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Comparing deliantra/server/server/time.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 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 1.8 2006/09/03 00:18:42 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); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
100 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 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
120 else
101 } 121 {
102 /*First count numer of objects in inv*/ 122 // ...or use other_arch
103 for (op=gen->inv;op;op=op->below) 123 if (archetype *at = gen->other_arch)
104 qty++; 124 op = arch_to_object (at);
105 if (!qty){ 125 else
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; 126 return;
115 head=object_create_clone(op); 127 }
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); 128
117 unflag_inv (head,FLAG_IS_A_TEMPLATE); 129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
118 if (rndm(0, 9)) 136 if (rndm (0, 9))
119 generate_artifact(head, gen->map->difficulty); 137 generate_artifact (op, 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}
126 138
127void generate_monster_arch(object *gen) { 139 if (op->has_random_items ())
128 int i; 140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131 141
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return; 142 return;
143 }
135 } 144 }
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;
150 145
151 if(head!=NULL) 146 op->destroy ();
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} 147}
166 148
167void generate_monster(object *gen) { 149void
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176}
177
178void remove_force(object *op) { 150remove_force (object *op)
151{
179 if (--op->duration > 0) return; 152 if (--op->duration > 0)
153 return;
180 154
155 if (op->env)
181 switch (op->subtype) { 156 switch (op->subtype)
157 {
182 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
186 }
187 161
188 default: 162 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
191 change_abil(op->env,op); 164 change_abil (op->env, op);
192 fix_player(op->env); 165 op->env->update_stats ();
193 }
194 } 166 }
195 remove_ob(op);
196 free_object(op);
197}
198 167
168 op->destroy ();
169}
170
171void
199void remove_blindness(object *op) { 172remove_blindness (object *op)
173{
200 if(--op->stats.food > 0) 174 if (--op->stats.food > 0)
201 return; 175 return;
176
202 CLEAR_FLAG(op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
203 if(op->env!=NULL) { 178
179 if (op->env)
180 {
204 change_abil(op->env,op); 181 change_abil (op->env, op);
205 fix_player(op->env); 182 op->env->update_stats ();
206 } 183 }
207 remove_ob(op);
208 free_object(op);
209}
210 184
185 op->destroy ();
186}
187
188void
211void poison_more(object *op) { 189poison_more (object *op)
190{
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
213 remove_ob(op); 192 {
214 free_object(op); 193 op->destroy ();
215 return; 194 return;
216 } 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);
260 } 244 }
261 } 245
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)
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break; 272 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
295 }
296 return; 281 return;
297 } 282 }
298 } 283 }
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)
329 {
338 remove_ob(tmp); 330 tmp->remove ();
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0); 332 insert_ob_in_map (tmp, op->map, op, 0);
341 } 333 }
342 } 334 }
343 } 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)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 340 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;
346 }
355 } else { 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;
404
407 if(op->stats.hp) { 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 {
409 if (op->slaying && op->slaying == tmp->name)
410 detected = 1;
411
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
411 } 413 detected = 1;
412 } 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)
483 {
467 next=tmp->above; 484 next = tmp->above;
468 move_apply(op,tmp,tmp); 485 move_apply (op, tmp, tmp);
469 }
470 } 486 }
487 }
488
471 SET_ANIMATION(op, op->stats.wc); 489 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
473 return; 491 return;
474 } 492 }
475 /* We're closing */ 493 /* We're closing */
476 op->move_on = 0; 494 op->move_on = 0;
477 495
478 op->stats.wc++; 496 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
481 SET_ANIMATION(op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 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;
485 update_ob_speed(op); /* closed, let's stop */ 503 op->set_speed (0); /* 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 op->slaying = 0; 582 op->slaying = 0;
565 op->skill = 0; 583 op->skill = 0;
566 584
567 if (op->spellarg != NULL) { 585 if (op->spellarg != NULL)
586 {
568 op->slaying = op->spellarg; 587 op->slaying = op->spellarg;
569 free(op->spellarg); 588 free (op->spellarg);
570 op->spellarg = NULL; 589 op->spellarg = NULL;
590 }
571 } else 591 else
572 op->slaying = NULL; 592 op->slaying = NULL;
573 593
574 /* Reset these to zero, so that CAN_MERGE will work properly */ 594 /* Reset these to zero, so that object::can_merge will work properly */
575 op->spellarg = NULL; 595 op->spellarg = NULL;
576 op->stats.sp = 0; 596 op->stats.sp = 0;
577 op->stats.hp = 0; 597 op->stats.hp = 0;
578 op->stats.grace = 0; 598 op->stats.grace = 0;
579 op->level = 0; 599 op->level = 0;
580 op->face=op->arch->clone.face; 600 op->face = op->arch->clone.face;
581 op->owner=NULL; /* So that stopped arrows will be saved */ 601 op->owner = NULL; /* So that stopped arrows will be saved */
582 update_object (op,UP_OBJ_FACE); 602 update_object (op, UP_OBJ_CHANGE);
583 return op; 603 return op;
584} 604}
585 605
586/* stop_arrow() - what to do when a non-living flying object 606/* stop_arrow() - what to do when a non-living flying object
587 * 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
588 * here too. -b.t. 608 * here too. -b.t.
589 * 609 *
590 * 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
591 * from maps or inventories), or NULL if was destroyed. 611 * from maps or inventories), or NULL if was destroyed.
592 */ 612 */
593 613static void
594static void stop_arrow (object *op) 614stop_arrow (object *op)
595{ 615{
596 if (INVOKE_OBJECT (STOP, op)) 616 if (INVOKE_OBJECT (STOP, op))
597 return; 617 return;
598 618
599 if (op->inv) { 619 if (op->inv)
620 {
600 object *payload = op->inv; 621 object *payload = op->inv;
601 remove_ob (payload); 622
602 clear_owner(payload); 623 payload->remove ();
624 payload->owner = 0;
603 insert_ob_in_map (payload, op->map, payload,0); 625 insert_ob_in_map (payload, op->map, payload, 0);
604 remove_ob (op); 626 op->destroy ();
605 free_object (op); 627 }
606 } else { 628 else
629 {
607 op = fix_stopped_arrow (op); 630 op = fix_stopped_arrow (op);
608 if (op) 631 if (op)
609 merge_ob (op, NULL); 632 merge_ob (op, NULL);
610 } 633 }
611} 634}
612 635
613/* 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.
614 */ 637 */
615 638void
616void move_arrow(object *op) { 639move_arrow (object *op)
640{
617 object *tmp; 641 object *tmp;
618 sint16 new_x, new_y; 642 sint16 new_x, new_y;
619 int was_reflected, mflags; 643 int was_reflected, mflags;
620 mapstruct *m; 644 maptile *m;
621 645
622 if(op->map==NULL) { 646 if (op->map == NULL)
647 {
623 LOG (llevError, "BUG: Arrow had no map.\n"); 648 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op); 649 op->destroy ();
625 free_object(op);
626 return; 650 return;
627 } 651 }
628 652
629 /* we need to stop thrown objects at some point. Like here. */ 653 /* we need to stop thrown objects at some point. Like here. */
630 if(op->type==THROWN_OBJ) { 654 if (op->type == THROWN_OBJ)
655 {
631 /* If the object that the THROWN_OBJ encapsulates disappears, 656 /* If the object that the THROWN_OBJ encapsulates disappears,
632 * 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
633 * left over remnants on the map. Where this currently happens 658 * left over remnants on the map. Where this currently happens
634 * 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,
635 * 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
636 * 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,
637 * and it is easy enough to clean it up here. 662 * and it is easy enough to clean it up here.
638 */ 663 */
639 if (op->inv == NULL) { 664 if (op->inv == NULL)
640 remove_ob(op); 665 {
641 free_object(op); 666 op->destroy ();
642 return; 667 return;
643 } 668 }
669
644 if(op->last_sp-- < 0) { 670 if (op->last_sp-- < 0)
671 {
645 stop_arrow (op); 672 stop_arrow (op);
646 return; 673 return;
647 } 674 }
648 } 675 }
649 676
650 /* 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
651 values look rediculous. */ 678 values look rediculous. */
652 if (op->speed < 0.5 && op->type==ARROW) { 679 if (op->speed < 0.5 && op->type == ARROW)
680 {
653 stop_arrow(op); 681 stop_arrow (op);
654 return; 682 return;
655 } 683 }
656 684
657 /* Calculate target map square */ 685 /* Calculate target map square */
658 new_x = op->x + DIRX(op); 686 new_x = op->x + DIRX (op);
659 new_y = op->y + DIRY(op); 687 new_y = op->y + DIRY (op);
660 was_reflected = 0; 688 was_reflected = 0;
661 689
662 m = op->map; 690 m = op->map;
663 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);
664 692
665 if (mflags & P_OUT_OF_MAP) { 693 if (mflags & P_OUT_OF_MAP)
694 {
666 stop_arrow(op); 695 stop_arrow (op);
667 return; 696 return;
668 } 697 }
669 698
670 /* 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 */
671 if (mflags & P_IS_ALIVE) { 700 if (mflags & P_IS_ALIVE)
672 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
673 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
674
675 701 {
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
676 /* Not really fair, but don't let monsters hit themselves with 706 /* Not really fair, but don't let monsters hit themselves with
677 * their own arrow - this can be because they fire it then 707 * their own arrow - this can be because they fire it then
678 * move into it. 708 * move into it.
679 */ 709 */
680
681 if (tmp != NULL && tmp != op->owner) { 710 if (tmp && tmp != op->owner)
711 {
682 /* Found living object, but it is reflecting the missile. Update 712 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small 713 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.) 714 * chance that reflect_missile fails.)
685 */ 715 */
686 716 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
688 (rndm(0, 99)) < (90-op->level/10)) {
689
690 int number = op->face->number;
691 717 {
718 int number = op->face;
719
720 op->direction = absdir (op->direction + 4);
721 update_turn_face (op);
722 was_reflected = 1; /* skip normal movement calculations */
723 }
724 else
725 {
726 /* Attack the object. */
727 op = hit_with_arrow (op, tmp);
728
729 if (!op)
730 return;
731 }
732 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */
734
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
736 {
737 int retry = 0;
738
739 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is
741 * on a wall but has reflecting - the arrow won't reflect.
742 * Mapmakers shouldn't put monsters on top of wall in the first
743 * place, so I don't consider that a problem.
744 */
745 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
746 {
747 stop_arrow (op);
748 return;
749 }
750 else
751 {
752 /* If one of the major directions (n,s,e,w), just reverse it */
753 if (op->direction & 1)
754 {
755 op->direction = absdir (op->direction + 4);
756 retry = 1;
757 }
758 /* There were two blocks with identical code -
759 * use this retry here to make this one block
760 * that did the same thing.
761 */
762 while (retry < 2)
763 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++;
769
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
771 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist.
774 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782
783 if (left == right)
692 op->direction = absdir (op->direction + 4); 784 op->direction = absdir (op->direction + 4);
693 op->state = 0;
694 if (GET_ANIM_ID (op)) {
695 number += 4;
696 if (number > GET_ANIMATION (op, 8))
697 number -= 8;
698 op->face = &new_faces[number];
699 }
700 was_reflected = 1; /* skip normal movement calculations */
701 }
702 else {
703 /* Attack the object. */
704 op = hit_with_arrow (op, tmp);
705 if (op == NULL)
706 return;
707 }
708 } /* if this is not hitting its owner */
709 } /* if there is something alive on this space */
710
711
712 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
713 int retry=0;
714
715 /* if the object doesn't reflect, stop the arrow from moving
716 * note that this code will now catch cases where a monster is
717 * on a wall but has reflecting - the arrow won't reflect.
718 * Mapmakers shouldn't put monsters on top of wall in the first
719 * place, so I don't consider that a problem.
720 */
721 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
722 stop_arrow (op);
723 return;
724 } else {
725 /* If one of the major directions (n,s,e,w), just reverse it */
726 if(op->direction&1) {
727 op->direction=absdir(op->direction+4);
728 retry=1;
729 }
730 /* There were two blocks with identical code -
731 * use this retry here to make this one block
732 * that did the same thing.
733 */
734 while (retry<2) {
735 int left, right, mflags;
736 mapstruct *m1;
737 sint16 x1, y1;
738
739 retry++;
740
741 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
742 * over a corner in a tiled map, it is possible that
743 * op->direction is within an adjacent map but either
744 * op->direction-1 or op->direction+1 does not exist.
745 */
746 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
747 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
748 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
749
750 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
751 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
752 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
753
754 if(left==right)
755 op->direction=absdir(op->direction+4);
756 else if(left) 785 else if (left)
757 op->direction=absdir(op->direction+2); 786 op->direction = absdir (op->direction + 2);
758 else if(right) 787 else if (right)
759 op->direction=absdir(op->direction-2); 788 op->direction = absdir (op->direction - 2);
760 789
761 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);
762 791
763 /* 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 -
764 * don't need to retry again. 793 * don't need to retry again.
765 */ 794 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
796 break;
768 797
769 } 798 }
770 /* Couldn't find a direction to move the arrow to - just 799 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving. 800 * top it from moving.
772 */ 801 */
773 if (retry==2) { 802 if (retry == 2)
803 {
774 stop_arrow (op); 804 stop_arrow (op);
775 return; 805 return;
776 } 806 }
777 /* update object image for new facing */ 807 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */ 808 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op)) 809 if (GET_ANIM_ID (op))
780 SET_ANIMATION(op, op->direction); 810 SET_ANIMATION (op, op->direction);
781 } /* object is reflected */ 811 } /* object is reflected */
782 } /* object ran into a wall */ 812 } /* object ran into a wall */
783 813
784 /* Move the arrow. */ 814 /* Move the arrow. */
785 remove_ob (op); 815 op->remove ();
786 op->x = new_x; 816 op->x = new_x;
787 op->y = new_y; 817 op->y = new_y;
788 818
789 /* 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
790 * about 17 squares. Tune as needed. 820 * about 17 squares. Tune as needed.
791 */ 821 */
792 op->speed -= 0.05; 822 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0); 823 insert_ob_in_map (op, m, op, 0);
794} 824}
795 825
796/* This routine doesnt seem to work for "inanimate" objects that 826/* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!. 827 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */ 828 * Modified this routine to allow held objects. b.t. */
799 829
800void change_object(object *op) { /* Doesn`t handle linked objs yet */ 830void
801 object *tmp,*env,*pl; 831change_object (object *op)
832{ /* Doesn`t handle linked objs yet */
802 int i,j; 833 int i, j;
803 834
804 if(op->other_arch==NULL) { 835 if (op->other_arch == NULL)
836 {
805 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))
806 return; 917 return;
807 }
808 918
809 /* In non-living items only change when food value is 0 */ 919 if (EXIT_PATH (head))
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) { 920 {
811 if(op->stats.food-- > 0) return;
812 else op->stats.food=1; /* so 1 other_arch is made */
813 }
814 env=op->env;
815 remove_ob(op);
816 for(i=0;i<NROFNEWOBJS(op);i++) {
817 tmp=arch_to_object(op->other_arch);
818 if (op->type == LAMP) 921 if (tmp->type == PLAYER)
819 tmp->stats.food = op->stats.food-1;
820 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
821 if(env) {
822 tmp->x=env->x,tmp->y=env->y;
823 tmp=insert_ob_in_ob(tmp,env);
824 /* If this object is the players inventory, we need to tell the
825 * client of the change. Insert_ob_in_map takes care of the
826 * updating the client, so we don't need to do that below.
827 */
828 if ((pl=is_player_inv(env))!=NULL) {
829 esrv_del_item(pl->contr, op->count);
830 esrv_send_item(pl, tmp);
831 } 922 {
832 } else {
833 j=find_first_free_spot(tmp,op->map,op->x,op->y);
834 if (j==-1) /* No free spot */
835 free_object(tmp);
836 else {
837 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
838 insert_ob_in_map(tmp,op->map,op,0);
839 }
840 }
841 }
842 free_object(op);
843}
844
845void move_teleporter(object *op) {
846 object *tmp, *head=op;
847
848 /* if this is a multipart teleporter, handle the other parts
849 * The check for speed isn't strictly needed - basically, if
850 * there is an old multipart teleporter in which the other parts
851 * have speed, we don't really want to call it twice for the same
852 * function - in fact, as written below, part N would get called
853 * N times without the speed check.
854 */
855 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
856
857 if (op->head) head=op->head;
858
859 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
860 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
861
862 /* If nothing above us to move, nothing to do */
863 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
864
865 if(EXIT_PATH(head)) {
866 if(tmp->type==PLAYER) {
867 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 923 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
868 return;
869
870 enter_exit(tmp, head);
871 }
872 else
873 /* Currently only players can transfer maps */
874 return; 924 return;
925
926 tmp->enter_exit (head);
927 }
928 else
929 /* Currently only players can transfer maps */
930 return;
875 } 931 }
876 else if(EXIT_X(head)||EXIT_Y(head)) { 932 else if (EXIT_X (head) || EXIT_Y (head))
933 {
877 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 934 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
935 {
878 LOG(llevError, "Removed illegal teleporter.\n"); 936 LOG (llevError, "Removed illegal teleporter.\n");
879 remove_ob(head); 937 head->destroy ();
880 free_object(head);
881 return; 938 return;
882 } 939 }
940
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 941 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return; 942 return;
943
885 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 944 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
945 }
946 else
886 } 947 {
887 else {
888 /* Random teleporter */ 948 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return; 950 return;
891 teleport(head, TELEPORTER, tmp); 951 teleport (head, TELEPORTER, tmp);
892 } 952 }
893} 953}
894 954
895 955
896/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
898 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
899 can't be generalized. 959 can't be generalized.
900*/ 960*/
901 961void
902void move_player_changer(object *op) { 962move_player_changer (object *op)
963{
903 object *player; 964 object *player;
904 object *walk; 965 object *walk;
905 char c;
906 966
907 if (!op->above || !EXIT_PATH(op)) return; 967 if (!op->above || !EXIT_PATH (op))
968 return;
908 969
909 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
910 * needs to be on top. 971 * needs to be on top.
911 */ 972 */
912 if(op->above->type==PLAYER) { 973 if (op->above->type == PLAYER)
974 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return; 976 return;
977
915 player=op->above; 978 player = op->above;
979
916 for(walk=op->inv;walk!=NULL;walk=walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
917 apply_changes_to_player(player,walk); 981 apply_changes_to_player (player, walk);
918 982
919 fix_player(player); 983 player->update_stats ();
984
920 esrv_send_inventory(op->above,op->above); 985 esrv_send_inventory (op->above, op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
922 987
923 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
925 if (c == '/') {
926 strcpy(player->contr->savebed_map, EXIT_PATH(op));
927 player->contr->bed_x = EXIT_X(op);
928 player->contr->bed_y = EXIT_Y(op);
929 }
930 else
931 LOG(llevDebug,
932 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
933 &EXIT_PATH(op));
934 990 {
935 enter_exit(op->above,op); 991 player->contr->savebed_map = EXIT_PATH (op);
936 save_player(player, 1); 992 player->contr->bed_x = EXIT_X (op);
993 player->contr->bed_y = EXIT_Y (op);
994 }
995 else
996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
997
998 op->above->enter_exit (op);
937 } 999 }
938} 1000}
939 1001
940/* firewalls fire other spells. 1002/* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down. 1004 * walls can have hp, so they can be torn down.
943 */ 1005 */
1006void
944void move_firewall(object *op) { 1007move_firewall (object *op)
1008{
945 object *spell; 1009 object *spell;
946 1010
947 if ( ! op->map) 1011 if (!op->map)
948 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
949 1013
950 spell = op->inv; 1014 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1015
1016 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone;
1018
952 if (!spell) { 1019 if (!spell)
1020 {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
954 &op->name, op->map->name, op->x, op->y);
955 return; 1022 return;
956 } 1023 }
957 1024
958 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);
959} 1026}
960
961 1027
962/* move_player_mover: this function takes a "player mover" as an 1028/* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is: 1029 * argument, and performs the function of a player mover, which is:
964 * 1030 *
965 * 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
966 * 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.
967 * 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,
968 * 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,
969 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
970 */ 1036 */
1037void
971void move_player_mover(object *op) { 1038move_player_mover (object *op)
1039{
972 object *victim, *nextmover; 1040 object *victim, *nextmover;
973 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
974 sint16 nx, ny; 1042 sint16 nx, ny;
975 mapstruct *m; 1043 maptile *m;
976 1044
977 /* 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 */
978 if (!dir) dir=rndm(1, 8); 1046 if (!dir)
1047 dir = rndm (1, 8);
979 1048
980 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 {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) { 1052 (victim->move_type & op->move_type || !victim->move_type))
1053 {
983 1054
1055 if (victim->head)
984 if (victim->head) victim = victim->head; 1056 victim = victim->head;
985 1057
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1059 {
987 remove_ob(op); 1060 op->remove ();
988 free_object(op); 1061 return;
1062 }
1063
1064 nx = op->x + freearr_x[dir];
1065 ny = op->y + freearr_y[dir];
1066 m = op->map;
1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1070 return;
1071 }
1072
1073 if (should_director_abort (op, victim))
1074 return;
1075
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1077 {
1078 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99;
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1083 }
1084 }
1085
1086 if (victim->type == PLAYER)
1087 {
1088 /* only level >=1 movers move people */
1089 if (op->level)
1090 {
1091 /* Following is a bit of hack. We need to make sure it
1092 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to
1094 * get to this space.
1095 */
1096 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed);
1098 move_player (victim, dir);
1099 }
1100 else
989 return; 1101 return;
990 } 1102 }
991 nx = op->x+freearr_x[dir];
992 ny = op->y+freearr_y[dir];
993 m = op->map;
994 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
995 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
996 m->path, op->x, op->y);
997 return ;
998 }
999 1103 else
1000 if (should_director_abort(op, victim)) return ;
1001
1002 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1003 if(nextmover->type == PLAYERMOVER)
1004 nextmover->speed_left=-.99;
1005 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1006 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1007 }
1008 }
1009
1010 if(victim->type==PLAYER) {
1011 /* only level >=1 movers move people */
1012 if(op->level) {
1013 /* Following is a bit of hack. We need to make sure it
1014 * is cleared, otherwise the player will get stuck in
1015 * place. This can happen if the player used a spell to
1016 * get to this space.
1017 */
1018 victim->contr->fire_on=0;
1019 victim->speed_left=-FABS(victim->speed);
1020 move_player(victim, dir);
1021 }
1022 else return;
1023 }
1024 else move_object(victim,dir); 1104 move_object (victim, dir);
1025 1105
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1106 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2;
1027 1108
1028 if(op->attacktype) { /* flag to paralyze the player */ 1109 if (op->attacktype)
1110 { /* flag to paralyze the player */
1029 1111
1030 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1031 /* Not sure why, but for some chars on metalforge, they 1113 /* Not sure why, but for some chars on metalforge, they
1032 * would sometimes get -inf speed_left, and from the 1114 * would sometimes get -inf speed_left, and from the
1033 * description, it could only happen here, so just put 1115 * description, it could only happen here, so just put
1034 * a lower sanity limit. My only guess is that the 1116 * a lower sanity limit. My only guess is that the
1035 * mover has 0 speed. 1117 * mover has 0 speed.
1036 */ 1118 */
1037 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1038 } 1121 }
1039 } 1122 }
1040 } 1123 }
1041} 1124}
1042 1125
1045 * connected: what will trigger it. 1128 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy. 1129 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate. 1130 * other_arch: the object to look for and duplicate.
1048 */ 1131 */
1049 1132
1133void
1050void move_duplicator(object *op) { 1134move_duplicator (object *op)
1135{
1051 object *tmp; 1136 object *tmp;
1052 1137
1053 if ( !op->other_arch ) { 1138 if (!op->other_arch)
1139 {
1054 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");
1055 return; 1141 return;
1056 } 1142 }
1057 1143
1058 if (op->above == NULL) 1144 if (op->above == NULL)
1059 return; 1145 return;
1146
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1147 for (tmp = op->above; tmp; tmp = tmp->above)
1148 {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1149 if (op->other_arch->name == tmp->arch->name)
1150 {
1062 if (op->level <= 0) { 1151 if (op->level <= 0)
1063 remove_ob(tmp); 1152 tmp->destroy ();
1064 free_object(tmp);
1065 } else { 1153 else
1154 {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1155 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1156
1067 if (new_nrof >= 1UL<<31) 1157 if (new_nrof >= 1UL << 31)
1068 new_nrof = 1UL<<31; 1158 new_nrof = 1UL << 31;
1159
1069 tmp->nrof = new_nrof; 1160 tmp->nrof = new_nrof;
1070 } 1161 }
1162
1071 break; 1163 break;
1072 } 1164 }
1073 } 1165 }
1074} 1166}
1075 1167
1076/* move_creator (by peterm) 1168/* move_creator (by peterm)
1085 * 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
1086 * more concern with large objects, most notably a part being placed 1178 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash 1179 * outside of the map which would cause the server to crash
1088*/ 1180*/
1089 1181
1182void
1090void move_creator(object *creator) { 1183move_creator (object *creator)
1184{
1091 object *new_ob; 1185 object *new_ob;
1092 1186
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1187 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1188 {
1094 creator->stats.hp=-1; 1189 creator->stats.hp = -1;
1095 return; 1190 return;
1096 } 1191 }
1097 1192
1098 if (creator->inv != NULL) { 1193 if (creator->inv != NULL)
1194 {
1099 object *ob; 1195 object *ob;
1100 int i; 1196 int i;
1101 object *ob_to_copy; 1197 object *ob_to_copy;
1102 1198
1103 /* select random object from inventory to copy */ 1199 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv; 1200 ob_to_copy = creator->inv;
1105 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 {
1106 if (rndm(0, i) == 0) { 1203 if (rndm (0, i) == 0)
1204 {
1107 ob_to_copy = ob; 1205 ob_to_copy = ob;
1108 }
1109 } 1206 }
1207 }
1110 new_ob = object_create_clone(ob_to_copy); 1208 new_ob = object_create_clone (ob_to_copy);
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } else { 1211 }
1212 else
1213 {
1114 if (creator->other_arch == NULL) { 1214 if (creator->other_arch == NULL)
1115 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, 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);
1116 return; 1218 return;
1117 } 1219 }
1118 1220
1119 new_ob = object_create_arch(creator->other_arch); 1221 new_ob = object_create_arch (creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1121 } 1223 }
1122 1224
1123 /* Make sure this multipart object fits */ 1225 /* Make sure this multipart object fits */
1124 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))
1125 free_object(new_ob); 1227 {
1228 new_ob->destroy ();
1126 return; 1229 return;
1127 } 1230 }
1128 1231
1129 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);
1130 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1233 if (QUERY_FLAG (new_ob, FLAG_FREED))
1131 return; 1234 return;
1132 1235
1133 if (creator->slaying) { 1236 if (creator->slaying)
1237 {
1134 new_ob->name = new_ob->title = creator->slaying; 1238 new_ob->name = new_ob->title = creator->slaying;
1135 } 1239 }
1136} 1240}
1137 1241
1138/* move_marker --peterm@soda.csua.berkeley.edu 1242/* move_marker --peterm@soda.csua.berkeley.edu
1139 when moved, a marker will search for a player sitting above 1243 when moved, a marker will search for a player sitting above
1141 with a specific code as the slaying field. 1245 with a specific code as the slaying field.
1142 At that time, it writes the contents of its own message 1246 At that time, it writes the contents of its own message
1143 field to the player. The marker will decrement hp to 1247 field to the player. The marker will decrement hp to
1144 0 and then delete itself every time it grants a mark. 1248 0 and then delete itself every time it grants a mark.
1145 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.*/
1146 1250void
1147void move_marker(object *op) { 1251move_marker (object *op)
1252{
1253 if (object *tmp = op->ms ().player ())
1254 {
1148 object *tmp,*tmp2; 1255 object *tmp2;
1149
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1152 1256
1153 /* remove an old force with a slaying field == op->name */ 1257 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1155 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1260 {
1261 tmp2->destroy ();
1262 break;
1156 } 1263 }
1157 1264
1158 if(tmp2) {
1159 remove_ob(tmp2);
1160 free_object(tmp2);
1161 }
1162
1163 /* 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
1164 * place 1266 * place
1165 */ 1267 */
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1168 } 1270 break;
1169 1271
1170 /* if we didn't find our own MARK */ 1272 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) { 1273 if (!tmp2)
1274 {
1172 object *force = get_archetype(FORCE_NAME); 1275 object *force = get_archetype (FORCE_NAME);
1173 1276
1174 force->speed = 0;
1175 if(op->stats.food) { 1277 if (op->stats.food)
1278 {
1176 force->speed = 0.01; 1279 force->set_speed (0.01);
1177 force->speed_left = -op->stats.food; 1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294
1295 if (op->stats.hp > 0)
1296 {
1297 op->stats.hp--;
1298 if (op->stats.hp == 0)
1299 {
1300 /* marker expires--granted mark number limit */
1301 op->destroy ();
1302 return;
1178 } 1303 }
1179 update_ob_speed (force);
1180 /* put in the lock code */
1181 force->slaying = op->slaying;
1182
1183 if (op->lore)
1184 force->lore = op->lore;
1185
1186 insert_ob_in_ob(force,tmp);
1187 if(op->msg)
1188 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1189
1190 if(op->stats.hp > 0) {
1191 op->stats.hp--;
1192 if(op->stats.hp==0) {
1193 /* marker expires--granted mark number limit */
1194 remove_ob(op);
1195 free_object(op);
1196 return;
1197 }
1198 } 1304 }
1199 } /* if tmp2 == NULL */ 1305 }
1200 } /* if tmp->type == PLAYER */ 1306 }
1201 } /* For all objects on this space */
1202} 1307}
1203 1308
1309int
1204int process_object(object *op) { 1310process_object (object *op)
1311{
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1206 return 0; 1313 return 0;
1207 1314
1208 if (INVOKE_OBJECT (TICK, op)) 1315 if (INVOKE_OBJECT (TICK, op))
1209 return 0; 1316 return 0;
1210 1317
1211 if(QUERY_FLAG(op, FLAG_MONSTER)) 1318 if (QUERY_FLAG (op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1213 return 1; 1320 return 1;
1214 1321
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 {
1216 if (op->type == PLAYER) 1324 if (op->type == PLAYER)
1217 animate_object(op, op->facing); 1325 animate_object (op, op->facing);
1218 else 1326 else
1219 animate_object(op, op->direction); 1327 animate_object (op, op->direction);
1220 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
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op); 1357 make_sure_not_seen (op);
1358
1359 op->destroy ();
1360 }
1361
1362 return 1;
1363 }
1364
1365 switch (op->type)
1223 } 1366 {
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1367 case SPELL_EFFECT:
1225 change_object(op); 1368 move_spell_effect (op);
1226 return 1; 1369 return 1;
1227 } 1370
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1371 case ROD:
1372 case HORN:
1229 generate_monster(op); 1373 regenerate_rod (op);
1230
1231 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1232 if(QUERY_FLAG(op, FLAG_APPLIED))
1233 remove_force(op);
1234 else {
1235 /* IF necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op);
1237 if (pl)
1238 esrv_del_item(pl->contr, op->count);
1239 remove_ob(op);
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op);
1242 free_object(op);
1243 }
1244 return 1; 1374 return 1;
1245 }
1246 switch(op->type) {
1247 1375
1248 case SPELL_EFFECT:
1249 move_spell_effect(op);
1250 return 1;
1251
1252 case ROD:
1253 case HORN:
1254 regenerate_rod(op);
1255 return 1;
1256
1257 case FORCE: 1376 case FORCE:
1258 case POTION_EFFECT: 1377 case POTION_EFFECT:
1259 remove_force(op); 1378 remove_force (op);
1260 return 1; 1379 return 1;
1261 1380
1262 case BLINDNESS: 1381 case BLINDNESS:
1263 remove_blindness(op); 1382 remove_blindness (op);
1264 return 0; 1383 return 0;
1265 1384
1266 case POISONING: 1385 case POISONING:
1267 poison_more(op); 1386 poison_more (op);
1268 return 0; 1387 return 0;
1269 1388
1270 case DISEASE: 1389 case DISEASE:
1271 move_disease(op); 1390 move_disease (op);
1272 return 0; 1391 return 0;
1273 1392
1274 case SYMPTOM: 1393 case SYMPTOM:
1275 move_symptom(op); 1394 move_symptom (op);
1276 return 0; 1395 return 0;
1277 1396
1278 case THROWN_OBJ: 1397 case THROWN_OBJ:
1279 case ARROW: 1398 case ARROW:
1280 move_arrow(op); 1399 move_arrow (op);
1281 return 0; 1400 return 0;
1282 1401
1283 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op);
1285 return 0;
1286
1287 case DOOR: 1402 case DOOR:
1288 remove_door(op); 1403 remove_door (op);
1289 return 0; 1404 return 0;
1290 1405
1291 case LOCKED_DOOR: 1406 case LOCKED_DOOR:
1292 remove_door2(op); 1407 remove_door2 (op);
1293 return 0; 1408 return 0;
1294 1409
1295 case TELEPORTER: 1410 case TELEPORTER:
1296 move_teleporter(op); 1411 move_teleporter (op);
1297 return 0; 1412 return 0;
1298 1413
1299 case GOLEM: 1414 case GOLEM:
1300 move_golem(op); 1415 move_golem (op);
1301 return 0; 1416 return 0;
1302 1417
1303 case EARTHWALL: 1418 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1); 1419 hit_player (op, 2, op, AT_PHYSICAL, 1);
1305 return 0; 1420 return 0;
1306 1421
1307 case FIREWALL: 1422 case FIREWALL:
1308 move_firewall(op); 1423 move_firewall (op);
1309 if (op->stats.maxsp) 1424 if (op->stats.maxsp)
1310 animate_turning(op); 1425 animate_turning (op);
1311 return 0; 1426 return 0;
1312 1427
1313 case MOOD_FLOOR: 1428 case MOOD_FLOOR:
1314 do_mood_floor(op); 1429 do_mood_floor (op);
1315 return 0; 1430 return 0;
1316 1431
1317 case GATE: 1432 case GATE:
1318 move_gate(op); 1433 move_gate (op);
1319 return 0; 1434 return 0;
1320 1435
1321 case TIMED_GATE: 1436 case TIMED_GATE:
1322 move_timed_gate(op); 1437 move_timed_gate (op);
1323 return 0; 1438 return 0;
1324 1439
1325 case TRIGGER: 1440 case TRIGGER:
1326 case TRIGGER_BUTTON: 1441 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL: 1442 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR: 1443 case TRIGGER_ALTAR:
1329 animate_trigger(op); 1444 animate_trigger (op);
1330 return 0; 1445 return 0;
1331 1446
1332 case DETECTOR: 1447 case DETECTOR:
1333 move_detector(op); 1448 move_detector (op);
1334 1449
1335 case DIRECTOR: 1450 case DIRECTOR:
1336 if (op->stats.maxsp) 1451 if (op->stats.maxsp)
1337 animate_turning(op); 1452 animate_turning (op);
1338 return 0; 1453 return 0;
1339 1454
1340 case HOLE: 1455 case HOLE:
1341 move_hole(op); 1456 move_hole (op);
1342 return 0; 1457 return 0;
1343 1458
1344 case DEEP_SWAMP: 1459 case DEEP_SWAMP:
1345 move_deep_swamp(op); 1460 move_deep_swamp (op);
1346 return 0; 1461 return 0;
1347 1462
1348 case RUNE: 1463 case RUNE:
1349 case TRAP: 1464 case TRAP:
1350 move_rune(op); 1465 move_rune (op);
1351 return 0; 1466 return 0;
1352 1467
1353 case PLAYERMOVER: 1468 case PLAYERMOVER:
1354 move_player_mover(op); 1469 move_player_mover (op);
1355 return 0; 1470 return 0;
1356 1471
1357 case CREATOR: 1472 case CREATOR:
1358 move_creator(op); 1473 move_creator (op);
1359 return 0; 1474 return 0;
1360 1475
1361 case MARKER: 1476 case MARKER:
1362 move_marker(op); 1477 move_marker (op);
1363 return 0; 1478 return 0;
1364 1479
1365 case PLAYER_CHANGER: 1480 case PLAYER_CHANGER:
1366 move_player_changer(op); 1481 move_player_changer (op);
1367 return 0; 1482 return 0;
1368 1483
1369 case PEACEMAKER: 1484 case PEACEMAKER:
1370 move_peacemaker(op); 1485 move_peacemaker (op);
1371 return 0; 1486 return 0;
1372 } 1487 }
1373 1488
1374 return 0; 1489 return 0;
1375} 1490}

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