ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.7 by elmex, Tue Aug 29 17:29:28 2006 UTC vs.
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: time.C,v 1.7 2006/08/29 17:29:28 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
46 int i; 40 int i;
47 object *tmp; 41 object *tmp;
42
48 for(i=1;i<9;i+=2) 43 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) { 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
50 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 47 tmp->speed_left = -0.2;
53 } 48 }
54 49
55 if(op->other_arch) 50 if (op->other_arch)
56 { 51 {
57 tmp=arch_to_object(op->other_arch); 52 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 53 tmp->x = op->x;
54 tmp->y = op->y;
55 tmp->map = op->map;
56 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 57 insert_ob_in_map (tmp, op->map, op, 0);
60 } 58 }
61 remove_ob(op);
62 free_object(op);
63}
64 59
60 op->destroy ();
61}
62
63void
65void remove_door2(object *op) { 64remove_door2 (object *op)
65{
66 int i; 66 int i;
67 object *tmp; 67 object *tmp;
68
68 for(i=1;i<9;i+=2) { 69 for (i = 1; i < 9; i += 2)
70 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 71 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 */ 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
71 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 75 tmp->speed_left = -0.2;
74 } 76 }
75 } 77 }
78
76 if(op->other_arch) 79 if (op->other_arch)
77 { 80 {
78 tmp=arch_to_object(op->other_arch); 81 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 86 insert_ob_in_map (tmp, op->map, op, 0);
81 } 87 }
82 remove_ob(op); 88
83 free_object(op); 89 op->destroy ();
84} 90}
85 91
86/* Will generate a monster according to content 92/* Will generate a monster according to content
87 * of generator. 93 * of generator.
88 */ 94 */
95void
89void generate_monster_inv(object *gen) { 96generate_monster_inv (object *gen)
97{
90 int i; 98 int i;
91 object *op,*head=NULL; 99 object *op, *head = NULL;
92 100
93 int qty=0; 101 int qty = 0;
102
94 /* Code below assumes the generator is on a map, as it tries 103 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 104 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 105 * isn't on a map, complain and exit.
97 */ 106 */
98 if (gen->map == NULL) { 107 if (gen->map == NULL)
108 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map)
153 return;
154
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
100 return; 173 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125}
126 174
127void generate_monster_arch(object *gen) { 175 if (op->has_random_items ())
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, 176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
159 gen->map->difficulty,0); 177
160 if(head==NULL) 178 if (head == NULL)
161 head=op; 179 head = op;
180
162 prev=op; 181 prev = op;
163 at=at->more; 182 at = at->more;
164 } 183 }
165} 184}
166 185
186void
167void generate_monster(object *gen) { 187generate_monster (object *gen)
188{
168 189
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
170 return; 191 return;
192
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN)) 193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen); 194 generate_monster_inv (gen);
173 else 195 else
174 generate_monster_arch(gen); 196 generate_monster_arch (gen);
175 197
176} 198}
177 199
200void
178void remove_force(object *op) { 201remove_force (object *op)
202{
179 if (--op->duration > 0) return; 203 if (--op->duration > 0)
204 return;
180 205
206 if (op->env)
181 switch (op->subtype) { 207 switch (op->subtype)
208 {
182 case FORCE_CONFUSION: 209 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED); 210 CLEAR_FLAG (op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n"); 211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
186 }
187 212
188 default: 213 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
191 change_abil(op->env,op); 215 change_abil (op->env, op);
192 fix_player(op->env); 216 op->env->update_stats ();
193 }
194 } 217 }
195 remove_ob(op);
196 free_object(op);
197}
198 218
219 op->destroy ();
220}
221
222void
199void remove_blindness(object *op) { 223remove_blindness (object *op)
224{
200 if(--op->stats.food > 0) 225 if (--op->stats.food > 0)
201 return; 226 return;
227
202 CLEAR_FLAG(op, FLAG_APPLIED); 228 CLEAR_FLAG (op, FLAG_APPLIED);
203 if(op->env!=NULL) { 229
230 if (op->env)
231 {
204 change_abil(op->env,op); 232 change_abil (op->env, op);
205 fix_player(op->env); 233 op->env->update_stats ();
206 } 234 }
207 remove_ob(op);
208 free_object(op);
209}
210 235
236 op->destroy ();
237}
238
239void
211void poison_more(object *op) { 240poison_more (object *op)
241{
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
213 remove_ob(op); 243 {
214 free_object(op); 244 op->destroy ();
215 return; 245 return;
216 } 246 }
247
217 if(op->stats.food==1) { 248 if (op->stats.food == 1)
249 {
218 /* need to remove the object before fix_player is called, else fix_player 250 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything. 251 * will not do anything.
220 */ 252 */
221 if(op->env->type==PLAYER) { 253 if (op->env->type == PLAYER)
254 {
222 CLEAR_FLAG(op, FLAG_APPLIED); 255 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 256 op->env->update_stats ();
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
225 } 258 }
226 remove_ob(op); 259
227 free_object(op); 260 op->destroy ();
228 return; 261 return;
229 } 262 }
263
230 if(op->env->type==PLAYER) { 264 if (op->env->type == PLAYER)
265 {
231 op->env->stats.food--; 266 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 267 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 268 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 269
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271}
239 272
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 273
274void
275move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */
241 object *tmp; 277 object *tmp;
242 278
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 281 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; 282 op->stats.wc = 0;
249 } 283 }
250 284
251 /* We're going down */ 285 /* We're going down */
252 if(op->value) { 286 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 287 {
288 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 290 op->stats.wc = 0;
255 if(op->arch->clone.speed) 291 if (op->arch->clone.speed)
256 op->value=0; 292 op->value = 0;
257 else { 293 else
258 op->speed = 0; 294 op->set_speed (0);
259 update_ob_speed(op);
260 } 295 }
261 } 296
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298 {
263 op->move_block = 0; 299 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 301 update_all_los (op->map, op->x, op->y);
266 } 302 }
303
267 SET_ANIMATION(op, op->stats.wc); 304 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 305 update_object (op, UP_OBJ_CHANGE);
269 return; 306 return;
270 } 307 }
271 308
272 /* We're going up */ 309 /* We're going up */
273 310
274 /* First, lets see if we are already at the top */ 311 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 {
276 314
277 /* Check to make sure that only non pickable and non rollable 315 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 316 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 317 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 318 * the gate slightly.
281 */ 319 */
282 320
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 321 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 322 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; 323 break;
288 324
289 if (tmp==NULL) { 325 if (tmp == NULL)
326 {
290 if(op->arch->clone.speed) 327 if (op->arch->clone.speed)
291 op->value=1; 328 op->value = 1;
292 else { 329 else
293 op->speed = 0; 330 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 331
295 }
296 return; 332 return;
297 } 333 }
298 } 334 }
299 335
300 if(op->stats.food) { /* The gate is going temporarily down */ 336 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 337 { /* The gate is going temporarily down */
338 if (--op->stats.wc <= 0)
339 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 340 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 341 op->stats.wc = 0;
304 } 342 }
343 }
344 else
305 } else { /* The gate is still going up */ 345 { /* The gate is still going up */
306 op->stats.wc++; 346 op->stats.wc++;
307 347
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 350
311 /* If there is something on top of the gate, we try to roll it off. 351 /* 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 352 * If a player/monster, we don't roll, we just hit them with damage
313 */ 353 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 {
315 /* Halfway or further, check blocks */ 356 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 357 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 359
319 if(tmp!=NULL) { 360 if (tmp != NULL)
361 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 362 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 365 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 366 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); 367 }
325 } else 368 else
326 /* If the object is not alive, and the object either can 369 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 370 * be picked up or the object rolls, move the object
328 * off the gate. 371 * off the gate.
329 */ 372 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 373 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) 374 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 375 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 377
336 /* If there is a free spot, move the object someplace */ 378 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 379 if (i != -1)
380 {
338 remove_ob(tmp); 381 tmp->remove ();
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0); 383 insert_ob_in_map (tmp, op->map, op, 0);
341 } 384 }
342 } 385 }
343 } 386 }
344 387
345 /* See if there is still anything blocking the gate */ 388 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 389 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 390 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; 391 break;
351 392
352 /* IF there is, start putting the gate down */ 393 /* IF there is, start putting the gate down */
353 if(tmp) { 394 if (tmp)
395 {
354 op->stats.food=1; 396 op->stats.food = 1;
397 }
355 } else { 398 else
399 {
356 op->move_block = MOVE_ALL; 400 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 401 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 402 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 403 update_all_los (op->map, op->x, op->y);
360 } 404 }
361 } /* gate is halfway up */ 405 } /* gate is halfway up */
362 406
363 SET_ANIMATION(op, op->stats.wc); 407 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 408 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 409 } /* gate is going up */
366} 410}
367 411
368/* hp : how long door is open/closed 412/* hp : how long door is open/closed
369 * maxhp : initial value for hp 413 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 414 * sp : 1 = open, 0 = close
371 */ 415 */
416void
372void move_timed_gate(object *op) 417move_timed_gate (object *op)
373{ 418{
374 int v = op->value; 419 int v = op->value;
375 420
376 if (op->stats.sp) { 421 if (op->stats.sp)
422 {
377 move_gate(op); 423 move_gate (op);
378 if (op->value != v) /* change direction ? */ 424 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 425 op->stats.sp = 0;
380 return; 426 return;
381 } 427 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 428 if (--op->stats.hp <= 0)
429 { /* keep gate down */
383 move_gate(op); 430 move_gate (op);
384 if (op->value != v) { /* ready ? */ 431 if (op->value != v)
385 op->speed = 0; 432 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 433 }
389} 434}
390 435
391/* slaying: name of the thing the detector is to look for 436/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 437 * speed: frequency of 'glances'
393 * connected: connected value of detector 438 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 439 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 440 * -1 if detection unsets buttons
396 */ 441 */
397 442
443void
398void move_detector(object *op) 444move_detector (object *op)
399{ 445{
400 object *tmp; 446 object *tmp;
401 int last = op->value; 447 int last = op->value;
402 int detected; 448 int detected;
449
403 detected = 0; 450 detected = 0;
404 451
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
453 {
406 object *tmp2; 454 object *tmp2;
455
407 if(op->stats.hp) { 456 if (op->stats.hp)
457 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 460 if (op->slaying && !strcmp (op->slaying, tmp->name))
461 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 463 detected = 1;
412 } 464 }
465 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 466 if (op->slaying && !strcmp (op->slaying, tmp->name))
467 {
414 detected = 1; 468 detected = 1;
415 } 469 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 471 detected = 1;
418 } 472 }
419 473
420 /* the detector sets the button if detection is found */ 474 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 475 if (op->stats.sp == 1)
476 {
422 if(detected && last == 0) { 477 if (detected && last == 0)
478 {
423 op->value = 1; 479 op->value = 1;
424 push_button(op); 480 push_button (op);
425 } 481 }
426 if(!detected && last == 1) { 482 if (!detected && last == 1)
483 {
427 op->value = 0; 484 op->value = 0;
428 push_button(op); 485 push_button (op);
429 } 486 }
430 } 487 }
431 else { /* in this case, we unset buttons */ 488 else
489 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 490 if (detected && last == 1)
491 {
433 op->value = 0; 492 op->value = 0;
434 push_button(op); 493 push_button (op);
435 } 494 }
436 if(!detected && last == 0) { 495 if (!detected && last == 0)
496 {
437 op->value = 1; 497 op->value = 1;
438 push_button(op); 498 push_button (op);
439 } 499 }
440 } 500 }
441} 501}
442 502
443 503
504void
444void animate_trigger (object *op) 505animate_trigger (object *op)
445{ 506{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
508 {
447 op->stats.wc = 0; 509 op->stats.wc = 0;
448 check_trigger(op,NULL); 510 check_trigger (op, NULL);
511 }
449 } else { 512 else
513 {
450 SET_ANIMATION(op, op->stats.wc); 514 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
452 } 516 }
453} 517}
454 518
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 519void
520move_hole (object *op)
521{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 522 object *next, *tmp;
457 523
458 if(op->value) { /* We're opening */ 524 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 525 { /* We're opening */
526 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */
460 op->stats.wc=0; 528 op->stats.wc = 0;
461 op->speed = 0; 529 op->set_speed (0);
462 update_ob_speed(op);
463 530
464 /* Hard coding this makes sense for holes I suppose */ 531 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 532 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 533 for (tmp = op->above; tmp != NULL; tmp = next)
534 {
467 next=tmp->above; 535 next = tmp->above;
468 move_apply(op,tmp,tmp); 536 move_apply (op, tmp, tmp);
469 }
470 } 537 }
538 }
539
471 SET_ANIMATION(op, op->stats.wc); 540 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 541 update_object (op, UP_OBJ_FACE);
473 return; 542 return;
474 } 543 }
475 /* We're closing */ 544 /* We're closing */
476 op->move_on = 0; 545 op->move_on = 0;
477 546
478 op->stats.wc++; 547 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 549 op->stats.wc = NUM_ANIMATIONS (op) - 1;
550
481 SET_ANIMATION(op, op->stats.wc); 551 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 552 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */ 554 op->set_speed (0); /* closed, let's stop */
486 return;
487 }
488} 555}
489 556
490 557
491/* stop_item() returns a pointer to the stopped object. The stopped object 558/* stop_item() returns a pointer to the stopped object. The stopped object
492 * may or may not have been removed from maps or inventories. It will not 559 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 565 * it, NULL is returned.
499 * 566 *
500 * fix_stopped_item() should be used if the stopped item should be put on 567 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 568 * the map.
502 */ 569 */
570object *
503object *stop_item (object *op) 571stop_item (object *op)
504{ 572{
505 if (op->map == NULL) 573 if (op->map == NULL)
574 return op;
575
576 switch (op->type)
577 {
578 case THROWN_OBJ:
579 {
580 object *payload = op->inv;
581
582 if (payload == NULL)
583 return NULL;
584 payload->remove ();
585 op->destroy ();
586 return payload;
587 }
588
589 case ARROW:
590 if (op->has_active_speed ())
591 op = fix_stopped_arrow (op);
506 return op; 592 return op;
507 593
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: 594 default:
527 return op; 595 return op;
528 } 596 }
529} 597}
530 598
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 599/* 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. 600 * Inserts item into the old map, or merges it if it already is on the map.
533 * 601 *
534 * 'map' must be the value of op->map before stop_item() was called. 602 * 'map' must be the value of op->map before stop_item() was called.
535 */ 603 */
604void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 605fix_stopped_item (object *op, maptile *map, object *originator)
537{ 606{
538 if (map == NULL) 607 if (map == NULL)
539 return; 608 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 609 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 610 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 611 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 612 merge_ob (op, NULL); /* only some arrows actually need this */
544} 613}
545 614
546 615
616object *
547object *fix_stopped_arrow (object *op) 617fix_stopped_arrow (object *op)
548{ 618{
549 if(rndm(0, 99) < op->stats.food) { 619 if (rndm (0, 99) < op->stats.food)
620 {
550 /* Small chance of breaking */ 621 /* Small chance of breaking */
551 remove_ob (op); 622 op->destroy ();
552 free_object(op);
553 return NULL; 623 return NULL;
554 } 624 }
555 625
626 op->set_speed (0);
556 op->direction=0; 627 op->direction = 0;
557 op->move_on=0; 628 op->move_on = 0;
558 op->move_type=0; 629 op->move_type = 0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp; 630 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 631 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 632 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 633 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 634 op->skill = 0;
566 635
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 636 if (op->spellarg != NULL)
637 {
571 op->slaying = add_string(op->spellarg); 638 op->slaying = op->spellarg;
572 free(op->spellarg); 639 free (op->spellarg);
573 op->spellarg = NULL; 640 op->spellarg = NULL;
641 }
574 } else 642 else
575 op->slaying = NULL; 643 op->slaying = NULL;
576 644
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 645 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 646 op->spellarg = NULL;
579 op->stats.sp = 0; 647 op->stats.sp = 0;
580 op->stats.hp = 0; 648 op->stats.hp = 0;
581 op->stats.grace = 0; 649 op->stats.grace = 0;
582 op->level = 0; 650 op->level = 0;
583 op->face=op->arch->clone.face; 651 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 652 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 653 update_object (op, UP_OBJ_FACE);
586 return op; 654 return op;
587} 655}
588 656
589/* stop_arrow() - what to do when a non-living flying object 657/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 658 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 659 * here too. -b.t.
592 * 660 *
593 * Returns a pointer to the stopped object (which will have been removed 661 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 662 * from maps or inventories), or NULL if was destroyed.
595 */ 663 */
596 664static void
597static void stop_arrow (object *op) 665stop_arrow (object *op)
598{ 666{
599 if (INVOKE_OBJECT (STOP, op)) 667 if (INVOKE_OBJECT (STOP, op))
600 return; 668 return;
601 669
602 if (op->inv) { 670 if (op->inv)
671 {
603 object *payload = op->inv; 672 object *payload = op->inv;
604 remove_ob (payload); 673
605 clear_owner(payload); 674 payload->remove ();
675 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 676 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 677 op->destroy ();
608 free_object (op); 678 }
609 } else { 679 else
680 {
610 op = fix_stopped_arrow (op); 681 op = fix_stopped_arrow (op);
611 if (op) 682 if (op)
612 merge_ob (op, NULL); 683 merge_ob (op, NULL);
613 } 684 }
614} 685}
615 686
616/* Move an arrow along its course. op is the arrow or thrown object. 687/* Move an arrow along its course. op is the arrow or thrown object.
617 */ 688 */
618 689
690void
619void move_arrow(object *op) { 691move_arrow (object *op)
692{
620 object *tmp; 693 object *tmp;
621 sint16 new_x, new_y; 694 sint16 new_x, new_y;
622 int was_reflected, mflags; 695 int was_reflected, mflags;
623 mapstruct *m; 696 maptile *m;
624 697
625 if(op->map==NULL) { 698 if (op->map == NULL)
699 {
626 LOG (llevError, "BUG: Arrow had no map.\n"); 700 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op); 701 op->destroy ();
628 free_object(op);
629 return; 702 return;
630 } 703 }
631 704
632 /* we need to stop thrown objects at some point. Like here. */ 705 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) { 706 if (op->type == THROWN_OBJ)
707 {
634 /* If the object that the THROWN_OBJ encapsulates disappears, 708 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * we need to have this object go away also - otherwise, you get 709 * we need to have this object go away also - otherwise, you get
636 * left over remnants on the map. Where this currently happens 710 * left over remnants on the map. Where this currently happens
637 * is if the player throws a bomb - the bomb explodes on its own, 711 * 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 712 * 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, 713 * bomb code, but there are potential other cases where that could happen,
640 * and it is easy enough to clean it up here. 714 * and it is easy enough to clean it up here.
641 */ 715 */
642 if (op->inv == NULL) { 716 if (op->inv == NULL)
643 remove_ob(op); 717 {
644 free_object(op); 718 op->destroy ();
645 return; 719 return;
646 } 720 }
721
647 if(op->last_sp-- < 0) { 722 if (op->last_sp-- < 0)
723 {
648 stop_arrow (op); 724 stop_arrow (op);
649 return; 725 return;
650 } 726 }
651 } 727 }
652 728
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 729 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
654 values look rediculous. */ 730 values look rediculous. */
655 if (op->speed < 0.5 && op->type==ARROW) { 731 if (op->speed < 0.5 && op->type == ARROW)
732 {
656 stop_arrow(op); 733 stop_arrow (op);
657 return; 734 return;
658 } 735 }
659 736
660 /* Calculate target map square */ 737 /* Calculate target map square */
661 new_x = op->x + DIRX(op); 738 new_x = op->x + DIRX (op);
662 new_y = op->y + DIRY(op); 739 new_y = op->y + DIRY (op);
663 was_reflected = 0; 740 was_reflected = 0;
664 741
665 m = op->map; 742 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
667 744
668 if (mflags & P_OUT_OF_MAP) { 745 if (mflags & P_OUT_OF_MAP)
746 {
669 stop_arrow(op); 747 stop_arrow (op);
670 return; 748 return;
671 } 749 }
672 750
673 /* only need to look for living creatures if this flag is set */ 751 /* only need to look for living creatures if this flag is set */
674 if (mflags & P_IS_ALIVE) { 752 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
678 753 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break;
757
679 /* Not really fair, but don't let monsters hit themselves with 758 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then 759 * their own arrow - this can be because they fire it then
681 * move into it. 760 * move into it.
682 */ 761 */
683
684 if (tmp != NULL && tmp != op->owner) { 762 if (tmp && tmp != op->owner)
763 {
685 /* Found living object, but it is reflecting the missile. Update 764 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small 765 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.) 766 * chance that reflect_missile fails.)
688 */ 767 */
689 768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 769 {
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number; 770 int number = op->face->number;
771
772 op->direction = absdir (op->direction + 4);
773 op->state = 0;
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */
694 786 }
787 else
788 {
789 /* Attack the object. */
790 op = hit_with_arrow (op, tmp);
791
792 if (!op)
793 return;
794 }
795 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */
797
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
799 {
800 int retry = 0;
801
802 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is
804 * on a wall but has reflecting - the arrow won't reflect.
805 * Mapmakers shouldn't put monsters on top of wall in the first
806 * place, so I don't consider that a problem.
807 */
808 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
809 {
810 stop_arrow (op);
811 return;
812 }
813 else
814 {
815 /* If one of the major directions (n,s,e,w), just reverse it */
816 if (op->direction & 1)
817 {
818 op->direction = absdir (op->direction + 4);
819 retry = 1;
820 }
821 /* There were two blocks with identical code -
822 * use this retry here to make this one block
823 * that did the same thing.
824 */
825 while (retry < 2)
826 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++;
832
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
834 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist.
837 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845
846 if (left == right)
695 op->direction = absdir (op->direction + 4); 847 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) 848 else if (left)
760 op->direction=absdir(op->direction+2); 849 op->direction = absdir (op->direction + 2);
761 else if(right) 850 else if (right)
762 op->direction=absdir(op->direction-2); 851 op->direction = absdir (op->direction - 2);
763 852
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
765 854
766 /* If this space is not out of the map and not blocked, valid space - 855 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again. 856 * don't need to retry again.
768 */ 857 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
859 break;
771 860
772 } 861 }
773 /* Couldn't find a direction to move the arrow to - just 862 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving. 863 * top it from moving.
775 */ 864 */
776 if (retry==2) { 865 if (retry == 2)
866 {
777 stop_arrow (op); 867 stop_arrow (op);
778 return; 868 return;
779 } 869 }
780 /* update object image for new facing */ 870 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */ 871 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op)) 872 if (GET_ANIM_ID (op))
783 SET_ANIMATION(op, op->direction); 873 SET_ANIMATION (op, op->direction);
784 } /* object is reflected */ 874 } /* object is reflected */
785 } /* object ran into a wall */ 875 } /* object ran into a wall */
786 876
787 /* Move the arrow. */ 877 /* Move the arrow. */
788 remove_ob (op); 878 op->remove ();
789 op->x = new_x; 879 op->x = new_x;
790 op->y = new_y; 880 op->y = new_y;
791 881
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed. 883 * about 17 squares. Tune as needed.
794 */ 884 */
795 op->speed -= 0.05; 885 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0); 886 insert_ob_in_map (op, m, op, 0);
797} 887}
798 888
799/* This routine doesnt seem to work for "inanimate" objects that 889/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!. 890 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */ 891 * Modified this routine to allow held objects. b.t. */
802 892
803void change_object(object *op) { /* Doesn`t handle linked objs yet */ 893void
804 object *tmp,*env,*pl; 894change_object (object *op)
895{ /* Doesn`t handle linked objs yet */
805 int i,j; 896 int i, j;
806 897
807 if(op->other_arch==NULL) { 898 if (op->other_arch == NULL)
899 {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
901 return;
902 }
903
904 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 {
907 if (op->stats.food-- > 0)
908 return;
909 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 }
940 else
941 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */
944 tmp->destroy ();
945 else
946 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
948 insert_ob_in_map (tmp, op->map, op, 0);
949 }
950 }
951 }
952
953 op->destroy ();
954}
955
956void
957move_teleporter (object *op)
958{
959 object *tmp, *head = op;
960
961 /* if this is a multipart teleporter, handle the other parts
962 * The check for speed isn't strictly needed - basically, if
963 * there is an old multipart teleporter in which the other parts
964 * have speed, we don't really want to call it twice for the same
965 * function - in fact, as written below, part N would get called
966 * N times without the speed check.
967 */
968 if (op->more && !op->more->has_active_speed ())
969 move_teleporter (op->more);
970
971 if (op->head)
972 head = op->head;
973
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break;
977
978 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
809 return; 980 return;
810 }
811 981
812 /* In non-living items only change when food value is 0 */ 982 if (EXIT_PATH (head))
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) { 983 {
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) 984 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 } 985 {
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))) 986 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; 987 return;
988
989 tmp->enter_exit (head);
990 }
991 else
992 /* Currently only players can transfer maps */
993 return;
878 } 994 }
879 else if(EXIT_X(head)||EXIT_Y(head)) { 995 else if (EXIT_X (head) || EXIT_Y (head))
996 {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 997 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
998 {
881 LOG(llevError, "Removed illegal teleporter.\n"); 999 LOG (llevError, "Removed illegal teleporter.\n");
882 remove_ob(head); 1000 head->destroy ();
883 free_object(head);
884 return; 1001 return;
885 } 1002 }
1003
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1004 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 1005 return;
1006
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 1007 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1008 }
1009 else
889 } 1010 {
890 else {
891 /* Random teleporter */ 1011 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 1013 return;
894 teleport(head, TELEPORTER, tmp); 1014 teleport (head, TELEPORTER, tmp);
895 } 1015 }
896} 1016}
897 1017
898 1018
899/* This object will teleport someone to a different map 1019/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 1020 and will also apply changes to the player from its inventory.
901 This was invented for giving classes, but there's no reason it 1021 This was invented for giving classes, but there's no reason it
902 can't be generalized. 1022 can't be generalized.
903*/ 1023*/
904 1024void
905void move_player_changer(object *op) { 1025move_player_changer (object *op)
1026{
906 object *player; 1027 object *player;
907 object *walk; 1028 object *walk;
908 char c;
909 1029
910 if (!op->above || !EXIT_PATH(op)) return; 1030 if (!op->above || !EXIT_PATH (op))
1031 return;
911 1032
912 /* This isn't all that great - means that the player_mover 1033 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 1034 * needs to be on top.
914 */ 1035 */
915 if(op->above->type==PLAYER) { 1036 if (op->above->type == PLAYER)
1037 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 1039 return;
1040
918 player=op->above; 1041 player = op->above;
1042
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 1043 for (walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 1044 apply_changes_to_player (player, walk);
921 1045
922 fix_player(player); 1046 player->update_stats ();
1047
923 esrv_send_inventory(op->above,op->above); 1048 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 1049 esrv_update_item (UPD_FACE, op->above, op->above);
925 1050
926 /* update players death & WoR home-position */ 1051 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 1052 if (*EXIT_PATH (op) == '/')
928 if (c == '/') {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op));
930 player->contr->bed_x = EXIT_X(op);
931 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 1053 {
938 enter_exit(op->above,op); 1054 player->contr->savebed_map = EXIT_PATH (op);
939 save_player(player, 1); 1055 player->contr->bed_x = EXIT_X (op);
1056 player->contr->bed_y = EXIT_Y (op);
1057 }
1058 else
1059 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1060
1061 op->above->enter_exit (op);
940 } 1062 }
941} 1063}
942 1064
943/* firewalls fire other spells. 1065/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 1066 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 1067 * walls can have hp, so they can be torn down.
946 */ 1068 */
1069void
947void move_firewall(object *op) { 1070move_firewall (object *op)
1071{
948 object *spell; 1072 object *spell;
949 1073
950 if ( ! op->map) 1074 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 1075 return; /* dm has created a firewall in his inventory */
952 1076
953 spell = op->inv; 1077 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1078
1079 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone;
1081
955 if (!spell) { 1082 if (!spell)
1083 {
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1084 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; 1085 return;
959 } 1086 }
960 1087
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1088 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
962} 1089}
963
964 1090
965/* move_player_mover: this function takes a "player mover" as an 1091/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1092 * argument, and performs the function of a player mover, which is:
967 * 1093 *
968 * a player mover finds any players that are sitting on it. It 1094 * a player mover finds any players that are sitting on it. It
969 * moves them in the op->stats.sp direction. speed is how often it'll move. 1095 * 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, 1096 * 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, 1097 * 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 1098 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1099 */
1100void
974void move_player_mover(object *op) { 1101move_player_mover (object *op)
1102{
975 object *victim, *nextmover; 1103 object *victim, *nextmover;
976 int dir = op->stats.sp; 1104 int dir = op->stats.sp;
977 sint16 nx, ny; 1105 sint16 nx, ny;
978 mapstruct *m; 1106 maptile *m;
979 1107
980 /* Determine direction now for random movers so we do the right thing */ 1108 /* Determine direction now for random movers so we do the right thing */
981 if (!dir) dir=rndm(1, 8); 1109 if (!dir)
1110 dir = rndm (1, 8);
982 1111
983 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1113 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1115 (victim->move_type & op->move_type || !victim->move_type))
1116 {
986 1117
1118 if (victim->head)
987 if (victim->head) victim = victim->head; 1119 victim = victim->head;
988 1120
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1121 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1122 {
990 remove_ob(op); 1123 op->remove ();
991 free_object(op); 1124 return;
1125 }
1126
1127 nx = op->x + freearr_x[dir];
1128 ny = op->y + freearr_y[dir];
1129 m = op->map;
1130 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1131 {
1132 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1133 return;
1134 }
1135
1136 if (should_director_abort (op, victim))
1137 return;
1138
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1140 {
1141 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99;
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1146 }
1147 }
1148
1149 if (victim->type == PLAYER)
1150 {
1151 /* only level >=1 movers move people */
1152 if (op->level)
1153 {
1154 /* Following is a bit of hack. We need to make sure it
1155 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to
1157 * get to this space.
1158 */
1159 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed);
1161 move_player (victim, dir);
1162 }
1163 else
992 return; 1164 return;
993 } 1165 }
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 1166 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); 1167 move_object (victim, dir);
1028 1168
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1169 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2;
1030 1171
1031 if(op->attacktype) { /* flag to paralyze the player */ 1172 if (op->attacktype)
1173 { /* flag to paralyze the player */
1032 1174
1033 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1034 /* Not sure why, but for some chars on metalforge, they 1176 /* Not sure why, but for some chars on metalforge, they
1035 * would sometimes get -inf speed_left, and from the 1177 * would sometimes get -inf speed_left, and from the
1036 * description, it could only happen here, so just put 1178 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the 1179 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed. 1180 * mover has 0 speed.
1039 */ 1181 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1041 } 1184 }
1042 } 1185 }
1043 } 1186 }
1044} 1187}
1045 1188
1048 * connected: what will trigger it. 1191 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1192 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1193 * other_arch: the object to look for and duplicate.
1051 */ 1194 */
1052 1195
1196void
1053void move_duplicator(object *op) { 1197move_duplicator (object *op)
1198{
1054 object *tmp; 1199 object *tmp;
1055 1200
1056 if ( !op->other_arch ) { 1201 if (!op->other_arch)
1202 {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1203 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1058 return; 1204 return;
1059 } 1205 }
1060 1206
1061 if (op->above == NULL) 1207 if (op->above == NULL)
1062 return; 1208 return;
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1210 {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1212 {
1065 if (op->level <= 0) { 1213 if (op->level <= 0)
1066 remove_ob(tmp); 1214 tmp->destroy ();
1067 free_object(tmp);
1068 } else { 1215 else
1216 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1217 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1218
1070 if (new_nrof >= 1UL<<31) 1219 if (new_nrof >= 1UL << 31)
1071 new_nrof = 1UL<<31; 1220 new_nrof = 1UL << 31;
1221
1072 tmp->nrof = new_nrof; 1222 tmp->nrof = new_nrof;
1073 } 1223 }
1224
1074 break; 1225 break;
1075 } 1226 }
1076 } 1227 }
1077} 1228}
1078 1229
1079/* move_creator (by peterm) 1230/* move_creator (by peterm)
1088 * It should really do this for small objects also, but there is 1239 * It should really do this for small objects also, but there is
1089 * more concern with large objects, most notably a part being placed 1240 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1241 * outside of the map which would cause the server to crash
1091*/ 1242*/
1092 1243
1244void
1093void move_creator(object *creator) { 1245move_creator (object *creator)
1246{
1094 object *new_ob; 1247 object *new_ob;
1095 1248
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1249 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1250 {
1097 creator->stats.hp=-1; 1251 creator->stats.hp = -1;
1098 return; 1252 return;
1099 } 1253 }
1100 1254
1101 if (creator->inv != NULL) { 1255 if (creator->inv != NULL)
1256 {
1102 object *ob; 1257 object *ob;
1103 int i; 1258 int i;
1104 object *ob_to_copy; 1259 object *ob_to_copy;
1105 1260
1106 /* select random object from inventory to copy */ 1261 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1262 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1263 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1264 {
1109 if (rndm(0, i) == 0) { 1265 if (rndm (0, i) == 0)
1266 {
1110 ob_to_copy = ob; 1267 ob_to_copy = ob;
1111 }
1112 } 1268 }
1269 }
1113 new_ob = object_create_clone(ob_to_copy); 1270 new_ob = object_create_clone (ob_to_copy);
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1116 } else { 1273 }
1274 else
1275 {
1117 if (creator->other_arch == NULL) { 1276 if (creator->other_arch == NULL)
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); 1277 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1279 &creator->name, &creator->map->path, creator->x, creator->y);
1119 return; 1280 return;
1120 } 1281 }
1121 1282
1122 new_ob = object_create_arch(creator->other_arch); 1283 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1285 }
1125 1286
1126 /* Make sure this multipart object fits */ 1287 /* Make sure this multipart object fits */
1127 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1128 free_object(new_ob); 1289 {
1290 new_ob->destroy ();
1129 return; 1291 return;
1130 } 1292 }
1131 1293
1132 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1295 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1296 return;
1135 1297
1136 if (creator->slaying) { 1298 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1299 {
1138 FREE_AND_COPY(new_ob->title, creator->slaying); 1300 new_ob->name = new_ob->title = creator->slaying;
1139 } 1301 }
1140} 1302}
1141 1303
1142/* move_marker --peterm@soda.csua.berkeley.edu 1304/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1305 when moved, a marker will search for a player sitting above
1146 At that time, it writes the contents of its own message 1308 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1309 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1310 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.*/ 1311 unless hp was zero to start with, in which case it is infinite.*/
1150 1312
1313void
1151void move_marker(object *op) { 1314move_marker (object *op)
1315{
1316 if (object *tmp = op->ms ().player ())
1317 {
1152 object *tmp,*tmp2; 1318 object *tmp2;
1153
1154 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 */
1156 1319
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1320 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1323 {
1324 tmp2->destroy ();
1325 break;
1163 } 1326 }
1164 1327
1165 if(tmp2) {
1166 remove_ob(tmp2);
1167 free_object(tmp2);
1168 }
1169
1170 /* cycle through his inventory to look for the MARK we want to 1328 /* cycle through his inventory to look for the MARK we want to
1171 * place 1329 * place
1172 */ 1330 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1175 } 1333 break;
1176 1334
1177 /* if we didn't find our own MARK */ 1335 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) { 1336 if (tmp2 == NULL)
1337 {
1179 object *force = get_archetype(FORCE_NAME); 1338 object *force = get_archetype (FORCE_NAME);
1180 1339
1181 force->speed = 0;
1182 if(op->stats.food) { 1340 if (op->stats.food)
1341 {
1183 force->speed = 0.01; 1342 force->set_speed (0.01);
1184 force->speed_left = -op->stats.food; 1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357
1358 if (op->stats.hp > 0)
1359 {
1360 op->stats.hp--;
1361 if (op->stats.hp == 0)
1362 {
1363 /* marker expires--granted mark number limit */
1364 op->destroy ();
1365 return;
1185 } 1366 }
1186 update_ob_speed (force);
1187 /* put in the lock code */
1188 force->slaying = add_string(op->slaying);
1189
1190 if ( op->lore )
1191 force->lore = add_string( op->lore );
1192
1193 insert_ob_in_ob(force,tmp);
1194 if(op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1196
1197 if(op->stats.hp > 0) {
1198 op->stats.hp--;
1199 if(op->stats.hp==0) {
1200 /* marker expires--granted mark number limit */
1201 remove_ob(op);
1202 free_object(op);
1203 return;
1204 }
1205 } 1367 }
1206 } /* if tmp2 == NULL */ 1368 }
1207 } /* if tmp->type == PLAYER */ 1369 }
1208 } /* For all objects on this space */
1209} 1370}
1210 1371
1372int
1211int process_object(object *op) { 1373process_object (object *op)
1374{
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1213 return 0; 1376 return 0;
1214 1377
1215 if (INVOKE_OBJECT (TICK, op)) 1378 if (INVOKE_OBJECT (TICK, op))
1216 return 0; 1379 return 0;
1217 1380
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1381 if (QUERY_FLAG (op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1220 return 1; 1383 return 1;
1221 1384
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 {
1223 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1224 animate_object(op, op->facing); 1388 animate_object (op, op->facing);
1225 else 1389 else
1226 animate_object(op, op->direction); 1390 animate_object (op, op->direction);
1227 1391
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op);
1394 }
1395
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 {
1398 change_object (op);
1399 return 1;
1400 }
1401
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op);
1404
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op);
1409 else
1410 {
1411 /* IF necessary, delete the item from the players inventory */
1412 object *pl = op->in_player ();
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op); 1420 make_sure_not_seen (op);
1421
1422 op->destroy ();
1423 }
1424
1425 return 1;
1426 }
1427
1428 switch (op->type)
1230 } 1429 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1430 case SPELL_EFFECT:
1232 change_object(op); 1431 move_spell_effect (op);
1233 return 1; 1432 return 1;
1234 } 1433
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1434 case ROD:
1435 case HORN:
1236 generate_monster(op); 1436 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; 1437 return 1;
1252 }
1253 switch(op->type) {
1254 1438
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: 1439 case FORCE:
1265 case POTION_EFFECT: 1440 case POTION_EFFECT:
1266 remove_force(op); 1441 remove_force (op);
1267 return 1; 1442 return 1;
1268 1443
1269 case BLINDNESS: 1444 case BLINDNESS:
1270 remove_blindness(op); 1445 remove_blindness (op);
1271 return 0; 1446 return 0;
1272 1447
1273 case POISONING: 1448 case POISONING:
1274 poison_more(op); 1449 poison_more (op);
1275 return 0; 1450 return 0;
1276 1451
1277 case DISEASE: 1452 case DISEASE:
1278 move_disease(op); 1453 move_disease (op);
1279 return 0; 1454 return 0;
1280 1455
1281 case SYMPTOM: 1456 case SYMPTOM:
1282 move_symptom(op); 1457 move_symptom (op);
1283 return 0; 1458 return 0;
1284 1459
1285 case THROWN_OBJ: 1460 case THROWN_OBJ:
1286 case ARROW: 1461 case ARROW:
1287 move_arrow(op); 1462 move_arrow (op);
1288 return 0; 1463 return 0;
1289 1464
1290 case LIGHTNING: /* It now moves twice as fast */
1291 move_bolt(op);
1292 return 0;
1293
1294 case DOOR: 1465 case DOOR:
1295 remove_door(op); 1466 remove_door (op);
1296 return 0; 1467 return 0;
1297 1468
1298 case LOCKED_DOOR: 1469 case LOCKED_DOOR:
1299 remove_door2(op); 1470 remove_door2 (op);
1300 return 0; 1471 return 0;
1301 1472
1302 case TELEPORTER: 1473 case TELEPORTER:
1303 move_teleporter(op); 1474 move_teleporter (op);
1304 return 0; 1475 return 0;
1305 1476
1306 case GOLEM: 1477 case GOLEM:
1307 move_golem(op); 1478 move_golem (op);
1308 return 0; 1479 return 0;
1309 1480
1310 case EARTHWALL: 1481 case EARTHWALL:
1311 hit_player(op, 2, op, AT_PHYSICAL, 1); 1482 hit_player (op, 2, op, AT_PHYSICAL, 1);
1312 return 0; 1483 return 0;
1313 1484
1314 case FIREWALL: 1485 case FIREWALL:
1315 move_firewall(op); 1486 move_firewall (op);
1316 if (op->stats.maxsp) 1487 if (op->stats.maxsp)
1317 animate_turning(op); 1488 animate_turning (op);
1318 return 0; 1489 return 0;
1319 1490
1320 case MOOD_FLOOR: 1491 case MOOD_FLOOR:
1321 do_mood_floor(op); 1492 do_mood_floor (op);
1322 return 0; 1493 return 0;
1323 1494
1324 case GATE: 1495 case GATE:
1325 move_gate(op); 1496 move_gate (op);
1326 return 0; 1497 return 0;
1327 1498
1328 case TIMED_GATE: 1499 case TIMED_GATE:
1329 move_timed_gate(op); 1500 move_timed_gate (op);
1330 return 0; 1501 return 0;
1331 1502
1332 case TRIGGER: 1503 case TRIGGER:
1333 case TRIGGER_BUTTON: 1504 case TRIGGER_BUTTON:
1334 case TRIGGER_PEDESTAL: 1505 case TRIGGER_PEDESTAL:
1335 case TRIGGER_ALTAR: 1506 case TRIGGER_ALTAR:
1336 animate_trigger(op); 1507 animate_trigger (op);
1337 return 0; 1508 return 0;
1338 1509
1339 case DETECTOR: 1510 case DETECTOR:
1340 move_detector(op); 1511 move_detector (op);
1341 1512
1342 case DIRECTOR: 1513 case DIRECTOR:
1343 if (op->stats.maxsp) 1514 if (op->stats.maxsp)
1344 animate_turning(op); 1515 animate_turning (op);
1345 return 0; 1516 return 0;
1346 1517
1347 case HOLE: 1518 case HOLE:
1348 move_hole(op); 1519 move_hole (op);
1349 return 0; 1520 return 0;
1350 1521
1351 case DEEP_SWAMP: 1522 case DEEP_SWAMP:
1352 move_deep_swamp(op); 1523 move_deep_swamp (op);
1353 return 0; 1524 return 0;
1354 1525
1355 case RUNE: 1526 case RUNE:
1356 case TRAP: 1527 case TRAP:
1357 move_rune(op); 1528 move_rune (op);
1358 return 0; 1529 return 0;
1359 1530
1360 case PLAYERMOVER: 1531 case PLAYERMOVER:
1361 move_player_mover(op); 1532 move_player_mover (op);
1362 return 0; 1533 return 0;
1363 1534
1364 case CREATOR: 1535 case CREATOR:
1365 move_creator(op); 1536 move_creator (op);
1366 return 0; 1537 return 0;
1367 1538
1368 case MARKER: 1539 case MARKER:
1369 move_marker(op); 1540 move_marker (op);
1370 return 0; 1541 return 0;
1371 1542
1372 case PLAYER_CHANGER: 1543 case PLAYER_CHANGER:
1373 move_player_changer(op); 1544 move_player_changer (op);
1374 return 0; 1545 return 0;
1375 1546
1376 case PEACEMAKER: 1547 case PEACEMAKER:
1377 move_peacemaker(op); 1548 move_peacemaker (op);
1378 return 0; 1549 return 0;
1379 } 1550 }
1380 1551
1381 return 0; 1552 return 0;
1382} 1553}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines