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Comparing deliantra/server/server/time.C (file contents):
Revision 1.3 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC

1/*
2 * static char *rcsid_time_c =
3 * "$Id: time.C,v 1.3 2006/08/27 15:24:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
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 28
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__ 31#ifndef __CEXTRACT__
37#include <sproto.h> 32# include <sproto.h>
38#endif 33#endif
39 34
40/* The following removes doors. The functions check to see if similar 35/* 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 36 * 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.) 37 * so those will be removed shortly (in a cascade like fashion.)
43 */ 38 */
44 39
40void
45void remove_door(object *op) { 41remove_door (object *op)
42{
46 int i; 43 int i;
47 object *tmp; 44 object *tmp;
45
48 for(i=1;i<9;i+=2) 46 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 {
50 tmp->speed = 0.1; 49 tmp->speed = 0.1;
51 update_ob_speed(tmp); 50 update_ob_speed (tmp);
52 tmp->speed_left= -0.2; 51 tmp->speed_left = -0.2;
53 } 52 }
54 53
55 if(op->other_arch) 54 if (op->other_arch)
56 { 55 {
57 tmp=arch_to_object(op->other_arch); 56 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 57 tmp->x = op->x;
58 tmp->y = op->y;
59 tmp->map = op->map;
60 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 61 insert_ob_in_map (tmp, op->map, op, 0);
60 } 62 }
61 remove_ob(op);
62 free_object(op);
63}
64 63
64 op->destroy ();
65}
66
67void
65void remove_door2(object *op) { 68remove_door2 (object *op)
69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
72
68 for(i=1;i<9;i+=2) { 73 for (i = 1; i < 9; i += 2)
74 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */ 76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
71 tmp->speed = 0.1; 78 tmp->speed = 0.1;
72 update_ob_speed(tmp); 79 update_ob_speed (tmp);
73 tmp->speed_left= -0.2; 80 tmp->speed_left = -0.2;
74 } 81 }
75 } 82 }
76 if(op->other_arch) 83 if (op->other_arch)
77 { 84 {
78 tmp=arch_to_object(op->other_arch); 85 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 90 insert_ob_in_map (tmp, op->map, op, 0);
81 } 91 }
82 remove_ob(op); 92
83 free_object(op); 93 op->destroy ();
84} 94}
85 95
86/* Will generate a monster according to content 96/* Will generate a monster according to content
87 * of generator. 97 * of generator.
88 */ 98 */
99void
89void generate_monster_inv(object *gen) { 100generate_monster_inv (object *gen)
101{
90 int i; 102 int i;
91 object *op,*head=NULL; 103 object *op, *head = NULL;
92 104
93 int qty=0; 105 int qty = 0;
106
94 /* Code below assumes the generator is on a map, as it tries 107 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 108 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 109 * isn't on a map, complain and exit.
97 */ 110 */
98 if (gen->map == NULL) { 111 if (gen->map == NULL)
112 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return; 114 return;
101 } 115 }
102 /*First count numer of objects in inv*/ 116 /*First count numer of objects in inv */
103 for (op=gen->inv;op;op=op->below) 117 for (op = gen->inv; op; op = op->below)
104 qty++; 118 qty++;
105 if (!qty){ 119 if (!qty)
120 {
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); 121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
107 return;/*No inventory*/ 122 return; /*No inventory */
108 } 123 }
109 qty=rndm(0,qty-1); 124 qty = rndm (0, qty - 1);
110 for (op=gen->inv;qty;qty--) 125 for (op = gen->inv; qty; qty--)
111 op=op->below; 126 op = op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); 127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
113 if (i==-1) 128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
114 return; 179 return;
115 head=object_create_clone(op); 180 if (op->has_random_items ())
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); 181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
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) { 182 if (head == 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; 183 head = op;
162 prev=op; 184 prev = op;
163 at=at->more; 185 at = at->more;
164 } 186 }
165} 187}
166 188
189void
167void generate_monster(object *gen) { 190generate_monster (object *gen)
191{
168 192
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 193 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; 194 return;
202 CLEAR_FLAG(op, FLAG_APPLIED); 195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
203 if(op->env!=NULL) { 196 generate_monster_inv (gen);
204 change_abil(op->env,op); 197 else
205 fix_player(op->env); 198 generate_monster_arch (gen);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210 199
211void poison_more(object *op) { 200}
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 201
213 remove_ob(op); 202void
214 free_object(op); 203remove_force (object *op)
204{
205 if (--op->duration > 0)
215 return; 206 return;
216 } 207
217 if(op->stats.food==1) { 208 switch (op->subtype)
218 /* need to remove the object before fix_player is called, else fix_player 209 {
219 * will not do anything. 210 case FORCE_CONFUSION:
220 */ 211 if (op->env != NULL)
221 if(op->env->type==PLAYER) { 212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216
217 default:
218 if (op->env != NULL)
219 {
222 CLEAR_FLAG(op, FLAG_APPLIED); 220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op);
223 fix_player(op->env); 222 fix_player (op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 223 }
225 } 224 }
226 remove_ob(op); 225
227 free_object(op); 226 op->destroy ();
227}
228
229void
230remove_blindness (object *op)
231{
232 if (--op->stats.food > 0)
228 return; 233 return;
234
235 CLEAR_FLAG (op, FLAG_APPLIED);
236
237 if (op->env != NULL)
238 {
239 change_abil (op->env, op);
240 fix_player (op->env);
229 } 241 }
242
243 op->destroy ();
244}
245
246void
247poison_more (object *op)
248{
249 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
250 {
251 op->destroy ();
252 return;
253 }
254
255 if (op->stats.food == 1)
256 {
257 /* need to remove the object before fix_player is called, else fix_player
258 * will not do anything.
259 */
260 if (op->env->type == PLAYER)
261 {
262 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env);
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 }
266
267 op->destroy ();
268 return;
269 }
270
230 if(op->env->type==PLAYER) { 271 if (op->env->type == PLAYER)
272 {
231 op->env->stats.food--; 273 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 275 }
234 (void)hit_player(op->env, 276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237} 277}
238 278
239 279
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 280void
281move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */
241 object *tmp; 283 object *tmp;
242 284
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 287 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; 288 op->stats.wc = 0;
249 } 289 }
250 290
251 /* We're going down */ 291 /* We're going down */
252 if(op->value) { 292 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 293 {
294 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 296 op->stats.wc = 0;
255 if(op->arch->clone.speed) 297 if (op->arch->clone.speed)
256 op->value=0; 298 op->value = 0;
257 else { 299 else
258 op->speed = 0; 300 {
259 update_ob_speed(op); 301 op->speed = 0;
260 } 302 update_ob_speed (op);
261 } 303 }
304 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 {
263 op->move_block = 0; 307 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 309 update_all_los (op->map, op->x, op->y);
266 } 310 }
267 SET_ANIMATION(op, op->stats.wc); 311 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 312 update_object (op, UP_OBJ_CHANGE);
269 return; 313 return;
270 } 314 }
271 315
272 /* We're going up */ 316 /* We're going up */
273 317
274 /* First, lets see if we are already at the top */ 318 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 319 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
320 {
276 321
277 /* Check to make sure that only non pickable and non rollable 322 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 323 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 324 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 325 * the gate slightly.
281 */ 326 */
282 327
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 328 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 329 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) 330 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 331
289 if (tmp==NULL) { 332 if (tmp == NULL)
333 {
290 if(op->arch->clone.speed) 334 if (op->arch->clone.speed)
291 op->value=1; 335 op->value = 1;
292 else { 336 else
293 op->speed = 0; 337 {
338 op->speed = 0;
294 update_ob_speed(op); /* Reached top, let's stop */ 339 update_ob_speed (op); /* Reached top, let's stop */
340 }
341 return;
342 }
295 } 343 }
296 return;
297 }
298 }
299 344
300 if(op->stats.food) { /* The gate is going temporarily down */ 345 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 346 { /* The gate is going temporarily down */
347 if (--op->stats.wc <= 0)
348 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 349 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 350 op->stats.wc = 0;
304 } 351 }
352 }
353 else
305 } else { /* The gate is still going up */ 354 { /* The gate is still going up */
306 op->stats.wc++; 355 op->stats.wc++;
307 356
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 359
311 /* If there is something on top of the gate, we try to roll it off. 360 /* 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 361 * If a player/monster, we don't roll, we just hit them with damage
313 */ 362 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 {
315 /* Halfway or further, check blocks */ 365 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 366 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 368
319 if(tmp!=NULL) { 369 if (tmp != NULL)
370 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 371 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 374 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
324 "You are crushed by the %s!",op->name); 376 }
325 } else 377 else
326 /* If the object is not alive, and the object either can 378 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 379 * be picked up or the object rolls, move the object
328 * off the gate. 380 * off the gate.
329 */ 381 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 382 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) 383 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 384 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 386
336 /* If there is a free spot, move the object someplace */ 387 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 388 if (i != -1)
338 remove_ob(tmp); 389 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 390 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 392 insert_ob_in_map (tmp, op->map, op, 0);
342 } 393 }
343 } 394 }
395 }
344 396
345 /* See if there is still anything blocking the gate */ 397 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 398 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 399 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) 400 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 401
352 /* IF there is, start putting the gate down */ 402 /* IF there is, start putting the gate down */
353 if(tmp) { 403 if (tmp)
404 {
354 op->stats.food=1; 405 op->stats.food = 1;
355 } else { 406 }
407 else
408 {
356 op->move_block = MOVE_ALL; 409 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 410 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 411 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 412 update_all_los (op->map, op->x, op->y);
360 } 413 }
361 } /* gate is halfway up */ 414 } /* gate is halfway up */
362 415
363 SET_ANIMATION(op, op->stats.wc); 416 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 417 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 418 } /* gate is going up */
366} 419}
367 420
368/* hp : how long door is open/closed 421/* hp : how long door is open/closed
369 * maxhp : initial value for hp 422 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 423 * sp : 1 = open, 0 = close
371 */ 424 */
425void
372void move_timed_gate(object *op) 426move_timed_gate (object *op)
373{ 427{
374 int v = op->value; 428 int v = op->value;
375 429
376 if (op->stats.sp) { 430 if (op->stats.sp)
431 {
377 move_gate(op); 432 move_gate (op);
378 if (op->value != v) /* change direction ? */ 433 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 434 op->stats.sp = 0;
380 return; 435 return;
381 } 436 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 437 if (--op->stats.hp <= 0)
438 { /* keep gate down */
383 move_gate(op); 439 move_gate (op);
384 if (op->value != v) { /* ready ? */ 440 if (op->value != v)
385 op->speed = 0; 441 { /* ready ? */
442 op->speed = 0;
386 update_ob_speed(op); 443 update_ob_speed (op);
387 } 444 }
388 } 445 }
389} 446}
390 447
391/* slaying: name of the thing the detector is to look for 448/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 449 * speed: frequency of 'glances'
393 * connected: connected value of detector 450 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 451 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 452 * -1 if detection unsets buttons
396 */ 453 */
397 454
455void
398void move_detector(object *op) 456move_detector (object *op)
399{ 457{
400 object *tmp; 458 object *tmp;
401 int last = op->value; 459 int last = op->value;
402 int detected; 460 int detected;
461
403 detected = 0; 462 detected = 0;
404 463
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
465 {
406 object *tmp2; 466 object *tmp2;
407 if(op->stats.hp) { 467
468 if (op->stats.hp)
469 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 472 if (op->slaying && !strcmp (op->slaying, tmp->name))
473 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 475 detected = 1;
412 } 476 }
477 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 478 if (op->slaying && !strcmp (op->slaying, tmp->name))
479 {
414 detected = 1; 480 detected = 1;
415 } 481 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 483 detected = 1;
418 } 484 }
419 485
420 /* the detector sets the button if detection is found */ 486 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 487 if (op->stats.sp == 1)
488 {
422 if(detected && last == 0) { 489 if (detected && last == 0)
490 {
423 op->value = 1; 491 op->value = 1;
424 push_button(op); 492 push_button (op);
425 } 493 }
426 if(!detected && last == 1) { 494 if (!detected && last == 1)
495 {
427 op->value = 0; 496 op->value = 0;
428 push_button(op); 497 push_button (op);
429 } 498 }
430 } 499 }
431 else { /* in this case, we unset buttons */ 500 else
501 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 502 if (detected && last == 1)
503 {
433 op->value = 0; 504 op->value = 0;
434 push_button(op); 505 push_button (op);
435 } 506 }
436 if(!detected && last == 0) { 507 if (!detected && last == 0)
508 {
437 op->value = 1; 509 op->value = 1;
438 push_button(op); 510 push_button (op);
439 } 511 }
440 } 512 }
441} 513}
442 514
443 515
516void
444void animate_trigger (object *op) 517animate_trigger (object *op)
445{ 518{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
520 {
447 op->stats.wc = 0; 521 op->stats.wc = 0;
448 check_trigger(op,NULL); 522 check_trigger (op, NULL);
523 }
449 } else { 524 else
525 {
450 SET_ANIMATION(op, op->stats.wc); 526 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 527 update_object (op, UP_OBJ_FACE);
452 } 528 }
453} 529}
454 530
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 531void
532move_hole (object *op)
533{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 534 object *next, *tmp;
457 535
458 if(op->value) { /* We're opening */ 536 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 537 { /* We're opening */
538 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */
460 op->stats.wc=0; 540 op->stats.wc = 0;
461 op->speed = 0; 541 op->speed = 0;
462 update_ob_speed(op); 542 update_ob_speed (op);
463 543
464 /* Hard coding this makes sense for holes I suppose */ 544 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 545 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 546 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 547 {
468 move_apply(op,tmp,tmp); 548 next = tmp->above;
469 } 549 move_apply (op, tmp, tmp);
470 } 550 }
471 SET_ANIMATION(op, op->stats.wc); 551 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477
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); 552 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
554 return;
555 }
556 /* We're closing */
557 op->move_on = 0;
558
559 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1;
562 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
484 op->speed = 0; 566 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */ 567 update_ob_speed (op); /* closed, let's stop */
486 return; 568 return;
487 } 569 }
488} 570}
489 571
490 572
491/* stop_item() returns a pointer to the stopped object. The stopped object 573/* stop_item() returns a pointer to the stopped object. The stopped object
498 * it, NULL is returned. 580 * it, NULL is returned.
499 * 581 *
500 * fix_stopped_item() should be used if the stopped item should be put on 582 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 583 * the map.
502 */ 584 */
585object *
503object *stop_item (object *op) 586stop_item (object *op)
504{ 587{
505 if (op->map == NULL) 588 if (op->map == NULL)
589 return op;
590
591 switch (op->type)
592 {
593 case THROWN_OBJ:
594 {
595 object *payload = op->inv;
596
597 if (payload == NULL)
598 return NULL;
599 payload->remove ();
600 op->destroy ();
601 return payload;
602 }
603
604 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED)
606 op = fix_stopped_arrow (op);
506 return op; 607 return op;
507 608
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: 609 default:
527 return op; 610 return op;
528 } 611 }
529} 612}
530 613
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 614/* 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. 615 * Inserts item into the old map, or merges it if it already is on the map.
533 * 616 *
534 * 'map' must be the value of op->map before stop_item() was called. 617 * 'map' must be the value of op->map before stop_item() was called.
535 */ 618 */
619void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 620fix_stopped_item (object *op, maptile *map, object *originator)
537{ 621{
538 if (map == NULL) 622 if (map == NULL)
539 return; 623 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 624 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 625 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 626 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 627 merge_ob (op, NULL); /* only some arrows actually need this */
544} 628}
545 629
546 630
631object *
547object *fix_stopped_arrow (object *op) 632fix_stopped_arrow (object *op)
548{ 633{
549 if(rndm(0, 99) < op->stats.food) { 634 if (rndm (0, 99) < op->stats.food)
635 {
550 /* Small chance of breaking */ 636 /* Small chance of breaking */
551 remove_ob (op); 637 op->destroy ();
552 free_object(op);
553 return NULL; 638 return NULL;
554 } 639 }
555 640
556 op->direction=0; 641 op->direction = 0;
557 op->move_on=0; 642 op->move_on = 0;
558 op->move_type=0; 643 op->move_type = 0;
559 op->speed = 0; 644 op->speed = 0;
560 update_ob_speed(op); 645 update_ob_speed (op);
561 op->stats.wc = op->stats.sp; 646 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 647 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 648 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 649 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 650 op->skill = 0;
566 651
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 652 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 653 {
654 op->slaying = op->spellarg;
572 free(op->spellarg); 655 free (op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */
578 op->spellarg = NULL; 656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL;
579 op->stats.sp = 0; 663 op->stats.sp = 0;
580 op->stats.hp = 0; 664 op->stats.hp = 0;
581 op->stats.grace = 0; 665 op->stats.grace = 0;
582 op->level = 0; 666 op->level = 0;
583 op->face=op->arch->clone.face; 667 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 668 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 669 update_object (op, UP_OBJ_FACE);
586 return op; 670 return op;
587} 671}
588 672
589/* stop_arrow() - what to do when a non-living flying object 673/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 674 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 675 * here too. -b.t.
592 * 676 *
593 * Returns a pointer to the stopped object (which will have been removed 677 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 678 * from maps or inventories), or NULL if was destroyed.
595 */ 679 */
596 680
681static void
597static void stop_arrow (object *op) 682stop_arrow (object *op)
598{ 683{
599 /* Lauwenmark: Handle for plugin stop event */ 684 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 685 return;
686
601 if (op->inv) { 687 if (op->inv)
688 {
602 object *payload = op->inv; 689 object *payload = op->inv;
603 remove_ob (payload); 690
604 clear_owner(payload); 691 payload->remove ();
692 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 693 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 694 op->destroy ();
607 free_object (op); 695 }
608 } else { 696 else
697 {
609 op = fix_stopped_arrow (op); 698 op = fix_stopped_arrow (op);
610 if (op) 699 if (op)
611 merge_ob (op, NULL); 700 merge_ob (op, NULL);
612 } 701 }
613} 702}
614 703
615/* Move an arrow along its course. op is the arrow or thrown object. 704/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 705 */
617 706
707void
618void move_arrow(object *op) { 708move_arrow (object *op)
709{
619 object *tmp; 710 object *tmp;
620 sint16 new_x, new_y; 711 sint16 new_x, new_y;
621 int was_reflected, mflags; 712 int was_reflected, mflags;
622 mapstruct *m; 713 maptile *m;
623 714
624 if(op->map==NULL) { 715 if (op->map == NULL)
716 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 717 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 718 op->destroy ();
627 free_object(op); 719 return;
628 return;
629 } 720 }
630 721
631 /* we need to stop thrown objects at some point. Like here. */ 722 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 723 if (op->type == THROWN_OBJ)
724 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 725 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 726 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 727 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 728 * 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 729 * 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, 730 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 731 * and it is easy enough to clean it up here.
640 */ 732 */
641 if (op->inv == NULL) { 733 if (op->inv == NULL)
642 remove_ob(op); 734 {
643 free_object(op); 735 op->destroy ();
644 return; 736 return;
645 } 737 }
738
646 if(op->last_sp-- < 0) { 739 if (op->last_sp-- < 0)
740 {
647 stop_arrow (op); 741 stop_arrow (op);
648 return; 742 return;
649 } 743 }
650 } 744 }
651 745
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 746 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 747 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 748 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 749 {
750 stop_arrow (op);
751 return;
752 }
658 753
659 /* Calculate target map square */ 754 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 755 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 756 new_y = op->y + DIRY (op);
662 was_reflected = 0; 757 was_reflected = 0;
663 758
664 m = op->map; 759 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 761
667 if (mflags & P_OUT_OF_MAP) { 762 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 763 {
764 stop_arrow (op);
765 return;
766 }
671 767
672 /* only need to look for living creatures if this flag is set */ 768 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 769 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
677 770 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break;
774
678 /* Not really fair, but don't let monsters hit themselves with 775 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 776 * their own arrow - this can be because they fire it then
680 * move into it. 777 * move into it.
681 */ 778 */
682
683 if (tmp != NULL && tmp != op->owner) { 779 if (tmp && tmp != op->owner)
780 {
684 /* Found living object, but it is reflecting the missile. Update 781 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 782 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 783 * chance that reflect_missile fails.)
687 */ 784 */
688 785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 786 {
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number; 787 int number = op->face->number;
693 788
694 op->direction = absdir (op->direction + 4); 789 op->direction = absdir (op->direction + 4);
695 op->state = 0; 790 op->state = 0;
696 if (GET_ANIM_ID (op)) { 791
697 number += 4; 792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
698 if (number > GET_ANIMATION (op, 8)) 796 if (number > GET_ANIMATION (op, 8))
699 number -= 8; 797 number -= 8;
798
700 op->face = &new_faces[number]; 799 op->face = &new_faces[number];
701 } 800 }
801
702 was_reflected = 1; /* skip normal movement calculations */ 802 was_reflected = 1; /* skip normal movement calculations */
703 } 803 }
704 else { 804 else
805 {
705 /* Attack the object. */ 806 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 807 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 808
708 return; 809 if (!op)
709 } 810 return;
710 } /* if this is not hitting its owner */ 811 }
812 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 813 } /* if there is something alive on this space */
712 814
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 816 {
817 int retry = 0;
716 818
717 /* if the object doesn't reflect, stop the arrow from moving 819 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 820 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 821 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 822 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 823 * place, so I don't consider that a problem.
722 */ 824 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 825 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
826 {
724 stop_arrow (op); 827 stop_arrow (op);
725 return; 828 return;
726 } else { 829 }
830 else
831 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 832 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 833 if (op->direction & 1)
834 {
729 op->direction=absdir(op->direction+4); 835 op->direction = absdir (op->direction + 4);
730 retry=1; 836 retry = 1;
731 } 837 }
732 /* There were two blocks with identical code - 838 /* There were two blocks with identical code -
733 * use this retry here to make this one block 839 * use this retry here to make this one block
734 * that did the same thing. 840 * that did the same thing.
735 */ 841 */
736 while (retry<2) { 842 while (retry < 2)
843 {
737 int left, right, mflags; 844 int left, right, mflags;
738 mapstruct *m1; 845 maptile *m1;
739 sint16 x1, y1; 846 sint16 x1, y1;
740 847
741 retry++; 848 retry++;
742 849
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 850 /* 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 851 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 852 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 853 * op->direction-1 or op->direction+1 does not exist.
747 */ 854 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 855 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); 856 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))); 857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 858
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 859 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); 860 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))); 861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 862
756 if(left==right) 863 if (left == right)
757 op->direction=absdir(op->direction+4); 864 op->direction = absdir (op->direction + 4);
758 else if(left) 865 else if (left)
759 op->direction=absdir(op->direction+2); 866 op->direction = absdir (op->direction + 2);
760 else if(right) 867 else if (right)
761 op->direction=absdir(op->direction-2); 868 op->direction = absdir (op->direction - 2);
762 869
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 871
765 /* If this space is not out of the map and not blocked, valid space - 872 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 873 * don't need to retry again.
767 */ 874 */
768 if (!(mflags & P_OUT_OF_MAP) && 875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 876 break;
770 877
771 } 878 }
772 /* Couldn't find a direction to move the arrow to - just 879 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 880 * top it from moving.
774 */ 881 */
775 if (retry==2) { 882 if (retry == 2)
776 stop_arrow (op); 883 {
777 return; 884 stop_arrow (op);
778 } 885 return;
886 }
779 /* update object image for new facing */ 887 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 888 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 889 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 890 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 891 } /* object is reflected */
784 } /* object ran into a wall */ 892 } /* object ran into a wall */
785 893
786 /* Move the arrow. */ 894 /* Move the arrow. */
787 remove_ob (op); 895 op->remove ();
788 op->x = new_x; 896 op->x = new_x;
789 op->y = new_y; 897 op->y = new_y;
790 898
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 900 * about 17 squares. Tune as needed.
793 */ 901 */
794 op->speed -= 0.05; 902 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 903 insert_ob_in_map (op, m, op, 0);
796} 904}
797 905
798/* This routine doesnt seem to work for "inanimate" objects that 906/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 907 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 908 * Modified this routine to allow held objects. b.t. */
801 909
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 910void
803 object *tmp,*env,*pl; 911change_object (object *op)
912{ /* Doesn`t handle linked objs yet */
804 int i,j; 913 int i, j;
805 914
806 if(op->other_arch==NULL) { 915 if (op->other_arch == NULL)
916 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
918 return;
919 }
920
921 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 {
924 if (op->stats.food-- > 0)
925 return;
926 else
927 op->stats.food = 1; /* so 1 other_arch is made */
928 }
929
930 object *pl = op->in_player ();
931 object *env = op->env;
932
933 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 object *tmp = arch_to_object (op->other_arch);
937
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
942 if (env)
943 {
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env);
946
947 /* If this object is the players inventory, we need to tell the
948 * client of the change. Insert_ob_in_map takes care of the
949 * updating the client, so we don't need to do that below.
950 */
951 if (pl)
952 {
953 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp);
955 }
956 }
957 else
958 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */
961 tmp->destroy ();
962 else
963 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
965 insert_ob_in_map (tmp, op->map, op, 0);
966 }
967 }
968 }
969
970 op->destroy ();
971}
972
973void
974move_teleporter (object *op)
975{
976 object *tmp, *head = op;
977
978 /* if this is a multipart teleporter, handle the other parts
979 * The check for speed isn't strictly needed - basically, if
980 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called
983 * N times without the speed check.
984 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
986 move_teleporter (op->more);
987
988 if (op->head)
989 head = op->head;
990
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break;
994
995 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 997 return;
809 }
810 998
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)) { 999 if (EXIT_PATH (head))
1000 {
868 if(tmp->type==PLAYER) { 1001 if (tmp->type == PLAYER)
1002 {
869 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
870 return;
871
872 enter_exit(tmp, head);
873 }
874 else
875 /* 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 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
886 return; 1004 return;
887 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 1005
888 } 1006 enter_exit (tmp, head);
1007 }
889 else { 1008 else
890 /* Random teleporter */ 1009 /* Currently only players can transfer maps */
1010 return;
1011 }
1012 else if (EXIT_X (head) || EXIT_Y (head))
1013 {
1014 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1015 {
1016 LOG (llevError, "Removed illegal teleporter.\n");
1017 head->destroy ();
1018 return;
1019 }
1020
891 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1021 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
892 return; 1022 return;
1023
1024 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1025 }
1026 else
1027 {
1028 /* Random teleporter */
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return;
893 teleport(head, TELEPORTER, tmp); 1031 teleport (head, TELEPORTER, tmp);
894 } 1032 }
895} 1033}
896 1034
897 1035
898/* This object will teleport someone to a different map 1036/* This object will teleport someone to a different map
899 and will also apply changes to the player from its inventory. 1037 and will also apply changes to the player from its inventory.
900 This was invented for giving classes, but there's no reason it 1038 This was invented for giving classes, but there's no reason it
901 can't be generalized. 1039 can't be generalized.
902*/ 1040*/
903 1041
1042void
904void move_player_changer(object *op) { 1043move_player_changer (object *op)
1044{
905 object *player; 1045 object *player;
906 object *walk; 1046 object *walk;
907 char c; 1047 char c;
908 1048
909 if (!op->above || !EXIT_PATH(op)) return; 1049 if (!op->above || !EXIT_PATH (op))
1050 return;
910 1051
911 /* This isn't all that great - means that the player_mover 1052 /* This isn't all that great - means that the player_mover
912 * needs to be on top. 1053 * needs to be on top.
913 */ 1054 */
914 if(op->above->type==PLAYER) { 1055 if (op->above->type == PLAYER)
1056 {
915 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
916 return; 1058 return;
917 player=op->above; 1059 player = op->above;
1060
918 for(walk=op->inv;walk!=NULL;walk=walk->below) 1061 for (walk = op->inv; walk != NULL; walk = walk->below)
919 apply_changes_to_player(player,walk); 1062 apply_changes_to_player (player, walk);
920 1063
921 fix_player(player); 1064 fix_player (player);
1065
922 esrv_send_inventory(op->above,op->above); 1066 esrv_send_inventory (op->above, op->above);
923 esrv_update_item(UPD_FACE, op->above, op->above); 1067 esrv_update_item (UPD_FACE, op->above, op->above);
924 1068
925 /* update players death & WoR home-position */ 1069 /* update players death & WoR home-position */
926 sscanf(EXIT_PATH(op), "%c", &c); 1070 sscanf (EXIT_PATH (op), "%c", &c);
927 if (c == '/') { 1071 if (c == '/')
1072 {
928 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1073 strcpy (player->contr->savebed_map, EXIT_PATH (op));
929 player->contr->bed_x = EXIT_X(op); 1074 player->contr->bed_x = EXIT_X (op);
930 player->contr->bed_y = EXIT_Y(op); 1075 player->contr->bed_y = EXIT_Y (op);
931 } 1076 }
932 else 1077 else
933 LOG(llevDebug,
934 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
935 EXIT_PATH(op)); 1079
936
937 enter_exit(op->above,op); 1080 enter_exit (op->above, op);
938 save_player(player, 1); 1081 save_player (player, 1);
939 } 1082 }
940} 1083}
941 1084
942/* firewalls fire other spells. 1085/* firewalls fire other spells.
943 * The direction of the wall is stored in op->stats.sp. 1086 * The direction of the wall is stored in op->stats.sp.
944 * walls can have hp, so they can be torn down. 1087 * walls can have hp, so they can be torn down.
945 */ 1088 */
1089void
946void move_firewall(object *op) { 1090move_firewall (object *op)
1091{
947 object *spell; 1092 object *spell;
948 1093
949 if ( ! op->map) 1094 if (!op->map)
950 return; /* dm has created a firewall in his inventory */ 1095 return; /* dm has created a firewall in his inventory */
951 1096
952 spell = op->inv; 1097 spell = op->inv;
953 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1098 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone;
954 if (!spell) { 1100 if (!spell)
955 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
956 op->name, op->map->name, op->x, op->y);
957 return;
958 } 1101 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1103 return;
1104 }
959 1105
960 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
961} 1107}
962 1108
963 1109
964/* move_player_mover: this function takes a "player mover" as an 1110/* move_player_mover: this function takes a "player mover" as an
965 * argument, and performs the function of a player mover, which is: 1111 * argument, and performs the function of a player mover, which is:
968 * moves them in the op->stats.sp direction. speed is how often it'll move. 1114 * moves them in the op->stats.sp direction. speed is how often it'll move.
969 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1115 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
970 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1116 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
971 * it'll paralyze the victim for hp*his speed/op->speed 1117 * it'll paralyze the victim for hp*his speed/op->speed
972 */ 1118 */
1119void
973void move_player_mover(object *op) { 1120move_player_mover (object *op)
1121{
974 object *victim, *nextmover; 1122 object *victim, *nextmover;
975 int dir = op->stats.sp; 1123 int dir = op->stats.sp;
976 sint16 nx, ny; 1124 sint16 nx, ny;
977 mapstruct *m; 1125 maptile *m;
978 1126
979 /* Determine direction now for random movers so we do the right thing */ 1127 /* Determine direction now for random movers so we do the right thing */
980 if (!dir) dir=rndm(1, 8); 1128 if (!dir)
1129 dir = rndm (1, 8);
981 1130
982 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1132 {
983 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
984 (victim->move_type & op->move_type || !victim->move_type)) { 1134 (victim->move_type & op->move_type || !victim->move_type))
1135 {
985 1136
986 if (victim->head) victim = victim->head; 1137 if (victim->head)
1138 victim = victim->head;
987 1139
988 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1140 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
989 remove_ob(op); 1141 {
990 free_object(op); 1142 op->remove ();
991 return; 1143 return;
992 } 1144 }
1145
993 nx = op->x+freearr_x[dir]; 1146 nx = op->x + freearr_x[dir];
994 ny = op->y+freearr_y[dir]; 1147 ny = op->y + freearr_y[dir];
995 m = op->map; 1148 m = op->map;
996 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 {
997 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
998 m->path, op->x, op->y); 1152 return;
999 return ; 1153 }
1000 } 1154
1001
1002 if (should_director_abort(op, victim)) return ; 1155 if (should_director_abort (op, victim))
1156 return;
1003 1157
1004 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1159 {
1005 if(nextmover->type == PLAYERMOVER) 1160 if (nextmover->type == PLAYERMOVER)
1006 nextmover->speed_left=-.99; 1161 nextmover->speed_left = -.99;
1007 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1008 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1009 } 1165 }
1010 } 1166 }
1011 1167
1012 if(victim->type==PLAYER) { 1168 if (victim->type == PLAYER)
1169 {
1013 /* only level >=1 movers move people */ 1170 /* only level >=1 movers move people */
1014 if(op->level) { 1171 if (op->level)
1172 {
1015 /* Following is a bit of hack. We need to make sure it 1173 /* Following is a bit of hack. We need to make sure it
1016 * is cleared, otherwise the player will get stuck in 1174 * is cleared, otherwise the player will get stuck in
1017 * place. This can happen if the player used a spell to 1175 * place. This can happen if the player used a spell to
1018 * get to this space. 1176 * get to this space.
1019 */ 1177 */
1020 victim->contr->fire_on=0; 1178 victim->contr->fire_on = 0;
1021 victim->speed_left=-FABS(victim->speed); 1179 victim->speed_left = -FABS (victim->speed);
1022 move_player(victim, dir); 1180 move_player (victim, dir);
1023 } 1181 }
1024 else return; 1182 else
1025 } 1183 return;
1026 else move_object(victim,dir); 1184 }
1185 else
1186 move_object (victim, dir);
1027 1187
1028 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1188 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2;
1029 1190
1030 if(op->attacktype) { /* flag to paralyze the player */ 1191 if (op->attacktype)
1192 { /* flag to paralyze the player */
1031 1193
1032 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1033 /* Not sure why, but for some chars on metalforge, they 1195 /* Not sure why, but for some chars on metalforge, they
1034 * would sometimes get -inf speed_left, and from the 1196 * would sometimes get -inf speed_left, and from the
1035 * description, it could only happen here, so just put 1197 * description, it could only happen here, so just put
1036 * a lower sanity limit. My only guess is that the 1198 * a lower sanity limit. My only guess is that the
1037 * mover has 0 speed. 1199 * mover has 0 speed.
1038 */ 1200 */
1039 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1201 if (victim->speed_left < -5.0)
1040 } 1202 victim->speed_left = -5.0;
1041 } 1203 }
1204 }
1042 } 1205 }
1043} 1206}
1044 1207
1045/* 1208/*
1046 * Will duplicate a specified object placed on top of it. 1209 * Will duplicate a specified object placed on top of it.
1047 * connected: what will trigger it. 1210 * connected: what will trigger it.
1048 * level: multiplier. 0 to destroy. 1211 * level: multiplier. 0 to destroy.
1049 * other_arch: the object to look for and duplicate. 1212 * other_arch: the object to look for and duplicate.
1050 */ 1213 */
1051 1214
1215void
1052void move_duplicator(object *op) { 1216move_duplicator (object *op)
1217{
1053 object *tmp; 1218 object *tmp;
1054 1219
1055 if ( !op->other_arch ) { 1220 if (!op->other_arch)
1221 {
1056 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1057 return; 1223 return;
1058 } 1224 }
1059 1225
1060 if (op->above == NULL) 1226 if (op->above == NULL)
1061 return; 1227 return;
1062 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1229 {
1063 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1231 {
1064 if (op->level <= 0) { 1232 if (op->level <= 0)
1065 remove_ob(tmp); 1233 tmp->destroy ();
1066 free_object(tmp); 1234 else
1067 } else { 1235 {
1068 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1236 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1069 if (new_nrof >= 1UL<<31) 1237
1070 new_nrof = 1UL<<31; 1238 if (new_nrof >= 1UL << 31)
1071 tmp->nrof = new_nrof; 1239 new_nrof = 1UL << 31;
1072 } 1240
1073 break; 1241 tmp->nrof = new_nrof;
1074 } 1242 }
1243
1244 break;
1245 }
1075 } 1246 }
1076} 1247}
1077 1248
1078/* move_creator (by peterm) 1249/* move_creator (by peterm)
1079 * it has the creator object create it's other_arch right on top of it. 1250 * it has the creator object create it's other_arch right on top of it.
1087 * It should really do this for small objects also, but there is 1258 * It should really do this for small objects also, but there is
1088 * more concern with large objects, most notably a part being placed 1259 * more concern with large objects, most notably a part being placed
1089 * outside of the map which would cause the server to crash 1260 * outside of the map which would cause the server to crash
1090*/ 1261*/
1091 1262
1263void
1092void move_creator(object *creator) { 1264move_creator (object *creator)
1265{
1093 object *new_ob; 1266 object *new_ob;
1094 1267
1095 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1268 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1269 {
1096 creator->stats.hp=-1; 1270 creator->stats.hp = -1;
1097 return; 1271 return;
1098 } 1272 }
1099 1273
1100 if (creator->inv != NULL) { 1274 if (creator->inv != NULL)
1275 {
1101 object *ob; 1276 object *ob;
1102 int i; 1277 int i;
1103 object *ob_to_copy; 1278 object *ob_to_copy;
1104 1279
1105 /* select random object from inventory to copy */ 1280 /* select random object from inventory to copy */
1106 ob_to_copy = creator->inv; 1281 ob_to_copy = creator->inv;
1107 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1282 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1283 {
1108 if (rndm(0, i) == 0) { 1284 if (rndm (0, i) == 0)
1109 ob_to_copy = ob; 1285 {
1110 } 1286 ob_to_copy = ob;
1111 } 1287 }
1288 }
1112 new_ob = object_create_clone(ob_to_copy); 1289 new_ob = object_create_clone (ob_to_copy);
1113 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1114 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1115 } else { 1292 }
1293 else
1294 {
1116 if (creator->other_arch == NULL) { 1295 if (creator->other_arch == NULL)
1296 {
1117 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); 1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1298 creator->x, creator->y);
1118 return; 1299 return;
1119 } 1300 }
1120 1301
1121 new_ob = object_create_arch(creator->other_arch); 1302 new_ob = object_create_arch (creator->other_arch);
1122 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1123 } 1304 }
1124 1305
1125 /* Make sure this multipart object fits */ 1306 /* Make sure this multipart object fits */
1126 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1127 free_object(new_ob);
1128 return;
1129 } 1308 {
1309 new_ob->destroy ();
1310 return;
1311 }
1130 1312
1131 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1132 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1314 if (QUERY_FLAG (new_ob, FLAG_FREED))
1133 return; 1315 return;
1134 1316
1135 if (creator->slaying) { 1317 if (creator->slaying)
1136 FREE_AND_COPY(new_ob->name, creator->slaying); 1318 {
1137 FREE_AND_COPY(new_ob->title, creator->slaying); 1319 new_ob->name = new_ob->title = creator->slaying;
1138 } 1320 }
1139} 1321}
1140 1322
1141/* move_marker --peterm@soda.csua.berkeley.edu 1323/* move_marker --peterm@soda.csua.berkeley.edu
1142 when moved, a marker will search for a player sitting above 1324 when moved, a marker will search for a player sitting above
1145 At that time, it writes the contents of its own message 1327 At that time, it writes the contents of its own message
1146 field to the player. The marker will decrement hp to 1328 field to the player. The marker will decrement hp to
1147 0 and then delete itself every time it grants a mark. 1329 0 and then delete itself every time it grants a mark.
1148 unless hp was zero to start with, in which case it is infinite.*/ 1330 unless hp was zero to start with, in which case it is infinite.*/
1149 1331
1332void
1150void move_marker(object *op) { 1333move_marker (object *op)
1334{
1151 object *tmp,*tmp2; 1335 object *tmp, *tmp2;
1152 1336
1153 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1154 if(tmp->type == PLAYER) { /* we've got someone to MARK */ 1338 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1155 1341
1156 if ( quest_on_activate(op, tmp->contr) )
1157 return;
1158
1159 /* remove an old force with a slaying field == op->name */ 1342 /* remove an old force with a slaying field == op->name */
1160 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1344 {
1161 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1162 } 1346 break;
1347 }
1163 1348
1164 if(tmp2) { 1349 if (tmp2)
1165 remove_ob(tmp2); 1350 tmp2->destroy ();
1166 free_object(tmp2);
1167 }
1168 1351
1169 /* cycle through his inventory to look for the MARK we want to 1352 /* cycle through his inventory to look for the MARK we want to
1170 * place 1353 * place
1171 */ 1354 */
1172 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1173 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1174 } 1358 break;
1175 1359 }
1360
1176 /* if we didn't find our own MARK */ 1361 /* if we didn't find our own MARK */
1177 if(tmp2==NULL) { 1362 if (tmp2 == NULL)
1363 {
1178 object *force = get_archetype(FORCE_NAME); 1364 object *force = get_archetype (FORCE_NAME);
1179 1365
1180 force->speed = 0; 1366 force->speed = 0;
1181 if(op->stats.food) { 1367 if (op->stats.food)
1368 {
1182 force->speed = 0.01; 1369 force->speed = 0.01;
1183 force->speed_left = -op->stats.food; 1370 force->speed_left = -op->stats.food;
1184 } 1371 }
1185 update_ob_speed (force); 1372 update_ob_speed (force);
1186 /* put in the lock code */ 1373 /* put in the lock code */
1187 force->slaying = add_string(op->slaying); 1374 force->slaying = op->slaying;
1188 1375
1189 if ( op->lore ) 1376 if (op->lore)
1190 force->lore = add_string( op->lore ); 1377 force->lore = op->lore;
1191 1378
1192 insert_ob_in_ob(force,tmp); 1379 insert_ob_in_ob (force, tmp);
1193 if(op->msg) 1380 if (op->msg)
1194 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1195 1382
1196 if(op->stats.hp > 0) { 1383 if (op->stats.hp > 0)
1197 op->stats.hp--; 1384 {
1198 if(op->stats.hp==0) { 1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1199 /* marker expires--granted mark number limit */ 1388 /* marker expires--granted mark number limit */
1200 remove_ob(op); 1389 op->destroy ();
1201 free_object(op); 1390 return;
1202 return; 1391 }
1203 } 1392 }
1204 } 1393 } /* if tmp2 == NULL */
1205 } /* if tmp2 == NULL */ 1394 } /* if tmp->type == PLAYER */
1206 } /* if tmp->type == PLAYER */
1207 } /* For all objects on this space */ 1395 } /* For all objects on this space */
1208} 1396}
1209 1397
1398int
1210int process_object(object *op) { 1399process_object (object *op)
1400{
1211 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1212 return 0;
1213
1214 if (INVOKE_OBJECT (TICK, op))
1215 return 0;
1216
1217 if(QUERY_FLAG(op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1219 return 1;
1220
1221 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 }
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
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
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))
1247 make_sure_not_seen(op);
1248 free_object(op);
1249 }
1250 return 1;
1251 }
1252 switch(op->type) {
1253 case TRANSPORT:
1254 /* Transports are directed by players - thus, their
1255 * speed is reduced when the player moves them about.
1256 * So give them back there speed here, since process_objects()
1257 * has decremented it.
1258 */
1259 if (op->speed_left < 0.0) op->speed_left += 1.0;
1260 return 1;
1261
1262 case SPELL_EFFECT:
1263 move_spell_effect(op);
1264 return 1;
1265
1266 case ROD:
1267 case HORN:
1268 regenerate_rod(op);
1269 return 1;
1270
1271 case FORCE:
1272 case POTION_EFFECT:
1273 remove_force(op);
1274 return 1;
1275
1276 case BLINDNESS:
1277 remove_blindness(op);
1278 return 0;
1279
1280 case POISONING:
1281 poison_more(op);
1282 return 0;
1283
1284 case DISEASE:
1285 move_disease(op);
1286 return 0;
1287
1288 case SYMPTOM:
1289 move_symptom(op);
1290 return 0;
1291
1292 case THROWN_OBJ:
1293 case ARROW:
1294 move_arrow(op);
1295 return 0;
1296
1297 case LIGHTNING: /* It now moves twice as fast */
1298 move_bolt(op);
1299 return 0;
1300
1301 case DOOR:
1302 remove_door(op);
1303 return 0;
1304
1305 case LOCKED_DOOR:
1306 remove_door2(op);
1307 return 0;
1308
1309 case TELEPORTER:
1310 move_teleporter(op);
1311 return 0;
1312
1313 case GOLEM:
1314 move_golem(op);
1315 return 0;
1316
1317 case EARTHWALL:
1318 hit_player(op, 2, op, AT_PHYSICAL, 1);
1319 return 0;
1320
1321 case FIREWALL:
1322 move_firewall(op);
1323 if (op->stats.maxsp)
1324 animate_turning(op);
1325 return 0;
1326
1327 case MOOD_FLOOR:
1328 do_mood_floor(op, op);
1329 return 0;
1330
1331 case GATE:
1332 move_gate(op);
1333 return 0;
1334
1335 case TIMED_GATE:
1336 move_timed_gate(op);
1337 return 0;
1338
1339 case TRIGGER:
1340 case TRIGGER_BUTTON:
1341 case TRIGGER_PEDESTAL:
1342 case TRIGGER_ALTAR:
1343 animate_trigger(op);
1344 return 0;
1345
1346 case DETECTOR:
1347 move_detector(op);
1348
1349 case DIRECTOR:
1350 if (op->stats.maxsp)
1351 animate_turning(op);
1352 return 0;
1353
1354 case HOLE:
1355 move_hole(op);
1356 return 0;
1357
1358 case DEEP_SWAMP:
1359 move_deep_swamp(op);
1360 return 0;
1361
1362 case RUNE:
1363 case TRAP:
1364 move_rune(op);
1365 return 0;
1366
1367 case PLAYERMOVER:
1368 move_player_mover(op);
1369 return 0;
1370
1371 case CREATOR:
1372 move_creator(op);
1373 return 0;
1374
1375 case MARKER:
1376 move_marker(op);
1377 return 0;
1378
1379 case PLAYER_CHANGER:
1380 move_player_changer(op);
1381 return 0;
1382
1383 case PEACEMAKER:
1384 move_peacemaker(op);
1385 return 0;
1386 }
1387
1388 return 0; 1402 return 0;
1403
1404 if (INVOKE_OBJECT (TICK, op))
1405 return 0;
1406
1407 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1;
1410
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction);
1417
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op);
1420 }
1421
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 {
1424 change_object (op);
1425 return 1;
1426 }
1427
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op);
1430
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op);
1435 else
1436 {
1437 /* IF necessary, delete the item from the players inventory */
1438 object *pl = op->in_player ();
1439
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op);
1447
1448 op->destroy ();
1449 }
1450
1451 return 1;
1452 }
1453
1454 switch (op->type)
1455 {
1456 case SPELL_EFFECT:
1457 move_spell_effect (op);
1458 return 1;
1459
1460 case ROD:
1461 case HORN:
1462 regenerate_rod (op);
1463 return 1;
1464
1465 case FORCE:
1466 case POTION_EFFECT:
1467 remove_force (op);
1468 return 1;
1469
1470 case BLINDNESS:
1471 remove_blindness (op);
1472 return 0;
1473
1474 case POISONING:
1475 poison_more (op);
1476 return 0;
1477
1478 case DISEASE:
1479 move_disease (op);
1480 return 0;
1481
1482 case SYMPTOM:
1483 move_symptom (op);
1484 return 0;
1485
1486 case THROWN_OBJ:
1487 case ARROW:
1488 move_arrow (op);
1489 return 0;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494
1495 case DOOR:
1496 remove_door (op);
1497 return 0;
1498
1499 case LOCKED_DOOR:
1500 remove_door2 (op);
1501 return 0;
1502
1503 case TELEPORTER:
1504 move_teleporter (op);
1505 return 0;
1506
1507 case GOLEM:
1508 move_golem (op);
1509 return 0;
1510
1511 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0;
1514
1515 case FIREWALL:
1516 move_firewall (op);
1517 if (op->stats.maxsp)
1518 animate_turning (op);
1519 return 0;
1520
1521 case MOOD_FLOOR:
1522 do_mood_floor (op);
1523 return 0;
1524
1525 case GATE:
1526 move_gate (op);
1527 return 0;
1528
1529 case TIMED_GATE:
1530 move_timed_gate (op);
1531 return 0;
1532
1533 case TRIGGER:
1534 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR:
1537 animate_trigger (op);
1538 return 0;
1539
1540 case DETECTOR:
1541 move_detector (op);
1542
1543 case DIRECTOR:
1544 if (op->stats.maxsp)
1545 animate_turning (op);
1546 return 0;
1547
1548 case HOLE:
1549 move_hole (op);
1550 return 0;
1551
1552 case DEEP_SWAMP:
1553 move_deep_swamp (op);
1554 return 0;
1555
1556 case RUNE:
1557 case TRAP:
1558 move_rune (op);
1559 return 0;
1560
1561 case PLAYERMOVER:
1562 move_player_mover (op);
1563 return 0;
1564
1565 case CREATOR:
1566 move_creator (op);
1567 return 0;
1568
1569 case MARKER:
1570 move_marker (op);
1571 return 0;
1572
1573 case PLAYER_CHANGER:
1574 move_player_changer (op);
1575 return 0;
1576
1577 case PEACEMAKER:
1578 move_peacemaker (op);
1579 return 0;
1580 }
1581
1582 return 0;
1389} 1583}

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