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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 1.89 by elmex, Tue Jan 13 12:29:43 2009 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 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
108 object *op;
66 int i; 109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
139 op = arch_to_object (gen->other_arch);
140 }
141 else
142 return;
143
144 op->expand_tail ();
145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
150 if (rndm (0, 9))
151 generate_artifact (op, gen->map->difficulty);
152
153 if (op->has_random_items ())
154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
155
156 return;
157 }
158
159 op->destroy ();
160}
161
162void
163remove_force (object *op)
164{
165 if (--op->duration > 0)
166 return;
167
168 if (op->env)
169 switch (op->subtype)
170 {
171 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
174
175 default:
176 CLEAR_FLAG (op, FLAG_APPLIED);
177 change_abil (op->env, op);
178 op->env->update_stats ();
179 }
180
181 op->destroy ();
182}
183
184void
185remove_blindness (object *op)
186{
187 if (--op->stats.food > 0)
188 return;
189
190 CLEAR_FLAG (op, FLAG_APPLIED);
191
192 if (op->env)
193 {
194 change_abil (op->env, op);
195 op->env->update_stats ();
196 }
197
198 op->destroy ();
199}
200
201void
202poison_more (object *op)
203{
204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
205 {
206 op->destroy ();
207 return;
208 }
209
210 if (op->stats.food == 1)
211 {
212 /* need to unapply the object before update_stats is called, else fix_player
213 * will not do anything.
214 */
215 if (op->env->type == PLAYER)
216 {
217 CLEAR_FLAG (op, FLAG_APPLIED);
218 op->env->update_stats ();
219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
220 }
221
222 op->destroy ();
223 return;
224 }
225
226 if (op->env->type == PLAYER)
227 {
228 op->env->stats.food--;
229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
230 }
231
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233}
234
235
236void
237move_gate (object *op)
238{ /* 1 = going down, 0 = going up */
67 object *tmp; 239 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}
85 240
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)) { 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
242 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 243 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; 244 op->stats.wc = 0;
249 } 245 }
250 246
251 /* We're going down */ 247 /* We're going down */
252 if(op->value) { 248 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 249 {
250 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 252 op->stats.wc = 0;
255 if(op->arch->clone.speed) 253 if (op->arch->speed)
256 op->value=0; 254 op->value = 0;
257 else { 255 else
258 op->speed = 0; 256 op->set_speed (0);
259 update_ob_speed(op); 257 }
260 } 258
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
260 {
263 op->move_block = 0; 261 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
266 } 264 }
265
267 SET_ANIMATION(op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
269 return; 268 return;
270 } 269 }
271 270
272 /* We're going up */ 271 /* We're going up */
273 272
274 /* First, lets see if we are already at the top */ 273 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 {
276 276
277 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 284 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) 285 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 286
289 if (tmp==NULL) { 287 if (!tmp)
288 {
290 if(op->arch->clone.speed) 289 if (op->arch->speed)
291 op->value=1; 290 op->value = 1;
292 else { 291 else
293 op->speed = 0; 292 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 293
294 return;
295 }
295 } 296 }
296 return;
297 }
298 }
299 297
300 if(op->stats.food) { /* The gate is going temporarily down */ 298 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 303 op->stats.wc = 0;
304 } 304 }
305 }
306 else
305 } else { /* The gate is still going up */ 307 { /* The gate is still going up */
306 op->stats.wc++; 308 op->stats.wc++;
307 309
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 312
311 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
313 */ 315 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 {
315 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
318 322
319 if(tmp!=NULL) { 323 if (tmp)
324 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
326 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 328 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 329
324 "You are crushed by the %s!",op->name); 330 if (tmp->type == PLAYER)
325 } else 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
332 }
326 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
328 * off the gate. 335 * off the gate.
329 */ 336 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 337 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) 338 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 341
336 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 343 if (i > 0)
338 remove_ob(tmp); 344 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 345 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 346 pos.move (i);
341 } 347 if (pos.normalise ())
342 } 348 tmp->move_to (pos);
343 } 349 }
350 }
351 }
344 352
345 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 355 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) 356 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 357
352 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
353 if(tmp) { 359 if (tmp)
354 op->stats.food=1; 360 op->stats.food = 1;
355 } else { 361 else
362 {
356 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 364
365 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
360 } 368 }
361 } /* gate is halfway up */ 369 } /* gate is halfway up */
362 370
363 SET_ANIMATION(op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 372 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 373 } /* gate is going up */
366} 374}
367 375
368/* hp : how long door is open/closed 376/* hp : how long door is open/closed
369 * maxhp : initial value for hp 377 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
371 */ 379 */
380void
372void move_timed_gate(object *op) 381move_timed_gate (object *op)
373{ 382{
374 int v = op->value; 383 int v = op->value;
375 384
376 if (op->stats.sp) { 385 if (op->stats.sp)
386 {
377 move_gate(op); 387 move_gate (op);
388
378 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 390 op->stats.sp = 0;
380 return; 391 return;
381 } 392 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 393
394 if (--op->stats.hp <= 0)
395 { /* keep gate down */
383 move_gate(op); 396 move_gate (op);
384 if (op->value != v) { /* ready ? */ 397
385 op->speed = 0; 398 if (op->value != v)
386 update_ob_speed(op); 399 op->set_speed (0);
387 }
388 } 400 }
389} 401}
390 402
391/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
393 * connected: connected value of detector 405 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
396 */ 408 */
397 409
410void
398void move_detector(object *op) 411move_detector (object *op)
399{ 412{
400 object *tmp; 413 object *tmp;
401 int last = op->value; 414 int last = op->value;
402 int detected; 415 int detected;
416
403 detected = 0; 417 detected = 0;
404 418
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
420 {
406 object *tmp2; 421 object *tmp2;
407 if(op->stats.hp) { 422
423 if (op->stats.hp)
424 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 426 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 427 if (op->slaying && op->slaying == tmp->name)
411 } 428 detected = 1;
412 } 429
430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
431 detected = 1;
432 }
433 }
434
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 435 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 436 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 438 detected = 1;
418 } 439 }
419 440
420 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 442 if (op->stats.sp == 1)
443 {
422 if(detected && last == 0) { 444 if (detected && last == 0)
445 {
423 op->value = 1; 446 op->value = 1;
424 push_button(op); 447 push_button (op, tmp);
425 } 448 }
449
426 if(!detected && last == 1) { 450 if (!detected && last == 1)
451 {
427 op->value = 0; 452 op->value = 0;
428 push_button(op); 453 push_button (op, tmp);
429 } 454 }
430 } 455 }
431 else { /* in this case, we unset buttons */ 456 else
457 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 458 if (detected && last == 1)
459 {
433 op->value = 0; 460 op->value = 0;
434 push_button(op); 461 push_button (op, tmp);
435 } 462 }
463
436 if(!detected && last == 0) { 464 if (!detected && last == 0)
465 {
437 op->value = 1; 466 op->value = 1;
438 push_button(op); 467 push_button (op, tmp);
439 } 468 }
440 } 469 }
441} 470}
442 471
443 472void
444void animate_trigger (object *op) 473animate_trigger (object *op)
445{ 474{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 {
447 op->stats.wc = 0; 477 op->stats.wc = 0;
448 check_trigger(op,NULL); 478 check_trigger (op, NULL);
479 }
449 } else { 480 else
481 {
450 SET_ANIMATION(op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
452 } 484 }
453} 485}
454 486
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 487void
456 object *next,*tmp; 488move_hole (object *op)
457 489{ /* 1 = opening, 0 = closing */
458 if(op->value) { /* We're opening */ 490 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 491 { /* We're opening */
492 if (--op->stats.wc <= 0)
493 { /* Opened, let's stop */
460 op->stats.wc=0; 494 op->stats.wc = 0;
461 op->speed = 0; 495 op->set_speed (0);
462 update_ob_speed(op);
463 496
464 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 499 for (object *next, *tmp = op->above; tmp; tmp = next)
467 next=tmp->above; 500 {
468 move_apply(op,tmp,tmp); 501 next = tmp->above;
469 } 502 move_apply (op, tmp, tmp);
470 } 503 }
471 SET_ANIMATION(op, op->stats.wc); 504 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 505
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); 506 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 521 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 522}
489 523
490 524
491/* stop_item() returns a pointer to the stopped object. The stopped object 525/* 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 526 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 532 * it, NULL is returned.
499 * 533 *
500 * fix_stopped_item() should be used if the stopped item should be put on 534 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 535 * the map.
502 */ 536 */
537object *
503object *stop_item (object *op) 538stop_item (object *op)
504{ 539{
505 if (op->map == NULL) 540 if (op->map == NULL)
541 return op;
542
543 switch (op->type)
544 {
545 case THROWN_OBJ:
546 {
547 object *payload = op->inv;
548
549 if (payload == NULL)
550 return NULL;
551
552 payload->remove ();
553 op->destroy ();
554 return payload;
555 }
556
557 case ARROW:
558 if (op->has_active_speed ())
559 op = fix_stopped_arrow (op);
506 return op; 560 return op;
507 561
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: 562 default:
527 return op; 563 return op;
528 } 564 }
529} 565}
530 566
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 567/* 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. 568 * Inserts item into the old map, or merges it if it already is on the map.
533 * 569 *
534 * 'map' must be the value of op->map before stop_item() was called. 570 * 'map' must be the value of op->map before stop_item() was called.
535 */ 571 */
572void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
537{ 574{
538 if (map == NULL) 575 if (map == NULL)
539 return; 576 return;
577
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 579 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 580 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
544} 582}
545 583
546 584object *
547object *fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
548{ 586{
549 if(rndm(0, 99) < op->stats.food) { 587 if (rndm (0, 99) < op->stats.food)
588 {
550 /* Small chance of breaking */ 589 /* Small chance of breaking */
551 remove_ob (op); 590 op->destroy ();
552 free_object(op);
553 return NULL; 591 return NULL;
554 } 592 }
555 593
594 op->set_speed (0);
556 op->direction=0; 595 op->direction = 0;
557 op->move_on=0; 596 op->move_on = 0;
558 op->move_type=0; 597 op->move_type = 0;
559 op->speed = 0; 598 op->skill = 0; // really?
560 update_ob_speed(op); 599
600 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 602 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 604
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 605 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 606 {
607 op->slaying = op->spellarg;
572 free(op->spellarg); 608 free (op->spellarg);
573 op->spellarg = NULL; 609 op->spellarg = 0;
610 }
574 } else 611 else
575 op->slaying = NULL; 612 op->slaying = 0;
576 613
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 615 op->spellarg = NULL;
579 op->stats.sp = 0; 616 op->stats.sp = 0;
580 op->stats.hp = 0; 617 op->stats.hp = 0;
581 op->stats.grace = 0; 618 op->stats.grace = 0;
582 op->level = 0; 619 op->level = 0;
583 op->face=op->arch->clone.face; 620 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
586 return op; 623 return op;
587} 624}
588 625
589/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 627 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 628 * here too. -b.t.
592 * 629 *
593 * Returns a pointer to the stopped object (which will have been removed 630 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
595 */ 632 */
596 633static void
597static void stop_arrow (object *op) 634stop_arrow (object *op)
598{ 635{
599 /* Lauwenmark: Handle for plugin stop event */ 636 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 637 return;
638
601 if (op->inv) { 639 if (op->inv)
640 {
641 // replace this by straightforward drop to ground?
602 object *payload = op->inv; 642 object *payload = op->inv;
603 remove_ob (payload); 643
604 clear_owner(payload); 644 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 645 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 646 op->destroy ();
607 free_object (op); 647 }
608 } else { 648 else
649 {
609 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
610 if (op) 652 if (op)
611 merge_ob (op, NULL); 653 merge_ob (op, 0);
612 } 654 }
613} 655}
614 656
615/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 658 */
617 659void
618void move_arrow(object *op) { 660move_arrow (object *op)
619 object *tmp; 661{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 662 int was_reflected;
622 mapstruct *m;
623 663
624 if(op->map==NULL) { 664 if (!op->map)
665 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 667 op->destroy ();
627 free_object(op); 668 return;
628 return;
629 } 669 }
630 670
631 /* we need to stop thrown objects at some point. Like here. */ 671 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 672 if (op->type == THROWN_OBJ)
673 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 674 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 675 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 676 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 677 * 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 678 * 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, 679 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
640 */ 681 */
641 if (op->inv == NULL) { 682 if (!op->inv)
642 remove_ob(op); 683 {
643 free_object(op); 684 op->destroy ();
685 return;
686 }
687
688 if (op->last_sp-- < 0)
689 {
690 stop_arrow (op);
691 return;
692 }
693 }
694
695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
696 values look rediculous. */
697 if (op->speed < 0.5 && op->type == ARROW)
698 {
699 stop_arrow (op);
700 return;
701 }
702
703 /* Calculate target map square */
704 was_reflected = 0;
705
706 mapxy pos (op); pos.move (op->direction);
707
708 if (!pos.normalise ())
709 {
710 stop_arrow (op);
711 return;
712 }
713
714 /* only need to look for living creatures if this flag is set */
715 if (pos->flags () & P_IS_ALIVE)
716 {
717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
721 break;
722
723 /* Not really fair, but don't let monsters hit themselves with
724 * their own arrow - this can be because they fire it then
725 * move into it.
726 */
727 if (tmp && tmp != op->owner)
728 {
729 /* Found living object, but it is reflecting the missile. Update
730 * as below. (Note that for living creatures there is a small
731 * chance that reflect_missile fails.)
732 */
733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
734 {
735 int number = op->face;
736
737 op->direction = absdir (op->direction + 4);
738 update_turn_face (op);
739 was_reflected = 1; /* skip normal movement calculations */
740 }
741 else
742 {
743 /* Attack the object. */
744 op = hit_with_arrow (op, tmp);
745
746 if (!op)
747 return;
748 }
749 } /* if this is not hitting its owner */
750 } /* if there is something alive on this space */
751
752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
753 {
754 int retry = 0;
755
756 /* if the object doesn't reflect, stop the arrow from moving
757 * note that this code will now catch cases where a monster is
758 * on a wall but has reflecting - the arrow won't reflect.
759 * Mapmakers shouldn't put monsters on top of wall in the first
760 * place, so I don't consider that a problem.
761 */
762 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
763 {
764 stop_arrow (op);
765 return;
766 }
767 else
768 {
769 /* If one of the major directions (n,s,e,w), just reverse it */
770 if (op->direction & 1)
771 {
772 op->direction = absdir (op->direction + 4);
773 retry = 1;
774 }
775
776 /* There were two blocks with identical code -
777 * use this retry here to make this one block
778 * that did the same thing.
779 */
780 while (retry < 2)
781 {
782 retry++;
783
784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
785 * over a corner in a tiled map, it is possible that
786 * op->direction is within an adjacent map but either
787 * op->direction-1 or op->direction+1 does not exist.
788 */
789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
791
792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794
795 if (left == right)
796 op->direction = absdir (op->direction + 4);
797 else if (left)
798 op->direction = absdir (op->direction + 2);
799 else if (right)
800 op->direction = absdir (op->direction - 2);
801
802 /* If this space is not out of the map and not blocked, valid space -
803 * don't need to retry again.
804 */
805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
807 break;
808 }
809
810 /* Couldn't find a direction to move the arrow to - just
811 * stop it from moving.
812 */
813 if (retry == 2)
814 {
815 stop_arrow (op);
816 return;
817 }
818
819 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op))
822 SET_ANIMATION (op, op->direction);
823 } /* object is reflected */
824 } /* object ran into a wall */
825
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed.
828 */
829 op->speed -= 0.05;
830
831 /* Move the arrow. */
832 op->move_to (pos);
833}
834
835void
836change_object (object *op)
837{ /* Doesn`t handle linked objs yet */
838 int i, j;
839
840 if (!op->other_arch)
841 {
842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
843 return;
844 }
845
846 /* In non-living items only change when food value is 0 */
847 if (!QUERY_FLAG (op, FLAG_ALIVE))
848 {
849 if (op->stats.food-- > 0)
850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
866 else
867 {
868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
869 if (j < 0) /* No free spot */
870 tmp->destroy ();
871 else
872 {
873 mapxy pos (op); pos.move (j);
874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
877 }
878 }
879 }
880
881 op->destroy ();
882}
883
884void
885move_teleporter (object *op)
886{
887 object *tmp, *head = op;
888
889 /* if this is a multipart teleporter, handle the other parts
890 * The check for speed isn't strictly needed - basically, if
891 * there is an old multipart teleporter in which the other parts
892 * have speed, we don't really want to call it twice for the same
893 * function - in fact, as written below, part N would get called
894 * N times without the speed check.
895 */
896 if (op->more && !op->more->has_active_speed ())
897 move_teleporter (op->more);
898
899 if (op->head)
900 head = op->head;
901
902 for (tmp = op->above; tmp; tmp = tmp->above)
903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
904 break;
905
906 /* If nothing above us to move, nothing to do */
907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
908 return;
909
910 if (EXIT_PATH (head))
911 {
912 if (tmp->type == PLAYER)
913 {
914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 915 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 916
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 917 tmp->enter_exit (head);
653 values look rediculous. */ 918 }
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 { 919 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 */ 920 /* 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; 921 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 922 }
923 else if (EXIT_X (head) || EXIT_Y (head))
889 } 924 {
890 else { 925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 926 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 927 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 928 head->destroy ();
894 return; 929 return;
930 }
931
932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
933 return;
934
935 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
936 }
937 else
938 {
939 /* Random teleporter */
940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
941 return;
942
895 teleport(head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
896 } 944 }
897} 945}
898
899 946
900/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
903 can't be generalized. 950 can't be generalized.
904*/ 951*/
905 952void
906void move_player_changer(object *op) { 953move_player_changer (object *op)
954{
907 object *player; 955 object *player;
908 object *walk; 956 object *walk;
909 char c;
910 957
911 if (!op->above || !EXIT_PATH(op)) return; 958 if (!op->above || !EXIT_PATH (op))
959 return;
912 960
913 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 962 * needs to be on top.
915 */ 963 */
916 if(op->above->type==PLAYER) { 964 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 965 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 967 return;
968
920 player=op->above; 969 player = op->above;
970
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 972 apply_changes_to_player (player, walk);
923 973
924 fix_player(player); 974 player->update_stats ();
975
925 esrv_send_inventory(op->above,op->above); 976 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
927 978
928 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 981 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 982 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 983 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 984 player->contr->bed_y = EXIT_Y (op);
934 } 985 }
935 else 986 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 988
939 989 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 990 }
943} 991}
944 992
945/* firewalls fire other spells. 993/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 995 * walls can have hp, so they can be torn down.
948 */ 996 */
997void
949void move_firewall(object *op) { 998move_firewall (object *op)
999{
950 object *spell; 1000 object *spell;
951 1001
952 if ( ! op->map) 1002 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
954 1004
955 spell = op->inv; 1005 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1006
1007 if (!spell || spell->type != SPELL)
1008 spell = op->other_arch;
1009
957 if (!spell) { 1010 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 } 1011 {
1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1013 return;
1014 }
962 1015
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1017}
965
966 1018
967/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
969 * 1021 *
970 * a player mover finds any players that are sitting on it. It 1022 * 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. 1023 * 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, 1024 * 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, 1025 * 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 1026 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1027 */
1028void
976void move_player_mover(object *op) { 1029move_player_mover (object *op)
977 object *victim, *nextmover; 1030{
978 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
979 sint16 nx, ny; 1032 sint16 nx, ny;
980 mapstruct *m; 1033 maptile *m;
981 1034
982 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1036 if (!dir)
1037 dir = rndm (1, 8);
984 1038
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1040 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1042 (victim->move_type & op->move_type || !victim->move_type))
1043 {
988 1044
989 if (victim->head) victim = victim->head; 1045 if (victim->head)
1046 victim = victim->head;
990 1047
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1049 {
993 free_object(op); 1050 op->remove ();
994 return; 1051 return;
995 } 1052 }
1053
996 nx = op->x+freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
998 m = op->map; 1056 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1058 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1059 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); 1060 return;
1002 return ; 1061 }
1003 } 1062
1004
1005 if (should_director_abort(op, victim)) return ; 1063 if (should_director_abort (op, victim))
1064 return;
1006 1065
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1067 {
1008 if(nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1069 nextmover->speed_left = -.99f;
1070
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1073 }
1013 }
1014 1074
1015 if(victim->type==PLAYER) { 1075 if (victim->type == PLAYER)
1076 {
1016 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1017 if(op->level) { 1078 if (op->level)
1079 {
1018 /* Following is a bit of hack. We need to make sure it 1080 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1021 * get to this space. 1083 * get to this space.
1022 */ 1084 */
1023 victim->contr->fire_on=0; 1085 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1086 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1087 move_player (victim, dir);
1026 } 1088 }
1027 else return; 1089 else
1028 } 1090 return;
1029 else move_object(victim,dir); 1091 }
1092 else
1093 move_object (victim, dir);
1030 1094
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1095 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2;
1032 1097
1033 if(op->attacktype) { /* flag to paralyze the player */ 1098 if (op->attacktype)
1034 1099 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1100 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 1101 }
1037 * would sometimes get -inf speed_left, and from the 1102 }
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 } 1103 }
1046} 1104}
1047 1105
1048/* 1106/*
1049 * Will duplicate a specified object placed on top of it. 1107 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1108 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1109 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1110 * other_arch: the object to look for and duplicate.
1053 */ 1111 */
1054 1112
1113void
1055void move_duplicator(object *op) { 1114move_duplicator (object *op)
1115{
1056 object *tmp; 1116 object *tmp;
1057 1117
1058 if ( !op->other_arch ) { 1118 if (!op->other_arch)
1119 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1120 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1121 return;
1061 } 1122 }
1062 1123
1063 if (op->above == NULL) 1124 if (op->above == NULL)
1064 return; 1125 return;
1126
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1128 {
1129 if (op->other_arch->archname == tmp->arch->archname)
1130 {
1067 if (op->level <= 0) { 1131 if (op->level <= 0)
1068 remove_ob(tmp); 1132 tmp->destroy ();
1069 free_object(tmp); 1133 else
1070 } else { 1134 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1136
1073 new_nrof = 1UL<<31; 1137 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1138 new_nrof = 1UL << 31;
1075 } 1139
1076 break; 1140 tmp->nrof = new_nrof;
1077 } 1141 }
1142
1143 break;
1144 }
1078 } 1145 }
1079} 1146}
1080 1147
1081/* move_creator (by peterm) 1148/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1149 * 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. 1156 * 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 1157 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1093*/ 1160*/
1094 1161void
1095void move_creator(object *creator) { 1162move_creator (object *creator)
1163{
1096 object *new_ob; 1164 object *new_ob;
1097 1165
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1167 {
1099 creator->stats.hp=-1; 1168 creator->stats.hp = -1;
1100 return; 1169 return;
1170 }
1171
1172 if (creator->inv)
1101 } 1173 {
1102
1103 if (creator->inv != NULL) {
1104 object *ob; 1174 object *ob;
1105 int i; 1175 int i;
1106 object *ob_to_copy; 1176 object *ob_to_copy;
1107 1177
1108 /* select random object from inventory to copy */ 1178 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1179 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1180 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1181 {
1111 if (rndm(0, i) == 0) { 1182 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1183 {
1184 ob_to_copy = ob;
1185 }
1186 }
1187 new_ob = ob_to_copy->deep_clone ();
1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } 1190 }
1114 } 1191 else
1115 new_ob = object_create_clone(ob_to_copy); 1192 {
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1193 if (!creator->other_arch)
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1194 {
1118 } else { 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1119 if (creator->other_arch == NULL) { 1196 &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; 1197 return;
1122 } 1198 }
1123 1199
1124 new_ob = object_create_arch(creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1202 }
1127 1203
1128 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1206 {
1207 new_ob->destroy ();
1208 return;
1209 }
1133 1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1214
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1217 return;
1137 1218
1138 if (creator->slaying) { 1219 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1220 new_ob->name = new_ob->title = creator->slaying;
1140 FREE_AND_COPY(new_ob->title, creator->slaying);
1141 }
1142} 1221}
1143 1222
1144/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1146 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1147 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1229 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.*/ 1230 unless hp was zero to start with, in which case it is infinite.*/
1152 1231void
1153void move_marker(object *op) { 1232move_marker (object *op)
1154 object *tmp,*tmp2; 1233{
1155 1234 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1235 {
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 */ 1236 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1237 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1241 {
1242 tmp->force_add (op->slaying, op->stats.food);
1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1248 {
1249 op->stats.hp--;
1250
1251 if (op->stats.hp == 0)
1252 {
1253 /* marker expires--granted mark number limit */
1254 op->destroy ();
1255 return;
1256 }
1257 }
1258 }
1165 } 1259 }
1260}
1166 1261
1167 if(tmp2) { 1262// mapscript objects activate themselves (only) then their timer fires
1168 remove_ob(tmp2); 1263// TODO: maybe they should simply trigger the link like any other object?
1169 free_object(tmp2); 1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1170 } 1278 }
1171 1279 else
1172 /* cycle through his inventory to look for the MARK we want to 1280 {
1173 * place 1281 // check whether the face might needs to be updated
1174 */ 1282 // (currently this is needed to have already switched on torches
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1283 // on maps, as they just set the glow_radius in the archetype)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1284 if (op->other_arch
1285 && (
1286 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1287 || (op->flag [FLAG_ANIMATE]
1288 ? (op->animation_id != op->other_arch->animation_id)
1289 : (op->face != op->other_arch->face))
1290 ))
1291 get_animation_from_arch (op, op->other_arch);
1177 } 1292 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182 1293
1183 force->speed = 0; 1294 // lamps and torches auf maps don't use up their fuel
1295 if (op->is_on_map ())
1296 return;
1297
1184 if(op->stats.food) { 1298 if (op->stats.food > 0)
1185 force->speed = 0.01; 1299 {
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--; 1300 op->stats.food--;
1201 if(op->stats.hp==0) { 1301 return;
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 } 1302 }
1207 } 1303
1208 } /* if tmp2 == NULL */ 1304 apply_lamp (op, false);
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1305}
1212 1306
1307void
1213int process_object(object *op) { 1308process_object (object *op)
1309{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1310 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0; 1311 return;
1216 1312
1313 if (expect_false (INVOKE_OBJECT (TICK, op)))
1314 return;
1315
1217 if(QUERY_FLAG(op, FLAG_MONSTER)) 1316 if (QUERY_FLAG (op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1317 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1219 return 1; 1318 return;
1220 1319
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1320 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 } 1321 {
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1322 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 1323
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)) 1324 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op); 1325 make_sure_seen (op);
1248 free_object(op); 1326 }
1249 } 1327
1250 return 1; 1328 if (expect_false (
1329 op->flag [FLAG_GENERATOR]
1330 || op->flag [FLAG_CHANGING]
1331 || op->flag [FLAG_IS_USED_UP]
1332 ))
1251 } 1333 {
1252 /* Lauwenmark: Handle for plugin time event */ 1334 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 1335 {
1336 change_object (op);
1337 return;
1338 }
1339
1340 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1341 generate_monster (op);
1342
1343 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1344 {
1345 if (QUERY_FLAG (op, FLAG_APPLIED))
1346 remove_force (op);
1347 else
1348 {
1349 op->remove (); // TODO: really necessary?
1350
1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1352 make_sure_not_seen (op);
1353
1354 op->drop_and_destroy ();
1355 }
1356
1357 return;
1358 }
1359 }
1360
1254 switch(op->type) { 1361 switch (op->type)
1255 case TRANSPORT: 1362 {
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: 1363 case SPELL_EFFECT:
1265 move_spell_effect(op); 1364 move_spell_effect (op);
1266 return 1; 1365 break;
1267 1366
1268 case ROD: 1367 case ROD:
1269 case HORN: 1368 case HORN:
1270 regenerate_rod(op); 1369 regenerate_rod (op);
1271 return 1; 1370 break;
1272 1371
1273 case FORCE: 1372 case FORCE:
1274 case POTION_EFFECT: 1373 case POTION_EFFECT:
1275 remove_force(op); 1374 remove_force (op);
1276 return 1; 1375 break;
1277 1376
1278 case BLINDNESS: 1377 case BLINDNESS:
1279 remove_blindness(op); 1378 remove_blindness (op);
1280 return 0; 1379 break;
1281 1380
1282 case POISONING: 1381 case POISONING:
1283 poison_more(op); 1382 poison_more (op);
1284 return 0; 1383 break;
1285 1384
1286 case DISEASE: 1385 case DISEASE:
1287 move_disease(op); 1386 move_disease (op);
1288 return 0; 1387 break;
1289 1388
1290 case SYMPTOM: 1389 case SYMPTOM:
1291 move_symptom(op); 1390 move_symptom (op);
1292 return 0; 1391 break;
1293 1392
1294 case THROWN_OBJ: 1393 case THROWN_OBJ:
1295 case ARROW: 1394 case ARROW:
1296 move_arrow(op); 1395 move_arrow (op);
1297 return 0; 1396 break;
1298 1397
1299 case LIGHTNING: /* It now moves twice as fast */ 1398 case DOOR:
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op); 1399 remove_door (op);
1305 return 0; 1400 break;
1306 1401
1307 case LOCKED_DOOR: 1402 case LOCKED_DOOR:
1308 remove_door2(op); 1403 remove_door2 (op);
1309 return 0; 1404 break;
1310 1405
1311 case TELEPORTER: 1406 case TELEPORTER:
1312 move_teleporter(op); 1407 move_teleporter (op);
1313 return 0; 1408 break;
1314 1409
1315 case GOLEM: 1410 case GOLEM:
1316 move_golem(op); 1411 move_golem (op);
1317 return 0; 1412 break;
1318 1413
1319 case EARTHWALL: 1414 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1); 1415 hit_player (op, 2, op, AT_PHYSICAL, 1);
1321 return 0; 1416 break;
1322 1417
1323 case FIREWALL: 1418 case FIREWALL:
1324 move_firewall(op); 1419 move_firewall (op);
1325 if (op->stats.maxsp) 1420 if (op->stats.maxsp)
1326 animate_turning(op); 1421 animate_turning (op);
1327 return 0; 1422 break;
1328 1423
1329 case MOOD_FLOOR: 1424 case MOOD_FLOOR:
1330 do_mood_floor(op, op); 1425 do_mood_floor (op);
1331 return 0; 1426 break;
1332 1427
1333 case GATE: 1428 case GATE:
1334 move_gate(op); 1429 move_gate (op);
1335 return 0; 1430 break;
1336 1431
1337 case TIMED_GATE: 1432 case TIMED_GATE:
1338 move_timed_gate(op); 1433 move_timed_gate (op);
1339 return 0; 1434 break;
1340 1435
1341 case TRIGGER: 1436 case TRIGGER:
1342 case TRIGGER_BUTTON: 1437 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL: 1438 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR: 1439 case TRIGGER_ALTAR:
1345 animate_trigger(op); 1440 animate_trigger (op);
1346 return 0; 1441 break;
1347 1442
1348 case DETECTOR: 1443 case DETECTOR:
1349 move_detector(op); 1444 move_detector (op);
1350 1445
1351 case DIRECTOR: 1446 case DIRECTOR:
1352 if (op->stats.maxsp) 1447 if (op->stats.maxsp)
1353 animate_turning(op); 1448 animate_turning (op);
1354 return 0; 1449 break;
1355 1450
1356 case HOLE: 1451 case HOLE:
1357 move_hole(op); 1452 move_hole (op);
1358 return 0; 1453 break;
1359 1454
1360 case DEEP_SWAMP: 1455 case DEEP_SWAMP:
1361 move_deep_swamp(op); 1456 move_deep_swamp (op);
1362 return 0; 1457 break;
1363 1458
1364 case RUNE: 1459 case RUNE:
1365 case TRAP: 1460 case TRAP:
1366 move_rune(op); 1461 move_rune (op);
1367 return 0; 1462 break;
1368 1463
1369 case PLAYERMOVER: 1464 case PLAYERMOVER:
1370 move_player_mover(op); 1465 move_player_mover (op);
1371 return 0; 1466 break;
1372 1467
1373 case CREATOR: 1468 case CREATOR:
1374 move_creator(op); 1469 move_creator (op);
1375 return 0; 1470 break;
1376 1471
1377 case MARKER: 1472 case MARKER:
1378 move_marker(op); 1473 move_marker (op);
1379 return 0; 1474 break;
1380 1475
1381 case PLAYER_CHANGER: 1476 case PLAYER_CHANGER:
1382 move_player_changer(op); 1477 move_player_changer (op);
1383 return 0; 1478 break;
1384 1479
1385 case PEACEMAKER: 1480 case PEACEMAKER:
1386 move_peacemaker(op); 1481 move_peacemaker (op);
1387 return 0; 1482 break;
1388 }
1389 1483
1390 return 0; 1484 case PLAYER:
1485 // players have their own speed-management, so undo the --speed_left
1486 ++op->speed_left;
1487 break;
1488
1489 case MAPSCRIPT:
1490 move_mapscript (op);
1491 break;
1492
1493 case LAMP:
1494 case TORCH:
1495 move_lamp (op);
1496 break;
1497 }
1391} 1498}
1499

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