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Comparing deliantra/server/server/time.C (file contents):
Revision 1.7 by elmex, Tue Aug 29 17:29:28 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 1.7 2006/08/29 17:29:28 elmex 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);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
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))
100 return; 179 return;
101 } 180 if (op->has_random_items ())
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, 181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
159 gen->map->difficulty,0);
160 if(head==NULL) 182 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
300 {
258 op->speed = 0; 301 op->speed = 0;
259 update_ob_speed(op); 302 update_ob_speed (op);
260 }
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)
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break; 330 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
337 {
293 op->speed = 0; 338 op->speed = 0;
294 update_ob_speed(op); /* Reached top, let's stop */ 339 update_ob_speed (op); /* Reached top, let's stop */
295 } 340 }
296 return; 341 return;
297 } 342 }
298 } 343 }
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)
389 {
338 remove_ob(tmp); 390 tmp->remove ();
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0); 392 insert_ob_in_map (tmp, op->map, op, 0);
341 } 393 }
342 } 394 }
343 } 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)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 400 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;
406 }
355 } else { 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)
441 { /* ready ? */
385 op->speed = 0; 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;
467
407 if(op->stats.hp) { 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)
547 {
467 next=tmp->above; 548 next = tmp->above;
468 move_apply(op,tmp,tmp); 549 move_apply (op, tmp, tmp);
469 }
470 } 550 }
551 }
471 SET_ANIMATION(op, op->stats.wc); 552 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
473 return; 554 return;
474 } 555 }
475 /* We're closing */ 556 /* We're closing */
476 op->move_on = 0; 557 op->move_on = 0;
477 558
478 op->stats.wc++; 559 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 561 op->stats.wc = NUM_ANIMATIONS (op) - 1;
481 SET_ANIMATION(op, op->stats.wc); 562 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 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)
653 {
571 op->slaying = add_string(op->spellarg); 654 op->slaying = op->spellarg;
572 free(op->spellarg); 655 free (op->spellarg);
573 op->spellarg = NULL; 656 op->spellarg = NULL;
657 }
574 } else 658 else
575 op->slaying = NULL; 659 op->slaying = NULL;
576 660
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 661 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 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 if (INVOKE_OBJECT (STOP, op)) 684 if (INVOKE_OBJECT (STOP, op))
600 return; 685 return;
601 686
602 if (op->inv) { 687 if (op->inv)
688 {
603 object *payload = op->inv; 689 object *payload = op->inv;
604 remove_ob (payload); 690
605 clear_owner(payload); 691 payload->remove ();
692 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 693 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 694 op->destroy ();
608 free_object (op); 695 }
609 } else { 696 else
697 {
610 op = fix_stopped_arrow (op); 698 op = fix_stopped_arrow (op);
611 if (op) 699 if (op)
612 merge_ob (op, NULL); 700 merge_ob (op, NULL);
613 } 701 }
614} 702}
615 703
616/* 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.
617 */ 705 */
618 706
707void
619void move_arrow(object *op) { 708move_arrow (object *op)
709{
620 object *tmp; 710 object *tmp;
621 sint16 new_x, new_y; 711 sint16 new_x, new_y;
622 int was_reflected, mflags; 712 int was_reflected, mflags;
623 mapstruct *m; 713 maptile *m;
624 714
625 if(op->map==NULL) { 715 if (op->map == NULL)
716 {
626 LOG (llevError, "BUG: Arrow had no map.\n"); 717 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op); 718 op->destroy ();
628 free_object(op);
629 return; 719 return;
630 } 720 }
631 721
632 /* we need to stop thrown objects at some point. Like here. */ 722 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) { 723 if (op->type == THROWN_OBJ)
724 {
634 /* If the object that the THROWN_OBJ encapsulates disappears, 725 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * 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
636 * left over remnants on the map. Where this currently happens 727 * left over remnants on the map. Where this currently happens
637 * 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,
638 * 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
639 * 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,
640 * and it is easy enough to clean it up here. 731 * and it is easy enough to clean it up here.
641 */ 732 */
642 if (op->inv == NULL) { 733 if (op->inv == NULL)
643 remove_ob(op); 734 {
644 free_object(op); 735 op->destroy ();
645 return; 736 return;
646 } 737 }
738
647 if(op->last_sp-- < 0) { 739 if (op->last_sp-- < 0)
740 {
648 stop_arrow (op); 741 stop_arrow (op);
649 return; 742 return;
650 } 743 }
651 } 744 }
652 745
653 /* 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
654 values look rediculous. */ 747 values look rediculous. */
655 if (op->speed < 0.5 && op->type==ARROW) { 748 if (op->speed < 0.5 && op->type == ARROW)
749 {
656 stop_arrow(op); 750 stop_arrow (op);
657 return; 751 return;
658 } 752 }
659 753
660 /* Calculate target map square */ 754 /* Calculate target map square */
661 new_x = op->x + DIRX(op); 755 new_x = op->x + DIRX (op);
662 new_y = op->y + DIRY(op); 756 new_y = op->y + DIRY (op);
663 was_reflected = 0; 757 was_reflected = 0;
664 758
665 m = op->map; 759 m = op->map;
666 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);
667 761
668 if (mflags & P_OUT_OF_MAP) { 762 if (mflags & P_OUT_OF_MAP)
763 {
669 stop_arrow(op); 764 stop_arrow (op);
670 return; 765 return;
671 } 766 }
672 767
673 /* 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 */
674 if (mflags & P_IS_ALIVE) { 769 if (mflags & P_IS_ALIVE)
675 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
676 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
677
678 770 {
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
679 /* Not really fair, but don't let monsters hit themselves with 775 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then 776 * their own arrow - this can be because they fire it then
681 * move into it. 777 * move into it.
682 */ 778 */
683
684 if (tmp != NULL && tmp != op->owner) { 779 if (tmp && tmp != op->owner)
780 {
685 /* Found living object, but it is reflecting the missile. Update 781 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small 782 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.) 783 * chance that reflect_missile fails.)
688 */ 784 */
689 785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 786 {
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number; 787 int number = op->face->number;
788
789 op->direction = absdir (op->direction + 4);
790 op->state = 0;
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */
694 803 }
804 else
805 {
806 /* Attack the object. */
807 op = hit_with_arrow (op, tmp);
808
809 if (!op)
810 return;
811 }
812 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */
814
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
816 {
817 int retry = 0;
818
819 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is
821 * on a wall but has reflecting - the arrow won't reflect.
822 * Mapmakers shouldn't put monsters on top of wall in the first
823 * place, so I don't consider that a problem.
824 */
825 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
826 {
827 stop_arrow (op);
828 return;
829 }
830 else
831 {
832 /* If one of the major directions (n,s,e,w), just reverse it */
833 if (op->direction & 1)
834 {
835 op->direction = absdir (op->direction + 4);
836 retry = 1;
837 }
838 /* There were two blocks with identical code -
839 * use this retry here to make this one block
840 * that did the same thing.
841 */
842 while (retry < 2)
843 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++;
849
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
851 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist.
854 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862
863 if (left == right)
695 op->direction = absdir (op->direction + 4); 864 op->direction = absdir (op->direction + 4);
696 op->state = 0;
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */
704 }
705 else {
706 /* Attack the object. */
707 op = hit_with_arrow (op, tmp);
708 if (op == NULL)
709 return;
710 }
711 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */
713
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
716 int retry=0;
717
718 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem.
723 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
725 stop_arrow (op);
726 return;
727 } else {
728 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) {
730 op->direction=absdir(op->direction+4);
731 retry=1;
732 }
733 /* There were two blocks with identical code -
734 * use this retry here to make this one block
735 * that did the same thing.
736 */
737 while (retry<2) {
738 int left, right, mflags;
739 mapstruct *m1;
740 sint16 x1, y1;
741
742 retry++;
743
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
745 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist.
748 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
751 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
752
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
754 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
755 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
756
757 if(left==right)
758 op->direction=absdir(op->direction+4);
759 else if(left) 865 else if (left)
760 op->direction=absdir(op->direction+2); 866 op->direction = absdir (op->direction + 2);
761 else if(right) 867 else if (right)
762 op->direction=absdir(op->direction-2); 868 op->direction = absdir (op->direction - 2);
763 869
764 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);
765 871
766 /* 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 -
767 * don't need to retry again. 873 * don't need to retry again.
768 */ 874 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
876 break;
771 877
772 } 878 }
773 /* Couldn't find a direction to move the arrow to - just 879 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving. 880 * top it from moving.
775 */ 881 */
776 if (retry==2) { 882 if (retry == 2)
883 {
777 stop_arrow (op); 884 stop_arrow (op);
778 return; 885 return;
779 } 886 }
780 /* update object image for new facing */ 887 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */ 888 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op)) 889 if (GET_ANIM_ID (op))
783 SET_ANIMATION(op, op->direction); 890 SET_ANIMATION (op, op->direction);
784 } /* object is reflected */ 891 } /* object is reflected */
785 } /* object ran into a wall */ 892 } /* object ran into a wall */
786 893
787 /* Move the arrow. */ 894 /* Move the arrow. */
788 remove_ob (op); 895 op->remove ();
789 op->x = new_x; 896 op->x = new_x;
790 op->y = new_y; 897 op->y = new_y;
791 898
792 /* 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
793 * about 17 squares. Tune as needed. 900 * about 17 squares. Tune as needed.
794 */ 901 */
795 op->speed -= 0.05; 902 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0); 903 insert_ob_in_map (op, m, op, 0);
797} 904}
798 905
799/* This routine doesnt seem to work for "inanimate" objects that 906/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!. 907 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */ 908 * Modified this routine to allow held objects. b.t. */
802 909
803void change_object(object *op) { /* Doesn`t handle linked objs yet */ 910void
804 object *tmp,*env,*pl; 911change_object (object *op)
912{ /* Doesn`t handle linked objs yet */
805 int i,j; 913 int i, j;
806 914
807 if(op->other_arch==NULL) { 915 if (op->other_arch == NULL)
916 {
808 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))
809 return; 997 return;
810 }
811 998
812 /* In non-living items only change when food value is 0 */ 999 if (EXIT_PATH (head))
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) { 1000 {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP) 1001 if (tmp->type == PLAYER)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 } 1002 {
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 }
844 }
845 free_object(op);
846}
847
848void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) {
869 if(tmp->type==PLAYER) {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return;
872
873 enter_exit(tmp, head);
874 }
875 else
876 /* Currently only players can transfer maps */
877 return; 1004 return;
1005
1006 enter_exit (tmp, head);
1007 }
1008 else
1009 /* Currently only players can transfer maps */
1010 return;
878 } 1011 }
879 else if(EXIT_X(head)||EXIT_Y(head)) { 1012 else if (EXIT_X (head) || EXIT_Y (head))
1013 {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 1014 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1015 {
881 LOG(llevError, "Removed illegal teleporter.\n"); 1016 LOG (llevError, "Removed illegal teleporter.\n");
882 remove_ob(head); 1017 head->destroy ();
883 free_object(head);
884 return; 1018 return;
885 } 1019 }
1020
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1021 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 1022 return;
1023
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 1024 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1025 }
1026 else
889 } 1027 {
890 else {
891 /* Random teleporter */ 1028 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 1030 return;
894 teleport(head, TELEPORTER, tmp); 1031 teleport (head, TELEPORTER, tmp);
895 } 1032 }
896} 1033}
897 1034
898 1035
899/* This object will teleport someone to a different map 1036/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 1037 and will also apply changes to the player from its inventory.
901 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
902 can't be generalized. 1039 can't be generalized.
903*/ 1040*/
904 1041
1042void
905void move_player_changer(object *op) { 1043move_player_changer (object *op)
1044{
906 object *player; 1045 object *player;
907 object *walk; 1046 object *walk;
908 char c; 1047 char c;
909 1048
910 if (!op->above || !EXIT_PATH(op)) return; 1049 if (!op->above || !EXIT_PATH (op))
1050 return;
911 1051
912 /* This isn't all that great - means that the player_mover 1052 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 1053 * needs to be on top.
914 */ 1054 */
915 if(op->above->type==PLAYER) { 1055 if (op->above->type == PLAYER)
1056 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 1058 return;
918 player=op->above; 1059 player = op->above;
1060
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 1061 for (walk = op->inv; walk != NULL; walk = walk->below)
920 apply_changes_to_player(player,walk); 1062 apply_changes_to_player (player, walk);
921 1063
922 fix_player(player); 1064 fix_player (player);
1065
923 esrv_send_inventory(op->above,op->above); 1066 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 1067 esrv_update_item (UPD_FACE, op->above, op->above);
925 1068
926 /* update players death & WoR home-position */ 1069 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 1070 sscanf (EXIT_PATH (op), "%c", &c);
928 if (c == '/') { 1071 if (c == '/')
1072 {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1073 strcpy (player->contr->savebed_map, EXIT_PATH (op));
930 player->contr->bed_x = EXIT_X(op); 1074 player->contr->bed_x = EXIT_X (op);
931 player->contr->bed_y = EXIT_Y(op); 1075 player->contr->bed_y = EXIT_Y (op);
932 }
933 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
936 EXIT_PATH(op));
937 1076 }
1077 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079
938 enter_exit(op->above,op); 1080 enter_exit (op->above, op);
939 save_player(player, 1); 1081 save_player (player, 1);
940 } 1082 }
941} 1083}
942 1084
943/* firewalls fire other spells. 1085/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 1086 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 1087 * walls can have hp, so they can be torn down.
946 */ 1088 */
1089void
947void move_firewall(object *op) { 1090move_firewall (object *op)
1091{
948 object *spell; 1092 object *spell;
949 1093
950 if ( ! op->map) 1094 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 1095 return; /* dm has created a firewall in his inventory */
952 1096
953 spell = op->inv; 1097 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1098 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone;
955 if (!spell) { 1100 if (!spell)
1101 {
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
957 op->name, op->map->name, op->x, op->y);
958 return; 1103 return;
959 } 1104 }
960 1105
961 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);
962} 1107}
963 1108
964 1109
965/* move_player_mover: this function takes a "player mover" as an 1110/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1111 * argument, and performs the function of a player mover, which is:
969 * 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.
970 * 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,
971 * 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,
972 * it'll paralyze the victim for hp*his speed/op->speed 1117 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1118 */
1119void
974void move_player_mover(object *op) { 1120move_player_mover (object *op)
1121{
975 object *victim, *nextmover; 1122 object *victim, *nextmover;
976 int dir = op->stats.sp; 1123 int dir = op->stats.sp;
977 sint16 nx, ny; 1124 sint16 nx, ny;
978 mapstruct *m; 1125 maptile *m;
979 1126
980 /* 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 */
981 if (!dir) dir=rndm(1, 8); 1128 if (!dir)
1129 dir = rndm (1, 8);
982 1130
983 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 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1134 (victim->move_type & op->move_type || !victim->move_type))
1135 {
986 1136
1137 if (victim->head)
987 if (victim->head) victim = victim->head; 1138 victim = victim->head;
988 1139
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1140 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1141 {
990 remove_ob(op); 1142 op->remove ();
991 free_object(op); 1143 return;
1144 }
1145
1146 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir];
1148 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1152 return;
1153 }
1154
1155 if (should_director_abort (op, victim))
1156 return;
1157
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1159 {
1160 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99;
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1165 }
1166 }
1167
1168 if (victim->type == PLAYER)
1169 {
1170 /* only level >=1 movers move people */
1171 if (op->level)
1172 {
1173 /* Following is a bit of hack. We need to make sure it
1174 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to
1176 * get to this space.
1177 */
1178 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed);
1180 move_player (victim, dir);
1181 }
1182 else
992 return; 1183 return;
993 } 1184 }
994 nx = op->x+freearr_x[dir];
995 ny = op->y+freearr_y[dir];
996 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
999 m->path, op->x, op->y);
1000 return ;
1001 }
1002 1185 else
1003 if (should_director_abort(op, victim)) return ;
1004
1005 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1006 if(nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99;
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1009 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1010 }
1011 }
1012
1013 if(victim->type==PLAYER) {
1014 /* only level >=1 movers move people */
1015 if(op->level) {
1016 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to
1019 * get to this space.
1020 */
1021 victim->contr->fire_on=0;
1022 victim->speed_left=-FABS(victim->speed);
1023 move_player(victim, dir);
1024 }
1025 else return;
1026 }
1027 else move_object(victim,dir); 1186 move_object (victim, dir);
1028 1187
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1188 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2;
1030 1190
1031 if(op->attacktype) { /* flag to paralyze the player */ 1191 if (op->attacktype)
1192 { /* flag to paralyze the player */
1032 1193
1033 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1034 /* Not sure why, but for some chars on metalforge, they 1195 /* Not sure why, but for some chars on metalforge, they
1035 * would sometimes get -inf speed_left, and from the 1196 * would sometimes get -inf speed_left, and from the
1036 * description, it could only happen here, so just put 1197 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the 1198 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed. 1199 * mover has 0 speed.
1039 */ 1200 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1041 } 1203 }
1042 } 1204 }
1043 } 1205 }
1044} 1206}
1045 1207
1048 * connected: what will trigger it. 1210 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1211 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1212 * other_arch: the object to look for and duplicate.
1051 */ 1213 */
1052 1214
1215void
1053void move_duplicator(object *op) { 1216move_duplicator (object *op)
1217{
1054 object *tmp; 1218 object *tmp;
1055 1219
1056 if ( !op->other_arch ) { 1220 if (!op->other_arch)
1221 {
1057 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");
1058 return; 1223 return;
1059 } 1224 }
1060 1225
1061 if (op->above == NULL) 1226 if (op->above == NULL)
1062 return; 1227 return;
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1229 {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1231 {
1065 if (op->level <= 0) { 1232 if (op->level <= 0)
1066 remove_ob(tmp); 1233 tmp->destroy ();
1067 free_object(tmp);
1068 } else { 1234 else
1235 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1236 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1237
1070 if (new_nrof >= 1UL<<31) 1238 if (new_nrof >= 1UL << 31)
1071 new_nrof = 1UL<<31; 1239 new_nrof = 1UL << 31;
1240
1072 tmp->nrof = new_nrof; 1241 tmp->nrof = new_nrof;
1073 } 1242 }
1243
1074 break; 1244 break;
1075 } 1245 }
1076 } 1246 }
1077} 1247}
1078 1248
1079/* move_creator (by peterm) 1249/* move_creator (by peterm)
1088 * 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
1089 * more concern with large objects, most notably a part being placed 1259 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1260 * outside of the map which would cause the server to crash
1091*/ 1261*/
1092 1262
1263void
1093void move_creator(object *creator) { 1264move_creator (object *creator)
1265{
1094 object *new_ob; 1266 object *new_ob;
1095 1267
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1268 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1269 {
1097 creator->stats.hp=-1; 1270 creator->stats.hp = -1;
1098 return; 1271 return;
1099 } 1272 }
1100 1273
1101 if (creator->inv != NULL) { 1274 if (creator->inv != NULL)
1275 {
1102 object *ob; 1276 object *ob;
1103 int i; 1277 int i;
1104 object *ob_to_copy; 1278 object *ob_to_copy;
1105 1279
1106 /* select random object from inventory to copy */ 1280 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1281 ob_to_copy = creator->inv;
1108 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 {
1109 if (rndm(0, i) == 0) { 1284 if (rndm (0, i) == 0)
1285 {
1110 ob_to_copy = ob; 1286 ob_to_copy = ob;
1111 }
1112 } 1287 }
1288 }
1113 new_ob = object_create_clone(ob_to_copy); 1289 new_ob = object_create_clone (ob_to_copy);
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1116 } else { 1292 }
1293 else
1294 {
1117 if (creator->other_arch == NULL) { 1295 if (creator->other_arch == NULL)
1296 {
1118 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);
1119 return; 1299 return;
1120 } 1300 }
1121 1301
1122 new_ob = object_create_arch(creator->other_arch); 1302 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1304 }
1125 1305
1126 /* Make sure this multipart object fits */ 1306 /* Make sure this multipart object fits */
1127 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))
1128 free_object(new_ob); 1308 {
1309 new_ob->destroy ();
1129 return; 1310 return;
1130 } 1311 }
1131 1312
1132 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);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1314 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1315 return;
1135 1316
1136 if (creator->slaying) { 1317 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1318 {
1138 FREE_AND_COPY(new_ob->title, creator->slaying); 1319 new_ob->name = new_ob->title = creator->slaying;
1139 } 1320 }
1140} 1321}
1141 1322
1142/* move_marker --peterm@soda.csua.berkeley.edu 1323/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1324 when moved, a marker will search for a player sitting above
1146 At that time, it writes the contents of its own message 1327 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1328 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1329 0 and then delete itself every time it grants a mark.
1149 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.*/
1150 1331
1332void
1151void move_marker(object *op) { 1333move_marker (object *op)
1334{
1152 object *tmp,*tmp2; 1335 object *tmp, *tmp2;
1153 1336
1154 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)
1155 if(tmp->type == PLAYER) { /* we've got someone to MARK */ 1338 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1156 1341
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1342 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1344 {
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1346 break;
1163 } 1347 }
1164 1348
1165 if(tmp2) { 1349 if (tmp2)
1166 remove_ob(tmp2); 1350 tmp2->destroy ();
1167 free_object(tmp2);
1168 }
1169 1351
1170 /* 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
1171 * place 1353 * place
1172 */ 1354 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1175 } 1359 }
1176 1360
1177 /* if we didn't find our own MARK */ 1361 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) { 1362 if (tmp2 == NULL)
1363 {
1179 object *force = get_archetype(FORCE_NAME); 1364 object *force = get_archetype (FORCE_NAME);
1180 1365
1181 force->speed = 0; 1366 force->speed = 0;
1182 if(op->stats.food) { 1367 if (op->stats.food)
1368 {
1183 force->speed = 0.01; 1369 force->speed = 0.01;
1184 force->speed_left = -op->stats.food; 1370 force->speed_left = -op->stats.food;
1185 } 1371 }
1186 update_ob_speed (force); 1372 update_ob_speed (force);
1187 /* put in the lock code */ 1373 /* put in the lock code */
1188 force->slaying = add_string(op->slaying); 1374 force->slaying = op->slaying;
1189 1375
1190 if ( op->lore ) 1376 if (op->lore)
1191 force->lore = add_string( op->lore ); 1377 force->lore = op->lore;
1192 1378
1193 insert_ob_in_ob(force,tmp); 1379 insert_ob_in_ob (force, tmp);
1194 if(op->msg) 1380 if (op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1196 1382
1197 if(op->stats.hp > 0) { 1383 if (op->stats.hp > 0)
1384 {
1198 op->stats.hp--; 1385 op->stats.hp--;
1199 if(op->stats.hp==0) { 1386 if (op->stats.hp == 0)
1387 {
1200 /* marker expires--granted mark number limit */ 1388 /* marker expires--granted mark number limit */
1201 remove_ob(op); 1389 op->destroy ();
1202 free_object(op);
1203 return; 1390 return;
1204 } 1391 }
1205 } 1392 }
1206 } /* if tmp2 == NULL */ 1393 } /* if tmp2 == NULL */
1207 } /* if tmp->type == PLAYER */ 1394 } /* if tmp->type == PLAYER */
1208 } /* For all objects on this space */ 1395 } /* For all objects on this space */
1209} 1396}
1210 1397
1398int
1211int process_object(object *op) { 1399process_object (object *op)
1400{
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1213 return 0; 1402 return 0;
1214 1403
1215 if (INVOKE_OBJECT (TICK, op)) 1404 if (INVOKE_OBJECT (TICK, op))
1216 return 0; 1405 return 0;
1217 1406
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1407 if (QUERY_FLAG (op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1220 return 1; 1409 return 1;
1221 1410
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 {
1223 if (op->type == PLAYER) 1413 if (op->type == PLAYER)
1224 animate_object(op, op->facing); 1414 animate_object (op, op->facing);
1225 else 1415 else
1226 animate_object(op, op->direction); 1416 animate_object (op, op->direction);
1227 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
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op); 1446 make_sure_not_seen (op);
1447
1448 op->destroy ();
1449 }
1450
1451 return 1;
1452 }
1453
1454 switch (op->type)
1230 } 1455 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1456 case SPELL_EFFECT:
1232 change_object(op); 1457 move_spell_effect (op);
1233 return 1; 1458 return 1;
1234 } 1459
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1460 case ROD:
1461 case HORN:
1236 generate_monster(op); 1462 regenerate_rod (op);
1237
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1239 if(QUERY_FLAG(op, FLAG_APPLIED))
1240 remove_force(op);
1241 else {
1242 /* IF necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op);
1244 if (pl)
1245 esrv_del_item(pl->contr, op->count);
1246 remove_ob(op);
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1248 make_sure_not_seen(op);
1249 free_object(op);
1250 }
1251 return 1; 1463 return 1;
1252 }
1253 switch(op->type) {
1254 1464
1255 case SPELL_EFFECT:
1256 move_spell_effect(op);
1257 return 1;
1258
1259 case ROD:
1260 case HORN:
1261 regenerate_rod(op);
1262 return 1;
1263
1264 case FORCE: 1465 case FORCE:
1265 case POTION_EFFECT: 1466 case POTION_EFFECT:
1266 remove_force(op); 1467 remove_force (op);
1267 return 1; 1468 return 1;
1268 1469
1269 case BLINDNESS: 1470 case BLINDNESS:
1270 remove_blindness(op); 1471 remove_blindness (op);
1271 return 0; 1472 return 0;
1272 1473
1273 case POISONING: 1474 case POISONING:
1274 poison_more(op); 1475 poison_more (op);
1275 return 0; 1476 return 0;
1276 1477
1277 case DISEASE: 1478 case DISEASE:
1278 move_disease(op); 1479 move_disease (op);
1279 return 0; 1480 return 0;
1280 1481
1281 case SYMPTOM: 1482 case SYMPTOM:
1282 move_symptom(op); 1483 move_symptom (op);
1283 return 0; 1484 return 0;
1284 1485
1285 case THROWN_OBJ: 1486 case THROWN_OBJ:
1286 case ARROW: 1487 case ARROW:
1287 move_arrow(op); 1488 move_arrow (op);
1288 return 0; 1489 return 0;
1289 1490
1290 case LIGHTNING: /* It now moves twice as fast */ 1491 case LIGHTNING: /* It now moves twice as fast */
1291 move_bolt(op); 1492 move_bolt (op);
1292 return 0; 1493 return 0;
1293 1494
1294 case DOOR: 1495 case DOOR:
1295 remove_door(op); 1496 remove_door (op);
1296 return 0; 1497 return 0;
1297 1498
1298 case LOCKED_DOOR: 1499 case LOCKED_DOOR:
1299 remove_door2(op); 1500 remove_door2 (op);
1300 return 0; 1501 return 0;
1301 1502
1302 case TELEPORTER: 1503 case TELEPORTER:
1303 move_teleporter(op); 1504 move_teleporter (op);
1304 return 0; 1505 return 0;
1305 1506
1306 case GOLEM: 1507 case GOLEM:
1307 move_golem(op); 1508 move_golem (op);
1308 return 0; 1509 return 0;
1309 1510
1310 case EARTHWALL: 1511 case EARTHWALL:
1311 hit_player(op, 2, op, AT_PHYSICAL, 1); 1512 hit_player (op, 2, op, AT_PHYSICAL, 1);
1312 return 0; 1513 return 0;
1313 1514
1314 case FIREWALL: 1515 case FIREWALL:
1315 move_firewall(op); 1516 move_firewall (op);
1316 if (op->stats.maxsp) 1517 if (op->stats.maxsp)
1317 animate_turning(op); 1518 animate_turning (op);
1318 return 0; 1519 return 0;
1319 1520
1320 case MOOD_FLOOR: 1521 case MOOD_FLOOR:
1321 do_mood_floor(op); 1522 do_mood_floor (op);
1322 return 0; 1523 return 0;
1323 1524
1324 case GATE: 1525 case GATE:
1325 move_gate(op); 1526 move_gate (op);
1326 return 0; 1527 return 0;
1327 1528
1328 case TIMED_GATE: 1529 case TIMED_GATE:
1329 move_timed_gate(op); 1530 move_timed_gate (op);
1330 return 0; 1531 return 0;
1331 1532
1332 case TRIGGER: 1533 case TRIGGER:
1333 case TRIGGER_BUTTON: 1534 case TRIGGER_BUTTON:
1334 case TRIGGER_PEDESTAL: 1535 case TRIGGER_PEDESTAL:
1335 case TRIGGER_ALTAR: 1536 case TRIGGER_ALTAR:
1336 animate_trigger(op); 1537 animate_trigger (op);
1337 return 0; 1538 return 0;
1338 1539
1339 case DETECTOR: 1540 case DETECTOR:
1340 move_detector(op); 1541 move_detector (op);
1341 1542
1342 case DIRECTOR: 1543 case DIRECTOR:
1343 if (op->stats.maxsp) 1544 if (op->stats.maxsp)
1344 animate_turning(op); 1545 animate_turning (op);
1345 return 0; 1546 return 0;
1346 1547
1347 case HOLE: 1548 case HOLE:
1348 move_hole(op); 1549 move_hole (op);
1349 return 0; 1550 return 0;
1350 1551
1351 case DEEP_SWAMP: 1552 case DEEP_SWAMP:
1352 move_deep_swamp(op); 1553 move_deep_swamp (op);
1353 return 0; 1554 return 0;
1354 1555
1355 case RUNE: 1556 case RUNE:
1356 case TRAP: 1557 case TRAP:
1357 move_rune(op); 1558 move_rune (op);
1358 return 0; 1559 return 0;
1359 1560
1360 case PLAYERMOVER: 1561 case PLAYERMOVER:
1361 move_player_mover(op); 1562 move_player_mover (op);
1362 return 0; 1563 return 0;
1363 1564
1364 case CREATOR: 1565 case CREATOR:
1365 move_creator(op); 1566 move_creator (op);
1366 return 0; 1567 return 0;
1367 1568
1368 case MARKER: 1569 case MARKER:
1369 move_marker(op); 1570 move_marker (op);
1370 return 0; 1571 return 0;
1371 1572
1372 case PLAYER_CHANGER: 1573 case PLAYER_CHANGER:
1373 move_player_changer(op); 1574 move_player_changer (op);
1374 return 0; 1575 return 0;
1375 1576
1376 case PEACEMAKER: 1577 case PEACEMAKER:
1377 move_peacemaker(op); 1578 move_peacemaker (op);
1378 return 0; 1579 return 0;
1379 } 1580 }
1380 1581
1381 return 0; 1582 return 0;
1382} 1583}

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