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Comparing deliantra/server/server/time.C (file contents):
Revision 1.4 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: time.C,v 1.4 2006/08/29 05:03:55 root 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);
83 free_object(op);
84}
85 88
86/* Will generate a monster according to content 89 op->destroy ();
87 * of generator. 90}
88 */ 91
92void
89void generate_monster_inv(object *gen) { 93generate_monster (object *gen)
90 int i; 94{
91 object *op,*head=NULL; 95 if (!gen->map)
96 return;
92 97
93 int qty=0; 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
94 /* Code below assumes the generator is on a map, as it tries 99 return;
95 * to place the monster on the map. So if the generator 100
96 * isn't on a map, complain and exit. 101 object *op;
97 */ 102
98 if (gen->map == NULL) { 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 } 104 {
102 /*First count numer of objects in inv*/ 105 // either copy one item form the inventory...
103 for (op=gen->inv;op;op=op->below) 106 if (!gen->inv)
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; 107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 head=object_create_clone(op); 115 op = object_create_clone (op);
116
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); 117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE); 118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9)) 119 }
119 generate_artifact(head, gen->map->difficulty); 120 else
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]); 121 {
121 if (QUERY_FLAG(head, FLAG_FREED)) return; 122 // ...or use other_arch
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; 123 if (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); 124 op = arch_to_object (at);
148 op->x=gen->x+freearr_x[i]+at->clone.x; 125 else
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165}
166
167void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return; 126 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 } 127 }
187 128
188 default: 129 op->expand_tail ();
189 if(op->env!=NULL) { 130
190 CLEAR_FLAG(op, FLAG_APPLIED); 131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
191 change_abil(op->env,op); 132 if (i >= 0)
192 fix_player(op->env); 133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
193 } 144 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198 145
199void remove_blindness(object *op) { 146 op->destroy ();
200 if(--op->stats.food > 0) 147}
148
149void
150remove_force (object *op)
151{
152 if (--op->duration > 0)
201 return; 153 return;
154
155 if (op->env)
156 switch (op->subtype)
157 {
158 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
161
162 default:
202 CLEAR_FLAG(op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op); 164 change_abil (op->env, op);
205 fix_player(op->env); 165 op->env->update_stats ();
206 } 166 }
207 remove_ob(op);
208 free_object(op);
209}
210 167
211void poison_more(object *op) { 168 op->destroy ();
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 169}
213 remove_ob(op); 170
214 free_object(op); 171void
172remove_blindness (object *op)
173{
174 if (--op->stats.food > 0)
215 return; 175 return;
176
177 CLEAR_FLAG (op, FLAG_APPLIED);
178
179 if (op->env)
180 {
181 change_abil (op->env, op);
182 op->env->update_stats ();
216 } 183 }
184
185 op->destroy ();
186}
187
188void
189poison_more (object *op)
190{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
192 {
193 op->destroy ();
194 return;
195 }
196
217 if(op->stats.food==1) { 197 if (op->stats.food == 1)
218 /* need to remove the object before fix_player is called, else fix_player 198 {
199 /* need to unapply the object before update_stats is called, else fix_player
219 * will not do anything. 200 * will not do anything.
220 */ 201 */
221 if(op->env->type==PLAYER) { 202 if (op->env->type == PLAYER)
203 {
222 CLEAR_FLAG(op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 205 op->env->update_stats ();
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
225 } 207 }
226 remove_ob(op); 208
227 free_object(op); 209 op->destroy ();
228 return; 210 return;
229 } 211 }
212
230 if(op->env->type==PLAYER) { 213 if (op->env->type == PLAYER)
214 {
231 op->env->stats.food--; 215 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 217 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238 218
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220}
239 221
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 222
223void
224move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */
241 object *tmp; 226 object *tmp;
242 227
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 230 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; 231 op->stats.wc = 0;
249 } 232 }
250 233
251 /* We're going down */ 234 /* We're going down */
252 if(op->value) { 235 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 236 {
237 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 239 op->stats.wc = 0;
255 if(op->arch->clone.speed) 240 if (op->arch->clone.speed)
256 op->value=0; 241 op->value = 0;
257 else { 242 else
258 op->speed = 0; 243 op->set_speed (0);
259 update_ob_speed(op); 244 }
260 } 245
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 {
263 op->move_block = 0; 248 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
266 } 251 }
252
267 SET_ANIMATION(op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
269 return; 255 return;
270 } 256 }
271 257
272 /* We're going up */ 258 /* We're going up */
273 259
274 /* First, lets see if we are already at the top */ 260 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 {
276 263
277 /* Check to make sure that only non pickable and non rollable 264 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 265 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 266 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 267 * the gate slightly.
281 */ 268 */
282 269
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 270 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 271 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) 272 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 273
289 if (tmp==NULL) { 274 if (tmp == NULL)
275 {
290 if(op->arch->clone.speed) 276 if (op->arch->clone.speed)
291 op->value=1; 277 op->value = 1;
292 else { 278 else
293 op->speed = 0; 279 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 280
281 return;
282 }
295 } 283 }
296 return;
297 }
298 }
299 284
300 if(op->stats.food) { /* The gate is going temporarily down */ 285 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 286 { /* The gate is going temporarily down */
287 if (--op->stats.wc <= 0)
288 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 289 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 290 op->stats.wc = 0;
304 } 291 }
292 }
293 else
305 } else { /* The gate is still going up */ 294 { /* The gate is still going up */
306 op->stats.wc++; 295 op->stats.wc++;
307 296
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 299
311 /* If there is something on top of the gate, we try to roll it off. 300 /* 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 301 * If a player/monster, we don't roll, we just hit them with damage
313 */ 302 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 {
315 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 308
319 if(tmp!=NULL) { 309 if (tmp != NULL)
310 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 314 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 315 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); 316 }
325 } else 317 else
326 /* If the object is not alive, and the object either can 318 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 319 * be picked up or the object rolls, move the object
328 * off the gate. 320 * off the gate.
329 */ 321 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 322 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) 323 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 324 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 326
336 /* If there is a free spot, move the object someplace */ 327 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 328 if (i != -1)
338 remove_ob(tmp); 329 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 330 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 332 insert_ob_in_map (tmp, op->map, op, 0);
342 } 333 }
343 } 334 }
335 }
344 336
345 /* See if there is still anything blocking the gate */ 337 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 338 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 339 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) 340 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 341
352 /* IF there is, start putting the gate down */ 342 /* IF there is, start putting the gate down */
353 if(tmp) { 343 if (tmp)
344 {
354 op->stats.food=1; 345 op->stats.food = 1;
355 } else { 346 }
347 else
348 {
356 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 350 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
360 } 353 }
361 } /* gate is halfway up */ 354 } /* gate is halfway up */
362 355
363 SET_ANIMATION(op, op->stats.wc); 356 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 357 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 358 } /* gate is going up */
366} 359}
367 360
368/* hp : how long door is open/closed 361/* hp : how long door is open/closed
369 * maxhp : initial value for hp 362 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 363 * sp : 1 = open, 0 = close
371 */ 364 */
365void
372void move_timed_gate(object *op) 366move_timed_gate (object *op)
373{ 367{
374 int v = op->value; 368 int v = op->value;
375 369
376 if (op->stats.sp) { 370 if (op->stats.sp)
371 {
377 move_gate(op); 372 move_gate (op);
378 if (op->value != v) /* change direction ? */ 373 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 374 op->stats.sp = 0;
380 return; 375 return;
381 } 376 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 377 if (--op->stats.hp <= 0)
378 { /* keep gate down */
383 move_gate(op); 379 move_gate (op);
384 if (op->value != v) { /* ready ? */ 380 if (op->value != v)
385 op->speed = 0; 381 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 382 }
389} 383}
390 384
391/* slaying: name of the thing the detector is to look for 385/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 386 * speed: frequency of 'glances'
393 * connected: connected value of detector 387 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 388 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 389 * -1 if detection unsets buttons
396 */ 390 */
397 391
392void
398void move_detector(object *op) 393move_detector (object *op)
399{ 394{
400 object *tmp; 395 object *tmp;
401 int last = op->value; 396 int last = op->value;
402 int detected; 397 int detected;
398
403 detected = 0; 399 detected = 0;
404 400
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
402 {
406 object *tmp2; 403 object *tmp2;
407 if(op->stats.hp) { 404
405 if (op->stats.hp)
406 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 408 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 409 if (op->slaying && op->slaying == tmp->name)
411 } 410 detected = 1;
412 } 411
412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
413 detected = 1;
414 }
415 }
416
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 417 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 418 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 420 detected = 1;
418 } 421 }
419 422
420 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 424 if (op->stats.sp == 1)
425 {
422 if(detected && last == 0) { 426 if (detected && last == 0)
427 {
423 op->value = 1; 428 op->value = 1;
424 push_button(op); 429 push_button (op);
425 } 430 }
426 if(!detected && last == 1) { 431 if (!detected && last == 1)
432 {
427 op->value = 0; 433 op->value = 0;
428 push_button(op); 434 push_button (op);
429 } 435 }
430 } 436 }
431 else { /* in this case, we unset buttons */ 437 else
438 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 439 if (detected && last == 1)
440 {
433 op->value = 0; 441 op->value = 0;
434 push_button(op); 442 push_button (op);
435 } 443 }
436 if(!detected && last == 0) { 444 if (!detected && last == 0)
445 {
437 op->value = 1; 446 op->value = 1;
438 push_button(op); 447 push_button (op);
439 } 448 }
440 } 449 }
441} 450}
442 451
443 452
453void
444void animate_trigger (object *op) 454animate_trigger (object *op)
445{ 455{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
457 {
447 op->stats.wc = 0; 458 op->stats.wc = 0;
448 check_trigger(op,NULL); 459 check_trigger (op, NULL);
460 }
449 } else { 461 else
462 {
450 SET_ANIMATION(op, op->stats.wc); 463 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 464 update_object (op, UP_OBJ_FACE);
452 } 465 }
453} 466}
454 467
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 468void
469move_hole (object *op)
470{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 471 object *next, *tmp;
457 472
458 if(op->value) { /* We're opening */ 473 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 474 { /* We're opening */
475 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */
460 op->stats.wc=0; 477 op->stats.wc = 0;
461 op->speed = 0; 478 op->set_speed (0);
462 update_ob_speed(op);
463 479
464 /* Hard coding this makes sense for holes I suppose */ 480 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 481 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 482 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 483 {
468 move_apply(op,tmp,tmp); 484 next = tmp->above;
469 } 485 move_apply (op, tmp, tmp);
470 } 486 }
471 SET_ANIMATION(op, op->stats.wc); 487 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 488
478 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1;
481 SET_ANIMATION(op, op->stats.wc); 489 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
491 return;
492 }
493 /* We're closing */
494 op->move_on = 0;
495
496 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
500 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 503 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 504}
489 505
490 506
491/* stop_item() returns a pointer to the stopped object. The stopped object 507/* 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 508 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 514 * it, NULL is returned.
499 * 515 *
500 * fix_stopped_item() should be used if the stopped item should be put on 516 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 517 * the map.
502 */ 518 */
519object *
503object *stop_item (object *op) 520stop_item (object *op)
504{ 521{
505 if (op->map == NULL) 522 if (op->map == NULL)
523 return op;
524
525 switch (op->type)
526 {
527 case THROWN_OBJ:
528 {
529 object *payload = op->inv;
530
531 if (payload == NULL)
532 return NULL;
533 payload->remove ();
534 op->destroy ();
535 return payload;
536 }
537
538 case ARROW:
539 if (op->has_active_speed ())
540 op = fix_stopped_arrow (op);
506 return op; 541 return op;
507 542
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: 543 default:
527 return op; 544 return op;
528 } 545 }
529} 546}
530 547
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 548/* 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. 549 * Inserts item into the old map, or merges it if it already is on the map.
533 * 550 *
534 * 'map' must be the value of op->map before stop_item() was called. 551 * 'map' must be the value of op->map before stop_item() was called.
535 */ 552 */
553void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
537{ 555{
538 if (map == NULL) 556 if (map == NULL)
539 return; 557 return;
558
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 560 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 561 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
544} 563}
545 564
546 565object *
547object *fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
548{ 567{
549 if(rndm(0, 99) < op->stats.food) { 568 if (rndm (0, 99) < op->stats.food)
569 {
550 /* Small chance of breaking */ 570 /* Small chance of breaking */
551 remove_ob (op); 571 op->destroy ();
552 free_object(op);
553 return NULL; 572 return NULL;
554 } 573 }
555 574
575 op->set_speed (0);
556 op->direction=0; 576 op->direction = 0;
557 op->move_on=0; 577 op->move_on = 0;
558 op->move_type=0; 578 op->move_type = 0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp; 579 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 580 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 581 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 582 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 583 op->skill = 0;
566 584
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 585 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 586 {
587 op->slaying = op->spellarg;
572 free(op->spellarg); 588 free (op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */
578 op->spellarg = NULL; 589 op->spellarg = NULL;
590 }
591 else
592 op->slaying = NULL;
593
594 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL;
579 op->stats.sp = 0; 596 op->stats.sp = 0;
580 op->stats.hp = 0; 597 op->stats.hp = 0;
581 op->stats.grace = 0; 598 op->stats.grace = 0;
582 op->level = 0; 599 op->level = 0;
583 op->face=op->arch->clone.face; 600 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 601 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 602 update_object (op, UP_OBJ_CHANGE);
586 return op; 603 return op;
587} 604}
588 605
589/* stop_arrow() - what to do when a non-living flying object 606/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 607 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 608 * here too. -b.t.
592 * 609 *
593 * Returns a pointer to the stopped object (which will have been removed 610 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 611 * from maps or inventories), or NULL if was destroyed.
595 */ 612 */
596 613static void
597static void stop_arrow (object *op) 614stop_arrow (object *op)
598{ 615{
599 if (INVOKE_OBJECT (STOP, op)) 616 if (INVOKE_OBJECT (STOP, op))
600 return; 617 return;
601 618
602 if (op->inv) { 619 if (op->inv)
620 {
603 object *payload = op->inv; 621 object *payload = op->inv;
604 remove_ob (payload); 622
605 clear_owner(payload); 623 payload->remove ();
624 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 625 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 626 op->destroy ();
608 free_object (op); 627 }
609 } else { 628 else
629 {
610 op = fix_stopped_arrow (op); 630 op = fix_stopped_arrow (op);
611 if (op) 631 if (op)
612 merge_ob (op, NULL); 632 merge_ob (op, NULL);
613 } 633 }
614} 634}
615 635
616/* Move an arrow along its course. op is the arrow or thrown object. 636/* Move an arrow along its course. op is the arrow or thrown object.
617 */ 637 */
618 638void
619void move_arrow(object *op) { 639move_arrow (object *op)
640{
620 object *tmp; 641 object *tmp;
621 sint16 new_x, new_y; 642 sint16 new_x, new_y;
622 int was_reflected, mflags; 643 int was_reflected, mflags;
623 mapstruct *m; 644 maptile *m;
624 645
625 if(op->map==NULL) { 646 if (op->map == NULL)
647 {
626 LOG (llevError, "BUG: Arrow had no map.\n"); 648 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op); 649 op->destroy ();
628 free_object(op); 650 return;
629 return;
630 } 651 }
631 652
632 /* we need to stop thrown objects at some point. Like here. */ 653 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) { 654 if (op->type == THROWN_OBJ)
655 {
634 /* If the object that the THROWN_OBJ encapsulates disappears, 656 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * we need to have this object go away also - otherwise, you get 657 * we need to have this object go away also - otherwise, you get
636 * left over remnants on the map. Where this currently happens 658 * left over remnants on the map. Where this currently happens
637 * is if the player throws a bomb - the bomb explodes on its own, 659 * 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 660 * 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, 661 * bomb code, but there are potential other cases where that could happen,
640 * and it is easy enough to clean it up here. 662 * and it is easy enough to clean it up here.
641 */ 663 */
642 if (op->inv == NULL) { 664 if (op->inv == NULL)
643 remove_ob(op); 665 {
644 free_object(op); 666 op->destroy ();
645 return; 667 return;
646 } 668 }
669
647 if(op->last_sp-- < 0) { 670 if (op->last_sp-- < 0)
671 {
648 stop_arrow (op); 672 stop_arrow (op);
649 return; 673 return;
650 } 674 }
651 } 675 }
652 676
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 677 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
654 values look rediculous. */ 678 values look rediculous. */
655 if (op->speed < 0.5 && op->type==ARROW) { 679 if (op->speed < 0.5 && op->type == ARROW)
656 stop_arrow(op);
657 return;
658 } 680 {
681 stop_arrow (op);
682 return;
683 }
659 684
660 /* Calculate target map square */ 685 /* Calculate target map square */
661 new_x = op->x + DIRX(op); 686 new_x = op->x + DIRX (op);
662 new_y = op->y + DIRY(op); 687 new_y = op->y + DIRY (op);
663 was_reflected = 0; 688 was_reflected = 0;
664 689
665 m = op->map; 690 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
667 692
668 if (mflags & P_OUT_OF_MAP) { 693 if (mflags & P_OUT_OF_MAP)
669 stop_arrow(op);
670 return;
671 } 694 {
695 stop_arrow (op);
696 return;
697 }
672 698
673 /* only need to look for living creatures if this flag is set */ 699 /* only need to look for living creatures if this flag is set */
674 if (mflags & P_IS_ALIVE) { 700 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
678 701 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break;
705
679 /* Not really fair, but don't let monsters hit themselves with 706 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then 707 * their own arrow - this can be because they fire it then
681 * move into it. 708 * move into it.
682 */ 709 */
683
684 if (tmp != NULL && tmp != op->owner) { 710 if (tmp && tmp != op->owner)
711 {
685 /* Found living object, but it is reflecting the missile. Update 712 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small 713 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.) 714 * chance that reflect_missile fails.)
688 */ 715 */
716 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
717 {
718 int number = op->face;
689 719
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694
695 op->direction = absdir (op->direction + 4); 720 op->direction = absdir (op->direction + 4);
696 op->state = 0; 721 update_turn_face (op);
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 */ 722 was_reflected = 1; /* skip normal movement calculations */
704 } 723 }
705 else { 724 else
725 {
706 /* Attack the object. */ 726 /* Attack the object. */
707 op = hit_with_arrow (op, tmp); 727 op = hit_with_arrow (op, tmp);
708 if (op == NULL) 728
709 return; 729 if (!op)
710 } 730 return;
711 } /* if this is not hitting its owner */ 731 }
732 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */ 733 } /* if there is something alive on this space */
713 734
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
716 int retry=0; 736 {
737 int retry = 0;
717 738
718 /* if the object doesn't reflect, stop the arrow from moving 739 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is 740 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect. 741 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first 742 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem. 743 * place, so I don't consider that a problem.
723 */ 744 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 745 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
746 {
725 stop_arrow (op); 747 stop_arrow (op);
726 return; 748 return;
727 } else { 749 }
750 else
751 {
728 /* If one of the major directions (n,s,e,w), just reverse it */ 752 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) { 753 if (op->direction & 1)
754 {
730 op->direction=absdir(op->direction+4); 755 op->direction = absdir (op->direction + 4);
731 retry=1; 756 retry = 1;
732 } 757 }
733 /* There were two blocks with identical code - 758 /* There were two blocks with identical code -
734 * use this retry here to make this one block 759 * use this retry here to make this one block
735 * that did the same thing. 760 * that did the same thing.
736 */ 761 */
737 while (retry<2) { 762 while (retry < 2)
763 {
738 int left, right, mflags; 764 int left, right, mflags;
739 mapstruct *m1; 765 maptile *m1;
740 sint16 x1, y1; 766 sint16 x1, y1;
741 767
742 retry++; 768 retry++;
743 769
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 770 /* 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 771 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either 772 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist. 773 * op->direction-1 or op->direction+1 does not exist.
748 */ 774 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 775 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); 776 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))); 777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
752 778
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 779 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); 780 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))); 781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
756 782
757 if(left==right) 783 if (left == right)
758 op->direction=absdir(op->direction+4); 784 op->direction = absdir (op->direction + 4);
759 else if(left) 785 else if (left)
760 op->direction=absdir(op->direction+2); 786 op->direction = absdir (op->direction + 2);
761 else if(right) 787 else if (right)
762 op->direction=absdir(op->direction-2); 788 op->direction = absdir (op->direction - 2);
763 789
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
765 791
766 /* If this space is not out of the map and not blocked, valid space - 792 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again. 793 * don't need to retry again.
768 */ 794 */
769 if (!(mflags & P_OUT_OF_MAP) && 795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 796 break;
771 797
772 } 798 }
773 /* Couldn't find a direction to move the arrow to - just 799 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving. 800 * top it from moving.
775 */ 801 */
776 if (retry==2) { 802 if (retry == 2)
777 stop_arrow (op); 803 {
778 return; 804 stop_arrow (op);
779 } 805 return;
806 }
780 /* update object image for new facing */ 807 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */ 808 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op)) 809 if (GET_ANIM_ID (op))
783 SET_ANIMATION(op, op->direction); 810 SET_ANIMATION (op, op->direction);
784 } /* object is reflected */ 811 } /* object is reflected */
785 } /* object ran into a wall */ 812 } /* object ran into a wall */
786 813
787 /* Move the arrow. */ 814 /* Move the arrow. */
788 remove_ob (op); 815 op->remove ();
789 op->x = new_x; 816 op->x = new_x;
790 op->y = new_y; 817 op->y = new_y;
791 818
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed. 820 * about 17 squares. Tune as needed.
794 */ 821 */
795 op->speed -= 0.05; 822 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0); 823 insert_ob_in_map (op, m, op, 0);
797} 824}
798 825
799/* This routine doesnt seem to work for "inanimate" objects that 826/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!. 827 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */ 828 * Modified this routine to allow held objects. b.t. */
802 829
803void change_object(object *op) { /* Doesn`t handle linked objs yet */ 830void
804 object *tmp,*env,*pl; 831change_object (object *op)
832{ /* Doesn`t handle linked objs yet */
805 int i,j; 833 int i, j;
806 834
807 if(op->other_arch==NULL) { 835 if (op->other_arch == NULL)
836 {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
838 return;
839 }
840
841 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 {
844 if (op->stats.food-- > 0)
845 return;
846 else
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *pl = op->in_player ();
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env)
863 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env);
866
867 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below.
870 */
871 if (pl)
872 {
873 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp);
875 }
876 }
877 else
878 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */
881 tmp->destroy ();
882 else
883 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
885 insert_ob_in_map (tmp, op->map, op, 0);
886 }
887 }
888 }
889
890 op->destroy ();
891}
892
893void
894move_teleporter (object *op)
895{
896 object *tmp, *head = op;
897
898 /* if this is a multipart teleporter, handle the other parts
899 * The check for speed isn't strictly needed - basically, if
900 * there is an old multipart teleporter in which the other parts
901 * have speed, we don't really want to call it twice for the same
902 * function - in fact, as written below, part N would get called
903 * N times without the speed check.
904 */
905 if (op->more && !op->more->has_active_speed ())
906 move_teleporter (op->more);
907
908 if (op->head)
909 head = op->head;
910
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break;
914
915 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
809 return; 917 return;
810 }
811 918
812 /* In non-living items only change when food value is 0 */
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
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)
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 }
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)) { 919 if (EXIT_PATH (head))
920 {
869 if(tmp->type==PLAYER) { 921 if (tmp->type == PLAYER)
922 {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 923 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;
878 }
879 else if(EXIT_X(head)||EXIT_Y(head)) {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
881 LOG(llevError, "Removed illegal teleporter.\n");
882 remove_ob(head);
883 free_object(head);
884 return;
885 }
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 924 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 925
889 } 926 tmp->enter_exit (head);
927 }
890 else { 928 else
891 /* Random teleporter */ 929 /* Currently only players can transfer maps */
930 return;
931 }
932 else if (EXIT_X (head) || EXIT_Y (head))
933 {
934 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
935 {
936 LOG (llevError, "Removed illegal teleporter.\n");
937 head->destroy ();
938 return;
939 }
940
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 941 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 942 return;
943
944 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
945 }
946 else
947 {
948 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return;
894 teleport(head, TELEPORTER, tmp); 951 teleport (head, TELEPORTER, tmp);
895 } 952 }
896} 953}
897 954
898 955
899/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
901 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
902 can't be generalized. 959 can't be generalized.
903*/ 960*/
904 961void
905void move_player_changer(object *op) { 962move_player_changer (object *op)
963{
906 object *player; 964 object *player;
907 object *walk; 965 object *walk;
908 char c;
909 966
910 if (!op->above || !EXIT_PATH(op)) return; 967 if (!op->above || !EXIT_PATH (op))
968 return;
911 969
912 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 971 * needs to be on top.
914 */ 972 */
915 if(op->above->type==PLAYER) { 973 if (op->above->type == PLAYER)
974 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 976 return;
977
918 player=op->above; 978 player = op->above;
979
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 981 apply_changes_to_player (player, walk);
921 982
922 fix_player(player); 983 player->update_stats ();
984
923 esrv_send_inventory(op->above,op->above); 985 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
925 987
926 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
928 if (c == '/') { 990 {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 991 player->contr->savebed_map = EXIT_PATH (op);
930 player->contr->bed_x = EXIT_X(op); 992 player->contr->bed_x = EXIT_X (op);
931 player->contr->bed_y = EXIT_Y(op); 993 player->contr->bed_y = EXIT_Y (op);
932 } 994 }
933 else 995 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
936 EXIT_PATH(op)); 997
937 998 op->above->enter_exit (op);
938 enter_exit(op->above,op);
939 save_player(player, 1);
940 } 999 }
941} 1000}
942 1001
943/* firewalls fire other spells. 1002/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 1004 * walls can have hp, so they can be torn down.
946 */ 1005 */
1006void
947void move_firewall(object *op) { 1007move_firewall (object *op)
1008{
948 object *spell; 1009 object *spell;
949 1010
950 if ( ! op->map) 1011 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
952 1013
953 spell = op->inv; 1014 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1015
1016 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone;
1018
955 if (!spell) { 1019 if (!spell)
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
957 op->name, op->map->name, op->x, op->y);
958 return;
959 } 1020 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return;
1023 }
960 1024
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
962} 1026}
963
964 1027
965/* move_player_mover: this function takes a "player mover" as an 1028/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1029 * argument, and performs the function of a player mover, which is:
967 * 1030 *
968 * a player mover finds any players that are sitting on it. It 1031 * 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. 1032 * 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, 1033 * 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, 1034 * 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 1035 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1036 */
1037void
974void move_player_mover(object *op) { 1038move_player_mover (object *op)
1039{
975 object *victim, *nextmover; 1040 object *victim, *nextmover;
976 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
977 sint16 nx, ny; 1042 sint16 nx, ny;
978 mapstruct *m; 1043 maptile *m;
979 1044
980 /* Determine direction now for random movers so we do the right thing */ 1045 /* Determine direction now for random movers so we do the right thing */
981 if (!dir) dir=rndm(1, 8); 1046 if (!dir)
1047 dir = rndm (1, 8);
982 1048
983 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1050 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1052 (victim->move_type & op->move_type || !victim->move_type))
1053 {
986 1054
987 if (victim->head) victim = victim->head; 1055 if (victim->head)
1056 victim = victim->head;
988 1057
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
990 remove_ob(op); 1059 {
991 free_object(op); 1060 op->remove ();
992 return; 1061 return;
993 } 1062 }
1063
994 nx = op->x+freearr_x[dir]; 1064 nx = op->x + freearr_x[dir];
995 ny = op->y+freearr_y[dir]; 1065 ny = op->y + freearr_y[dir];
996 m = op->map; 1066 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
999 m->path, op->x, op->y); 1070 return;
1000 return ; 1071 }
1001 } 1072
1002
1003 if (should_director_abort(op, victim)) return ; 1073 if (should_director_abort (op, victim))
1074 return;
1004 1075
1005 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1077 {
1006 if(nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99; 1079 nextmover->speed_left = -.99;
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1009 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1010 } 1083 }
1011 } 1084 }
1012 1085
1013 if(victim->type==PLAYER) { 1086 if (victim->type == PLAYER)
1087 {
1014 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1015 if(op->level) { 1089 if (op->level)
1090 {
1016 /* Following is a bit of hack. We need to make sure it 1091 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1019 * get to this space. 1094 * get to this space.
1020 */ 1095 */
1021 victim->contr->fire_on=0; 1096 victim->contr->fire_on = 0;
1022 victim->speed_left=-FABS(victim->speed); 1097 victim->speed_left = -FABS (victim->speed);
1023 move_player(victim, dir); 1098 move_player (victim, dir);
1024 } 1099 }
1025 else return; 1100 else
1026 } 1101 return;
1027 else move_object(victim,dir); 1102 }
1103 else
1104 move_object (victim, dir);
1028 1105
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1106 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2;
1030 1108
1031 if(op->attacktype) { /* flag to paralyze the player */ 1109 if (op->attacktype)
1110 { /* flag to paralyze the player */
1032 1111
1033 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1034 /* Not sure why, but for some chars on metalforge, they 1113 /* Not sure why, but for some chars on metalforge, they
1035 * would sometimes get -inf speed_left, and from the 1114 * would sometimes get -inf speed_left, and from the
1036 * description, it could only happen here, so just put 1115 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the 1116 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed. 1117 * mover has 0 speed.
1039 */ 1118 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1119 if (victim->speed_left < -5.0)
1041 } 1120 victim->speed_left = -5.0;
1042 } 1121 }
1122 }
1043 } 1123 }
1044} 1124}
1045 1125
1046/* 1126/*
1047 * Will duplicate a specified object placed on top of it. 1127 * Will duplicate a specified object placed on top of it.
1048 * connected: what will trigger it. 1128 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1129 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1130 * other_arch: the object to look for and duplicate.
1051 */ 1131 */
1052 1132
1133void
1053void move_duplicator(object *op) { 1134move_duplicator (object *op)
1135{
1054 object *tmp; 1136 object *tmp;
1055 1137
1056 if ( !op->other_arch ) { 1138 if (!op->other_arch)
1139 {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1140 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1058 return; 1141 return;
1059 } 1142 }
1060 1143
1061 if (op->above == NULL) 1144 if (op->above == NULL)
1062 return; 1145 return;
1146
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1147 for (tmp = op->above; tmp; tmp = tmp->above)
1148 {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1149 if (op->other_arch->name == tmp->arch->name)
1150 {
1065 if (op->level <= 0) { 1151 if (op->level <= 0)
1066 remove_ob(tmp); 1152 tmp->destroy ();
1067 free_object(tmp); 1153 else
1068 } else { 1154 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1155 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1070 if (new_nrof >= 1UL<<31) 1156
1071 new_nrof = 1UL<<31; 1157 if (new_nrof >= 1UL << 31)
1072 tmp->nrof = new_nrof; 1158 new_nrof = 1UL << 31;
1073 } 1159
1074 break; 1160 tmp->nrof = new_nrof;
1075 } 1161 }
1162
1163 break;
1164 }
1076 } 1165 }
1077} 1166}
1078 1167
1079/* move_creator (by peterm) 1168/* move_creator (by peterm)
1080 * it has the creator object create it's other_arch right on top of it. 1169 * it has the creator object create it's other_arch right on top of it.
1088 * It should really do this for small objects also, but there is 1177 * It should really do this for small objects also, but there is
1089 * more concern with large objects, most notably a part being placed 1178 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1179 * outside of the map which would cause the server to crash
1091*/ 1180*/
1092 1181
1182void
1093void move_creator(object *creator) { 1183move_creator (object *creator)
1184{
1094 object *new_ob; 1185 object *new_ob;
1095 1186
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1187 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1188 {
1097 creator->stats.hp=-1; 1189 creator->stats.hp = -1;
1098 return; 1190 return;
1099 } 1191 }
1100 1192
1101 if (creator->inv != NULL) { 1193 if (creator->inv != NULL)
1194 {
1102 object *ob; 1195 object *ob;
1103 int i; 1196 int i;
1104 object *ob_to_copy; 1197 object *ob_to_copy;
1105 1198
1106 /* select random object from inventory to copy */ 1199 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1200 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1201 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1202 {
1109 if (rndm(0, i) == 0) { 1203 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 1204 {
1111 } 1205 ob_to_copy = ob;
1112 } 1206 }
1207 }
1113 new_ob = object_create_clone(ob_to_copy); 1208 new_ob = object_create_clone (ob_to_copy);
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1116 } else { 1211 }
1212 else
1213 {
1117 if (creator->other_arch == NULL) { 1214 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); 1215 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1217 &creator->name, &creator->map->path, creator->x, creator->y);
1119 return; 1218 return;
1120 } 1219 }
1121 1220
1122 new_ob = object_create_arch(creator->other_arch); 1221 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1223 }
1125 1224
1126 /* Make sure this multipart object fits */ 1225 /* Make sure this multipart object fits */
1127 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1128 free_object(new_ob);
1129 return;
1130 } 1227 {
1228 new_ob->destroy ();
1229 return;
1230 }
1131 1231
1132 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1233 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1234 return;
1135 1235
1136 if (creator->slaying) { 1236 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1237 {
1138 FREE_AND_COPY(new_ob->title, creator->slaying); 1238 new_ob->name = new_ob->title = creator->slaying;
1139 } 1239 }
1140} 1240}
1141 1241
1142/* move_marker --peterm@soda.csua.berkeley.edu 1242/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1243 when moved, a marker will search for a player sitting above
1145 with a specific code as the slaying field. 1245 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message 1246 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1247 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1248 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.*/ 1249 unless hp was zero to start with, in which case it is infinite.*/
1150 1250void
1151void move_marker(object *op) { 1251move_marker (object *op)
1252{
1253 if (object *tmp = op->ms ().player ())
1254 {
1152 object *tmp,*tmp2; 1255 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 1256
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1257 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1163 } 1260 {
1261 tmp2->destroy ();
1262 break;
1263 }
1164 1264
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 1265 /* cycle through his inventory to look for the MARK we want to
1171 * place 1266 * place
1172 */ 1267 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1175 } 1270 break;
1176 1271
1177 /* if we didn't find our own MARK */ 1272 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) { 1273 if (!tmp2)
1274 {
1179 object *force = get_archetype(FORCE_NAME); 1275 object *force = get_archetype (FORCE_NAME);
1180 1276
1181 force->speed = 0; 1277 if (op->stats.food)
1182 if(op->stats.food) { 1278 {
1183 force->speed = 0.01; 1279 force->set_speed (0.01);
1184 force->speed_left = -op->stats.food; 1280 force->speed_left = -op->stats.food;
1185 } 1281 }
1186 update_ob_speed (force); 1282 else
1283 force->set_speed (0);
1284
1187 /* put in the lock code */ 1285 /* put in the lock code */
1188 force->slaying = add_string(op->slaying); 1286 force->slaying = op->slaying;
1189 1287
1190 if ( op->lore ) 1288 if (op->lore)
1191 force->lore = add_string( op->lore ); 1289 force->lore = op->lore;
1192 1290
1193 insert_ob_in_ob(force,tmp); 1291 insert_ob_in_ob (force, tmp);
1194 if(op->msg) 1292 if (op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1196 1294
1197 if(op->stats.hp > 0) { 1295 if (op->stats.hp > 0)
1296 {
1198 op->stats.hp--; 1297 op->stats.hp--;
1199 if(op->stats.hp==0) { 1298 if (op->stats.hp == 0)
1299 {
1200 /* marker expires--granted mark number limit */ 1300 /* marker expires--granted mark number limit */
1201 remove_ob(op); 1301 op->destroy ();
1202 free_object(op); 1302 return;
1203 return; 1303 }
1304 }
1305 }
1204 } 1306 }
1205 }
1206 } /* if tmp2 == NULL */
1207 } /* if tmp->type == PLAYER */
1208 } /* For all objects on this space */
1209} 1307}
1210 1308
1309int
1211int process_object(object *op) { 1310process_object (object *op)
1311{
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1213 return 0;
1214
1215 if (INVOKE_OBJECT (TICK, op))
1216 return 0;
1217
1218 if(QUERY_FLAG(op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1220 return 1;
1221
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1223 if (op->type == PLAYER)
1224 animate_object(op, op->facing);
1225 else
1226 animate_object(op, op->direction);
1227
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op);
1230 }
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1232 change_object(op);
1233 return 1;
1234 }
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1236 generate_monster(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;
1252 }
1253 switch(op->type) {
1254 case TRANSPORT:
1255 /* Transports are directed by players - thus, their
1256 * speed is reduced when the player moves them about.
1257 * So give them back there speed here, since process_objects()
1258 * has decremented it.
1259 */
1260 if (op->speed_left < 0.0) op->speed_left += 1.0;
1261 return 1;
1262
1263 case SPELL_EFFECT:
1264 move_spell_effect(op);
1265 return 1;
1266
1267 case ROD:
1268 case HORN:
1269 regenerate_rod(op);
1270 return 1;
1271
1272 case FORCE:
1273 case POTION_EFFECT:
1274 remove_force(op);
1275 return 1;
1276
1277 case BLINDNESS:
1278 remove_blindness(op);
1279 return 0;
1280
1281 case POISONING:
1282 poison_more(op);
1283 return 0;
1284
1285 case DISEASE:
1286 move_disease(op);
1287 return 0;
1288
1289 case SYMPTOM:
1290 move_symptom(op);
1291 return 0;
1292
1293 case THROWN_OBJ:
1294 case ARROW:
1295 move_arrow(op);
1296 return 0;
1297
1298 case LIGHTNING: /* It now moves twice as fast */
1299 move_bolt(op);
1300 return 0;
1301
1302 case DOOR:
1303 remove_door(op);
1304 return 0;
1305
1306 case LOCKED_DOOR:
1307 remove_door2(op);
1308 return 0;
1309
1310 case TELEPORTER:
1311 move_teleporter(op);
1312 return 0;
1313
1314 case GOLEM:
1315 move_golem(op);
1316 return 0;
1317
1318 case EARTHWALL:
1319 hit_player(op, 2, op, AT_PHYSICAL, 1);
1320 return 0;
1321
1322 case FIREWALL:
1323 move_firewall(op);
1324 if (op->stats.maxsp)
1325 animate_turning(op);
1326 return 0;
1327
1328 case MOOD_FLOOR:
1329 do_mood_floor(op, op);
1330 return 0;
1331
1332 case GATE:
1333 move_gate(op);
1334 return 0;
1335
1336 case TIMED_GATE:
1337 move_timed_gate(op);
1338 return 0;
1339
1340 case TRIGGER:
1341 case TRIGGER_BUTTON:
1342 case TRIGGER_PEDESTAL:
1343 case TRIGGER_ALTAR:
1344 animate_trigger(op);
1345 return 0;
1346
1347 case DETECTOR:
1348 move_detector(op);
1349
1350 case DIRECTOR:
1351 if (op->stats.maxsp)
1352 animate_turning(op);
1353 return 0;
1354
1355 case HOLE:
1356 move_hole(op);
1357 return 0;
1358
1359 case DEEP_SWAMP:
1360 move_deep_swamp(op);
1361 return 0;
1362
1363 case RUNE:
1364 case TRAP:
1365 move_rune(op);
1366 return 0;
1367
1368 case PLAYERMOVER:
1369 move_player_mover(op);
1370 return 0;
1371
1372 case CREATOR:
1373 move_creator(op);
1374 return 0;
1375
1376 case MARKER:
1377 move_marker(op);
1378 return 0;
1379
1380 case PLAYER_CHANGER:
1381 move_player_changer(op);
1382 return 0;
1383
1384 case PEACEMAKER:
1385 move_peacemaker(op);
1386 return 0;
1387 }
1388
1389 return 0; 1313 return 0;
1314
1315 if (INVOKE_OBJECT (TICK, op))
1316 return 0;
1317
1318 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1;
1321
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction);
1328
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op);
1331 }
1332
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 {
1335 change_object (op);
1336 return 1;
1337 }
1338
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op);
1341
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op);
1346 else
1347 {
1348 /* IF necessary, delete the item from the players inventory */
1349 object *pl = op->in_player ();
1350
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op);
1358
1359 op->destroy ();
1360 }
1361
1362 return 1;
1363 }
1364
1365 switch (op->type)
1366 {
1367 case SPELL_EFFECT:
1368 move_spell_effect (op);
1369 return 1;
1370
1371 case ROD:
1372 case HORN:
1373 regenerate_rod (op);
1374 return 1;
1375
1376 case FORCE:
1377 case POTION_EFFECT:
1378 remove_force (op);
1379 return 1;
1380
1381 case BLINDNESS:
1382 remove_blindness (op);
1383 return 0;
1384
1385 case POISONING:
1386 poison_more (op);
1387 return 0;
1388
1389 case DISEASE:
1390 move_disease (op);
1391 return 0;
1392
1393 case SYMPTOM:
1394 move_symptom (op);
1395 return 0;
1396
1397 case THROWN_OBJ:
1398 case ARROW:
1399 move_arrow (op);
1400 return 0;
1401
1402 case DOOR:
1403 remove_door (op);
1404 return 0;
1405
1406 case LOCKED_DOOR:
1407 remove_door2 (op);
1408 return 0;
1409
1410 case TELEPORTER:
1411 move_teleporter (op);
1412 return 0;
1413
1414 case GOLEM:
1415 move_golem (op);
1416 return 0;
1417
1418 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0;
1421
1422 case FIREWALL:
1423 move_firewall (op);
1424 if (op->stats.maxsp)
1425 animate_turning (op);
1426 return 0;
1427
1428 case MOOD_FLOOR:
1429 do_mood_floor (op);
1430 return 0;
1431
1432 case GATE:
1433 move_gate (op);
1434 return 0;
1435
1436 case TIMED_GATE:
1437 move_timed_gate (op);
1438 return 0;
1439
1440 case TRIGGER:
1441 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR:
1444 animate_trigger (op);
1445 return 0;
1446
1447 case DETECTOR:
1448 move_detector (op);
1449
1450 case DIRECTOR:
1451 if (op->stats.maxsp)
1452 animate_turning (op);
1453 return 0;
1454
1455 case HOLE:
1456 move_hole (op);
1457 return 0;
1458
1459 case DEEP_SWAMP:
1460 move_deep_swamp (op);
1461 return 0;
1462
1463 case RUNE:
1464 case TRAP:
1465 move_rune (op);
1466 return 0;
1467
1468 case PLAYERMOVER:
1469 move_player_mover (op);
1470 return 0;
1471
1472 case CREATOR:
1473 move_creator (op);
1474 return 0;
1475
1476 case MARKER:
1477 move_marker (op);
1478 return 0;
1479
1480 case PLAYER_CHANGER:
1481 move_player_changer (op);
1482 return 0;
1483
1484 case PEACEMAKER:
1485 move_peacemaker (op);
1486 return 0;
1487 }
1488
1489 return 0;
1390} 1490}

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