406 break;
1359 1407
1360 case DEEP_SWAMP: 1408 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1409 move_deep_swamp (op);
1362 return 0; 1410 break;
1363 1411
1364 case RUNE: 1412 case RUNE:
1365 case TRAP: 1413 case TRAP:
1366 move_rune(op); 1414 move_rune (op);
1367 return 0; 1415 break;
1368 1416
1369 case PLAYERMOVER: 1417 case PLAYERMOVER:
1370 move_player_mover(op); 1418 move_player_mover (op);
1371 return 0; 1419 break;
1372 1420
1373 case CREATOR: 1421 case CREATOR:
1374 move_creator(op); 1422 move_creator (op);
1375 return 0; 1423 break;
1376 1424
1377 case MARKER: 1425 case MARKER:
1378 move_marker(op); 1426 move_marker (op);
1379 return 0; 1427 break;
1380 1428
1381 case PLAYER_CHANGER: 1429 case PLAYER_CHANGER:
1382 move_player_changer(op); 1430 move_player_changer (op);
1383 return 0; 1431 break;
1384 1432
1385 case PEACEMAKER: 1433 case PEACEMAKER:
1386 move_peacemaker(op); 1434 move_peacemaker (op);
1387 return 0; 1435 break;
1388 }
1389 1436
1390 return 0; 1437 case PLAYER:
1438 // players have their own speed-management, so undo the --speed_left
1439 ++op->speed_left;
1440 break;
1441 }
1391} 1442}
1443

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