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

Comparing deliantra/server/server/time.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: time.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
46 int i; 40 int i;
47 object *tmp; 41 object *tmp;
42
48 for(i=1;i<9;i+=2) 43 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
50 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 47 tmp->speed_left = -0.2;
53 } 48 }
54 49
55 if(op->other_arch) 50 if (op->other_arch)
56 { 51 {
57 tmp=arch_to_object(op->other_arch); 52 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 53 tmp->x = op->x;
54 tmp->y = op->y;
55 tmp->map = op->map;
56 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 57 insert_ob_in_map (tmp, op->map, op, 0);
60 } 58 }
61 remove_ob(op);
62 free_object(op);
63}
64 59
60 op->destroy ();
61}
62
63void
65void remove_door2(object *op) { 64remove_door2 (object *op)
65{
66 int i; 66 int i;
67 object *tmp; 67 object *tmp;
68
68 for(i=1;i<9;i+=2) { 69 for (i = 1; i < 9; i += 2)
70 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */ 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
71 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 75 tmp->speed_left = -0.2;
74 } 76 }
75 } 77 }
78
76 if(op->other_arch) 79 if (op->other_arch)
77 { 80 {
78 tmp=arch_to_object(op->other_arch); 81 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 86 insert_ob_in_map (tmp, op->map, op, 0);
81 } 87 }
82 remove_ob(op);
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 = going 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 && tmp->above; tmp = tmp->above)
308 ;
318 309
319 if(tmp!=NULL) { 310 if (tmp)
311 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 315
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 316 if (tmp->type == PLAYER)
324 "You are crushed by the %s!",op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
325 } else 318 }
319 else
326 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 321 * be picked up or the object rolls, move the object
328 * off the gate. 322 * off the gate.
329 */ 323 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 324 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) 325 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 326 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 328
336 /* If there is a free spot, move the object someplace */ 329 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 330 if (i != -1)
338 remove_ob(tmp); 331 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 332 tmp->remove ();
340 insert_ob_in_map(tmp,op->map,op,0); 333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
341 } 334 insert_ob_in_map (tmp, op->map, op, 0);
342 } 335 }
343 } 336 }
337 }
344 338
345 /* See if there is still anything blocking the gate */ 339 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 340 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 341 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) 342 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 343
352 /* IF there is, start putting the gate down */ 344 /* IF there is, start putting the gate down */
353 if(tmp) { 345 if (tmp)
346 {
354 op->stats.food=1; 347 op->stats.food = 1;
355 } else { 348 }
349 else
350 {
356 op->move_block = MOVE_ALL; 351 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 352 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 353 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 354 update_all_los (op->map, op->x, op->y);
360 } 355 }
361 } /* gate is halfway up */ 356 } /* gate is halfway up */
362 357
363 SET_ANIMATION(op, op->stats.wc); 358 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 359 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 360 } /* gate is going up */
366} 361}
367 362
368/* hp : how long door is open/closed 363/* hp : how long door is open/closed
369 * maxhp : initial value for hp 364 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 365 * sp : 1 = open, 0 = close
371 */ 366 */
367void
372void move_timed_gate(object *op) 368move_timed_gate (object *op)
373{ 369{
374 int v = op->value; 370 int v = op->value;
375 371
376 if (op->stats.sp) { 372 if (op->stats.sp)
373 {
377 move_gate(op); 374 move_gate (op);
378 if (op->value != v) /* change direction ? */ 375 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 376 op->stats.sp = 0;
380 return; 377 return;
381 } 378 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 379 if (--op->stats.hp <= 0)
380 { /* keep gate down */
383 move_gate(op); 381 move_gate (op);
384 if (op->value != v) { /* ready ? */ 382 if (op->value != v)
385 op->speed = 0; 383 op->set_speed (0);
386 update_ob_speed(op);
387 }
388 } 384 }
389} 385}
390 386
391/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
393 * connected: connected value of detector 389 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 390 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 391 * -1 if detection unsets buttons
396 */ 392 */
397 393
394void
398void move_detector(object *op) 395move_detector (object *op)
399{ 396{
400 object *tmp; 397 object *tmp;
401 int last = op->value; 398 int last = op->value;
402 int detected; 399 int detected;
400
403 detected = 0; 401 detected = 0;
404 402
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
404 {
406 object *tmp2; 405 object *tmp2;
407 if(op->stats.hp) { 406
407 if (op->stats.hp)
408 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 410 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 411 if (op->slaying && op->slaying == tmp->name)
411 } 412 detected = 1;
412 } 413
414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
415 detected = 1;
416 }
417 }
418
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 419 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 420 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 422 detected = 1;
418 } 423 }
419 424
420 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 426 if (op->stats.sp == 1)
427 {
422 if(detected && last == 0) { 428 if (detected && last == 0)
429 {
423 op->value = 1; 430 op->value = 1;
424 push_button(op); 431 push_button (op);
425 } 432 }
426 if(!detected && last == 1) { 433 if (!detected && last == 1)
434 {
427 op->value = 0; 435 op->value = 0;
428 push_button(op); 436 push_button (op);
429 } 437 }
430 } 438 }
431 else { /* in this case, we unset buttons */ 439 else
440 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 441 if (detected && last == 1)
442 {
433 op->value = 0; 443 op->value = 0;
434 push_button(op); 444 push_button (op);
435 } 445 }
436 if(!detected && last == 0) { 446 if (!detected && last == 0)
447 {
437 op->value = 1; 448 op->value = 1;
438 push_button(op); 449 push_button (op);
439 } 450 }
440 } 451 }
441} 452}
442 453
443 454
455void
444void animate_trigger (object *op) 456animate_trigger (object *op)
445{ 457{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
459 {
447 op->stats.wc = 0; 460 op->stats.wc = 0;
448 check_trigger(op,NULL); 461 check_trigger (op, NULL);
462 }
449 } else { 463 else
464 {
450 SET_ANIMATION(op, op->stats.wc); 465 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 466 update_object (op, UP_OBJ_FACE);
452 } 467 }
453} 468}
454 469
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 470void
471move_hole (object *op)
472{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 473 object *next, *tmp;
457 474
458 if(op->value) { /* We're opening */ 475 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 476 { /* We're opening */
477 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */
460 op->stats.wc=0; 479 op->stats.wc = 0;
461 op->speed = 0; 480 op->set_speed (0);
462 update_ob_speed(op);
463 481
464 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 484 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 485 {
468 move_apply(op,tmp,tmp); 486 next = tmp->above;
469 } 487 move_apply (op, tmp, tmp);
470 } 488 }
471 SET_ANIMATION(op, op->stats.wc); 489 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 490
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); 491 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
493 return;
494 }
495 /* We're closing */
496 op->move_on = 0;
497
498 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
502 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 505 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 506}
489 507
490 508
491/* stop_item() returns a pointer to the stopped object. The stopped object 509/* 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 510 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 516 * it, NULL is returned.
499 * 517 *
500 * fix_stopped_item() should be used if the stopped item should be put on 518 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 519 * the map.
502 */ 520 */
521object *
503object *stop_item (object *op) 522stop_item (object *op)
504{ 523{
505 if (op->map == NULL) 524 if (op->map == NULL)
525 return op;
526
527 switch (op->type)
528 {
529 case THROWN_OBJ:
530 {
531 object *payload = op->inv;
532
533 if (payload == NULL)
534 return NULL;
535 payload->remove ();
536 op->destroy ();
537 return payload;
538 }
539
540 case ARROW:
541 if (op->has_active_speed ())
542 op = fix_stopped_arrow (op);
506 return op; 543 return op;
507 544
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: 545 default:
527 return op; 546 return op;
528 } 547 }
529} 548}
530 549
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 550/* 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. 551 * Inserts item into the old map, or merges it if it already is on the map.
533 * 552 *
534 * 'map' must be the value of op->map before stop_item() was called. 553 * 'map' must be the value of op->map before stop_item() was called.
535 */ 554 */
555void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
537{ 557{
538 if (map == NULL) 558 if (map == NULL)
539 return; 559 return;
560
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 562 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 563 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
544} 565}
545 566
546 567object *
547object *fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
548{ 569{
549 if(rndm(0, 99) < op->stats.food) { 570 if (rndm (0, 99) < op->stats.food)
571 {
550 /* Small chance of breaking */ 572 /* Small chance of breaking */
551 remove_ob (op); 573 op->destroy ();
552 free_object(op);
553 return NULL; 574 return NULL;
554 } 575 }
555 576
577 op->set_speed (0);
556 op->direction=0; 578 op->direction = 0;
557 op->move_on=0; 579 op->move_on = 0;
558 op->move_type=0; 580 op->move_type = 0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp; 581 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 582 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 583 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL) 584 op->slaying = 0;
565 FREE_AND_CLEAR_STR(op->slaying); 585 op->skill = 0;
566 586
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 587 if (op->spellarg != NULL)
571 op->slaying = add_string(op->spellarg); 588 {
589 op->slaying = op->spellarg;
572 free(op->spellarg); 590 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; 591 op->spellarg = NULL;
592 }
593 else
594 op->slaying = NULL;
595
596 /* Reset these to zero, so that object::can_merge will work properly */
597 op->spellarg = NULL;
579 op->stats.sp = 0; 598 op->stats.sp = 0;
580 op->stats.hp = 0; 599 op->stats.hp = 0;
581 op->stats.grace = 0; 600 op->stats.grace = 0;
582 op->level = 0; 601 op->level = 0;
583 op->face=op->arch->clone.face; 602 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 604 update_object (op, UP_OBJ_CHANGE);
586 return op; 605 return op;
587} 606}
588 607
589/* stop_arrow() - what to do when a non-living flying object 608/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 609 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 610 * here too. -b.t.
592 * 611 *
593 * Returns a pointer to the stopped object (which will have been removed 612 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 613 * from maps or inventories), or NULL if was destroyed.
595 */ 614 */
596 615static void
597static void stop_arrow (object *op) 616stop_arrow (object *op)
598{ 617{
599 /* Lauwenmark: Handle for plugin stop event */ 618 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 619 return;
620
601 if (op->inv) { 621 if (op->inv)
622 {
602 object *payload = op->inv; 623 object *payload = op->inv;
603 remove_ob (payload); 624
604 clear_owner(payload); 625 payload->remove ();
626 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 627 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 628 op->destroy ();
607 free_object (op); 629 }
608 } else { 630 else
631 {
609 op = fix_stopped_arrow (op); 632 op = fix_stopped_arrow (op);
610 if (op) 633 if (op)
611 merge_ob (op, NULL); 634 merge_ob (op, NULL);
612 } 635 }
613} 636}
614 637
615/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 639 */
617 640void
618void move_arrow(object *op) { 641move_arrow (object *op)
642{
619 object *tmp; 643 object *tmp;
620 sint16 new_x, new_y; 644 sint16 new_x, new_y;
621 int was_reflected, mflags; 645 int was_reflected, mflags;
622 mapstruct *m; 646 maptile *m;
623 647
624 if(op->map==NULL) { 648 if (op->map == NULL)
649 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 650 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 651 op->destroy ();
627 free_object(op); 652 return;
628 return;
629 } 653 }
630 654
631 /* we need to stop thrown objects at some point. Like here. */ 655 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 656 if (op->type == THROWN_OBJ)
657 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 658 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 659 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 660 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 661 * is if the player throws a bomb - the bomb explodes on its own,
637 * but this object sticks around. We could handle the cleanup in the 662 * but this object sticks around. We could handle the cleanup in the
638 * bomb code, but there are potential other cases where that could happen, 663 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 664 * and it is easy enough to clean it up here.
640 */ 665 */
641 if (op->inv == NULL) { 666 if (op->inv == NULL)
642 remove_ob(op); 667 {
643 free_object(op); 668 op->destroy ();
644 return; 669 return;
645 } 670 }
671
646 if(op->last_sp-- < 0) { 672 if (op->last_sp-- < 0)
673 {
647 stop_arrow (op); 674 stop_arrow (op);
648 return; 675 return;
649 } 676 }
650 } 677 }
651 678
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 679 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */ 680 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) { 681 if (op->speed < 0.5 && op->type == ARROW)
655 stop_arrow(op);
656 return;
657 } 682 {
683 stop_arrow (op);
684 return;
685 }
658 686
659 /* Calculate target map square */ 687 /* Calculate target map square */
660 new_x = op->x + DIRX(op); 688 new_x = op->x + DIRX (op);
661 new_y = op->y + DIRY(op); 689 new_y = op->y + DIRY (op);
662 was_reflected = 0; 690 was_reflected = 0;
663 691
664 m = op->map; 692 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
666 694
667 if (mflags & P_OUT_OF_MAP) { 695 if (mflags & P_OUT_OF_MAP)
668 stop_arrow(op);
669 return;
670 } 696 {
697 stop_arrow (op);
698 return;
699 }
671 700
672 /* only need to look for living creatures if this flag is set */ 701 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) { 702 if (mflags & P_IS_ALIVE)
674 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
675 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
676
677 703 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break;
707
678 /* Not really fair, but don't let monsters hit themselves with 708 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then 709 * their own arrow - this can be because they fire it then
680 * move into it. 710 * move into it.
681 */ 711 */
682
683 if (tmp != NULL && tmp != op->owner) { 712 if (tmp && tmp != op->owner)
713 {
684 /* Found living object, but it is reflecting the missile. Update 714 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small 715 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.) 716 * chance that reflect_missile fails.)
687 */ 717 */
718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
719 {
720 int number = op->face;
688 721
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number;
693
694 op->direction = absdir (op->direction + 4); 722 op->direction = absdir (op->direction + 4);
695 op->state = 0; 723 update_turn_face (op);
696 if (GET_ANIM_ID (op)) {
697 number += 4;
698 if (number > GET_ANIMATION (op, 8))
699 number -= 8;
700 op->face = &new_faces[number];
701 }
702 was_reflected = 1; /* skip normal movement calculations */ 724 was_reflected = 1; /* skip normal movement calculations */
703 } 725 }
704 else { 726 else
727 {
705 /* Attack the object. */ 728 /* Attack the object. */
706 op = hit_with_arrow (op, tmp); 729 op = hit_with_arrow (op, tmp);
707 if (op == NULL) 730
708 return; 731 if (!op)
709 } 732 return;
710 } /* if this is not hitting its owner */ 733 }
734 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */ 735 } /* if there is something alive on this space */
712 736
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
715 int retry=0; 738 {
739 int retry = 0;
716 740
717 /* if the object doesn't reflect, stop the arrow from moving 741 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is 742 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect. 743 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first 744 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem. 745 * place, so I don't consider that a problem.
722 */ 746 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
748 {
724 stop_arrow (op); 749 stop_arrow (op);
725 return; 750 return;
726 } else { 751 }
752 else
753 {
727 /* If one of the major directions (n,s,e,w), just reverse it */ 754 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) { 755 if (op->direction & 1)
756 {
729 op->direction=absdir(op->direction+4); 757 op->direction = absdir (op->direction + 4);
730 retry=1; 758 retry = 1;
731 } 759 }
732 /* There were two blocks with identical code - 760 /* There were two blocks with identical code -
733 * use this retry here to make this one block 761 * use this retry here to make this one block
734 * that did the same thing. 762 * that did the same thing.
735 */ 763 */
736 while (retry<2) { 764 while (retry < 2)
765 {
737 int left, right, mflags; 766 int left, right, mflags;
738 mapstruct *m1; 767 maptile *m1;
739 sint16 x1, y1; 768 sint16 x1, y1;
740 769
741 retry++; 770 retry++;
742 771
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 772 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
744 * over a corner in a tiled map, it is possible that 773 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either 774 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist. 775 * op->direction-1 or op->direction+1 does not exist.
747 */ 776 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 777 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
749 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); 778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); 779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
751 780
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 781 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
753 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1); 782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); 783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
755 784
756 if(left==right) 785 if (left == right)
757 op->direction=absdir(op->direction+4); 786 op->direction = absdir (op->direction + 4);
758 else if(left) 787 else if (left)
759 op->direction=absdir(op->direction+2); 788 op->direction = absdir (op->direction + 2);
760 else if(right) 789 else if (right)
761 op->direction=absdir(op->direction-2); 790 op->direction = absdir (op->direction - 2);
762 791
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
764 793
765 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again. 795 * don't need to retry again.
767 */ 796 */
768 if (!(mflags & P_OUT_OF_MAP) && 797 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 798 break;
770 799
771 } 800 }
772 /* Couldn't find a direction to move the arrow to - just 801 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving. 802 * top it from moving.
774 */ 803 */
775 if (retry==2) { 804 if (retry == 2)
776 stop_arrow (op); 805 {
777 return; 806 stop_arrow (op);
778 } 807 return;
808 }
779 /* update object image for new facing */ 809 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */ 810 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op)) 811 if (GET_ANIM_ID (op))
782 SET_ANIMATION(op, op->direction); 812 SET_ANIMATION (op, op->direction);
783 } /* object is reflected */ 813 } /* object is reflected */
784 } /* object ran into a wall */ 814 } /* object ran into a wall */
785 815
786 /* Move the arrow. */ 816 /* Move the arrow. */
787 remove_ob (op); 817 op->remove ();
788 op->x = new_x; 818 op->x = new_x;
789 op->y = new_y; 819 op->y = new_y;
790 820
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
793 */ 823 */
794 op->speed -= 0.05; 824 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0); 825 insert_ob_in_map (op, m, op, 0);
796} 826}
797 827
798/* This routine doesnt seem to work for "inanimate" objects that 828/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!. 829 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */ 830 * Modified this routine to allow held objects. b.t. */
801 831
802void change_object(object *op) { /* Doesn`t handle linked objs yet */ 832void
803 object *tmp,*env,*pl; 833change_object (object *op)
834{ /* Doesn`t handle linked objs yet */
804 int i,j; 835 int i, j;
805 836
806 if(op->other_arch==NULL) { 837 if (op->other_arch == NULL)
838 {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
840 return;
841 }
842
843 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 {
846 if (op->stats.food-- > 0)
847 return;
848 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 }
879 else
880 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y);
882 if (j == -1) /* No free spot */
883 tmp->destroy ();
884 else
885 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
887 insert_ob_in_map (tmp, op->map, op, 0);
888 }
889 }
890 }
891
892 op->destroy ();
893}
894
895void
896move_teleporter (object *op)
897{
898 object *tmp, *head = op;
899
900 /* if this is a multipart teleporter, handle the other parts
901 * The check for speed isn't strictly needed - basically, if
902 * there is an old multipart teleporter in which the other parts
903 * have speed, we don't really want to call it twice for the same
904 * function - in fact, as written below, part N would get called
905 * N times without the speed check.
906 */
907 if (op->more && !op->more->has_active_speed ())
908 move_teleporter (op->more);
909
910 if (op->head)
911 head = op->head;
912
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break;
916
917 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
808 return; 919 return;
809 }
810 920
811 /* In non-living items only change when food value is 0 */
812 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
813 if(op->stats.food-- > 0) return;
814 else op->stats.food=1; /* so 1 other_arch is made */
815 }
816 env=op->env;
817 remove_ob(op);
818 for(i=0;i<NROFNEWOBJS(op);i++) {
819 tmp=arch_to_object(op->other_arch);
820 if (op->type == LAMP)
821 tmp->stats.food = op->stats.food-1;
822 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
823 if(env) {
824 tmp->x=env->x,tmp->y=env->y;
825 tmp=insert_ob_in_ob(tmp,env);
826 /* If this object is the players inventory, we need to tell the
827 * client of the change. Insert_ob_in_map takes care of the
828 * updating the client, so we don't need to do that below.
829 */
830 if ((pl=is_player_inv(env))!=NULL) {
831 esrv_del_item(pl->contr, op->count);
832 esrv_send_item(pl, tmp);
833 }
834 } else {
835 j=find_first_free_spot(tmp,op->map,op->x,op->y);
836 if (j==-1) /* No free spot */
837 free_object(tmp);
838 else {
839 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
840 insert_ob_in_map(tmp,op->map,op,0);
841 }
842 }
843 }
844 free_object(op);
845}
846
847void move_teleporter(object *op) {
848 object *tmp, *head=op;
849
850 /* if this is a multipart teleporter, handle the other parts
851 * The check for speed isn't strictly needed - basically, if
852 * there is an old multipart teleporter in which the other parts
853 * have speed, we don't really want to call it twice for the same
854 * function - in fact, as written below, part N would get called
855 * N times without the speed check.
856 */
857 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
858
859 if (op->head) head=op->head;
860
861 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
862 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
863
864 /* If nothing above us to move, nothing to do */
865 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
866
867 if(EXIT_PATH(head)) { 921 if (EXIT_PATH (head))
922 {
868 if(tmp->type==PLAYER) { 923 if (tmp->type == PLAYER)
869 /* Lauwenmark: Handle for plugin TRIGGER event */ 924 {
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return; 926 return;
872 enter_exit(tmp, head); 927
873 } 928 tmp->enter_exit (head);
874 else 929 }
930 else
875 /* Currently only players can transfer maps */ 931 /* Currently only players can transfer maps */
876 return;
877 }
878 else if(EXIT_X(head)||EXIT_Y(head)) {
879 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
880 LOG(llevError, "Removed illegal teleporter.\n");
881 remove_ob(head);
882 free_object(head);
883 return;
884 }
885 /* Lauwenmark: Handle for plugin TRIGGER event */
886 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
887 return; 932 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 933 }
934 else if (EXIT_X (head) || EXIT_Y (head))
889 } 935 {
890 else { 936 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 937 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 938 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 939 head->destroy ();
894 return; 940 return;
941 }
942
943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
944 return;
945
946 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
947 }
948 else
949 {
950 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return;
895 teleport(head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
896 } 954 }
897} 955}
898 956
899 957
900/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
903 can't be generalized. 961 can't be generalized.
904*/ 962*/
905 963void
906void move_player_changer(object *op) { 964move_player_changer (object *op)
965{
907 object *player; 966 object *player;
908 object *walk; 967 object *walk;
909 char c;
910 968
911 if (!op->above || !EXIT_PATH(op)) return; 969 if (!op->above || !EXIT_PATH (op))
970 return;
912 971
913 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 973 * needs to be on top.
915 */ 974 */
916 if(op->above->type==PLAYER) { 975 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 976 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 978 return;
979
920 player=op->above; 980 player = op->above;
981
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 983 apply_changes_to_player (player, walk);
923 984
924 fix_player(player); 985 player->update_stats ();
986
925 esrv_send_inventory(op->above,op->above); 987 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
927 989
928 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 992 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 993 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 994 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 995 player->contr->bed_y = EXIT_Y (op);
934 } 996 }
935 else 997 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 999
939 1000 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 1001 }
943} 1002}
944 1003
945/* firewalls fire other spells. 1004/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1006 * walls can have hp, so they can be torn down.
948 */ 1007 */
1008void
949void move_firewall(object *op) { 1009move_firewall (object *op)
1010{
950 object *spell; 1011 object *spell;
951 1012
952 if ( ! op->map) 1013 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
954 1015
955 spell = op->inv; 1016 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1017
1018 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone;
1020
957 if (!spell) { 1021 if (!spell)
958 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
959 op->name, op->map->name, op->x, op->y);
960 return;
961 } 1022 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return;
1025 }
962 1026
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1028}
965
966 1029
967/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
969 * 1032 *
970 * a player mover finds any players that are sitting on it. It 1033 * a player mover finds any players that are sitting on it. It
971 * moves them in the op->stats.sp direction. speed is how often it'll move. 1034 * moves them in the op->stats.sp direction. speed is how often it'll move.
972 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1035 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
973 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1036 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
974 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1038 */
1039void
976void move_player_mover(object *op) { 1040move_player_mover (object *op)
1041{
977 object *victim, *nextmover; 1042 object *victim, *nextmover;
978 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
979 sint16 nx, ny; 1044 sint16 nx, ny;
980 mapstruct *m; 1045 maptile *m;
981 1046
982 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1048 if (!dir)
1049 dir = rndm (1, 8);
984 1050
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1052 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1054 (victim->move_type & op->move_type || !victim->move_type))
1055 {
988 1056
989 if (victim->head) victim = victim->head; 1057 if (victim->head)
1058 victim = victim->head;
990 1059
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1061 {
993 free_object(op); 1062 op->remove ();
994 return; 1063 return;
995 } 1064 }
1065
996 nx = op->x+freearr_x[dir]; 1066 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1067 ny = op->y + freearr_y[dir];
998 m = op->map; 1068 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1070 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1001 m->path, op->x, op->y); 1072 return;
1002 return ; 1073 }
1003 } 1074
1004
1005 if (should_director_abort(op, victim)) return ; 1075 if (should_director_abort (op, victim))
1076 return;
1006 1077
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1079 {
1008 if(nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1081 nextmover->speed_left = -.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1012 } 1085 }
1013 } 1086 }
1014 1087
1015 if(victim->type==PLAYER) { 1088 if (victim->type == PLAYER)
1089 {
1016 /* only level >=1 movers move people */ 1090 /* only level >=1 movers move people */
1017 if(op->level) { 1091 if (op->level)
1092 {
1018 /* Following is a bit of hack. We need to make sure it 1093 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1094 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1095 * place. This can happen if the player used a spell to
1021 * get to this space. 1096 * get to this space.
1022 */ 1097 */
1023 victim->contr->fire_on=0; 1098 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1099 victim->speed_left = -FABS (victim->speed);
1025 move_player(victim, dir); 1100 move_player (victim, dir);
1026 } 1101 }
1027 else return; 1102 else
1028 } 1103 return;
1029 else move_object(victim,dir); 1104 }
1105 else
1106 move_object (victim, dir);
1030 1107
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1108 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2;
1032 1110
1033 if(op->attacktype) { /* flag to paralyze the player */ 1111 if (op->attacktype)
1112 { /* flag to paralyze the player */
1034 1113
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1036 /* Not sure why, but for some chars on metalforge, they 1115 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the 1116 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put 1117 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the 1118 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed. 1119 * mover has 0 speed.
1041 */ 1120 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1121 if (victim->speed_left < -5.0)
1043 } 1122 victim->speed_left = -5.0;
1044 } 1123 }
1124 }
1045 } 1125 }
1046} 1126}
1047 1127
1048/* 1128/*
1049 * Will duplicate a specified object placed on top of it. 1129 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1130 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1131 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1132 * other_arch: the object to look for and duplicate.
1053 */ 1133 */
1054 1134
1135void
1055void move_duplicator(object *op) { 1136move_duplicator (object *op)
1137{
1056 object *tmp; 1138 object *tmp;
1057 1139
1058 if ( !op->other_arch ) { 1140 if (!op->other_arch)
1141 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1142 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1143 return;
1061 } 1144 }
1062 1145
1063 if (op->above == NULL) 1146 if (op->above == NULL)
1064 return; 1147 return;
1148
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1149 for (tmp = op->above; tmp; tmp = tmp->above)
1150 {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1151 if (op->other_arch->name == tmp->arch->name)
1152 {
1067 if (op->level <= 0) { 1153 if (op->level <= 0)
1068 remove_ob(tmp); 1154 tmp->destroy ();
1069 free_object(tmp); 1155 else
1070 } else { 1156 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1157 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1158
1073 new_nrof = 1UL<<31; 1159 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1160 new_nrof = 1UL << 31;
1075 } 1161
1076 break; 1162 tmp->nrof = new_nrof;
1077 } 1163 }
1164
1165 break;
1166 }
1078 } 1167 }
1079} 1168}
1080 1169
1081/* move_creator (by peterm) 1170/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1171 * it has the creator object create it's other_arch right on top of it.
1090 * It should really do this for small objects also, but there is 1179 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1180 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1181 * outside of the map which would cause the server to crash
1093*/ 1182*/
1094 1183
1184void
1095void move_creator(object *creator) { 1185move_creator (object *creator)
1186{
1096 object *new_ob; 1187 object *new_ob;
1097 1188
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1189 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1190 {
1099 creator->stats.hp=-1; 1191 creator->stats.hp = -1;
1100 return; 1192 return;
1101 } 1193 }
1102 1194
1103 if (creator->inv != NULL) { 1195 if (creator->inv != NULL)
1196 {
1104 object *ob; 1197 object *ob;
1105 int i; 1198 int i;
1106 object *ob_to_copy; 1199 object *ob_to_copy;
1107 1200
1108 /* select random object from inventory to copy */ 1201 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1202 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1203 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1204 {
1111 if (rndm(0, i) == 0) { 1205 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1206 {
1113 } 1207 ob_to_copy = ob;
1114 } 1208 }
1209 }
1115 new_ob = object_create_clone(ob_to_copy); 1210 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1213 }
1214 else
1215 {
1119 if (creator->other_arch == NULL) { 1216 if (creator->other_arch == NULL)
1120 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); 1217 {
1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1219 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1220 return;
1122 } 1221 }
1123 1222
1124 new_ob = object_create_arch(creator->other_arch); 1223 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1225 }
1127 1226
1128 /* Make sure this multipart object fits */ 1227 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1229 {
1230 new_ob->destroy ();
1231 return;
1232 }
1133 1233
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1235 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1236 return;
1137 1237
1138 if (creator->slaying) { 1238 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1239 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1240 new_ob->name = new_ob->title = creator->slaying;
1141 } 1241 }
1142} 1242}
1143 1243
1144/* move_marker --peterm@soda.csua.berkeley.edu 1244/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1245 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1247 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1248 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1249 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1250 0 and then delete itself every time it grants a mark.
1151 unless hp was zero to start with, in which case it is infinite.*/ 1251 unless hp was zero to start with, in which case it is infinite.*/
1152 1252void
1153void move_marker(object *op) { 1253move_marker (object *op)
1254{
1255 if (object *tmp = op->ms ().player ())
1256 {
1154 object *tmp,*tmp2; 1257 object *tmp2;
1155
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158 1258
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1259 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1165 } 1262 {
1263 tmp2->destroy ();
1264 break;
1265 }
1166 1266
1167 if(tmp2) {
1168 remove_ob(tmp2);
1169 free_object(tmp2);
1170 }
1171
1172 /* cycle through his inventory to look for the MARK we want to 1267 /* cycle through his inventory to look for the MARK we want to
1173 * place 1268 * place
1174 */ 1269 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1177 } 1272 break;
1178 1273
1179 /* if we didn't find our own MARK */ 1274 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) { 1275 if (!tmp2)
1276 {
1181 object *force = get_archetype(FORCE_NAME); 1277 object *force = get_archetype (FORCE_NAME);
1182 1278
1183 force->speed = 0; 1279 if (op->stats.food)
1184 if(op->stats.food) { 1280 {
1185 force->speed = 0.01; 1281 force->set_speed (0.01);
1186 force->speed_left = -op->stats.food; 1282 force->speed_left = -op->stats.food;
1187 } 1283 }
1188 update_ob_speed (force); 1284 else
1285 force->set_speed (0);
1286
1189 /* put in the lock code */ 1287 /* put in the lock code */
1190 force->slaying = add_string(op->slaying); 1288 force->slaying = op->slaying;
1191 1289
1192 if ( op->lore ) 1290 if (op->lore)
1193 force->lore = add_string( op->lore ); 1291 force->lore = op->lore;
1194 1292
1195 insert_ob_in_ob(force,tmp); 1293 insert_ob_in_ob (force, tmp);
1196 if(op->msg) 1294 if (op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1198 1296
1199 if(op->stats.hp > 0) { 1297 if (op->stats.hp > 0)
1298 {
1200 op->stats.hp--; 1299 op->stats.hp--;
1201 if(op->stats.hp==0) { 1300 if (op->stats.hp == 0)
1301 {
1202 /* marker expires--granted mark number limit */ 1302 /* marker expires--granted mark number limit */
1203 remove_ob(op); 1303 op->destroy ();
1204 free_object(op); 1304 return;
1205 return; 1305 }
1306 }
1307 }
1206 } 1308 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1309}
1212 1310
1311int
1213int process_object(object *op) { 1312process_object (object *op)
1313{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1215 return 0;
1216
1217 if(QUERY_FLAG(op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1219 return 1;
1220
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1222 if (op->type == PLAYER)
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1228 make_sure_seen(op);
1229 }
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1231 change_object(op);
1232 return 1;
1233 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1235 generate_monster(op);
1236
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1238 if(QUERY_FLAG(op, FLAG_APPLIED))
1239 remove_force(op);
1240 else {
1241 /* IF necessary, delete the item from the players inventory */
1242 object *pl=is_player_inv(op);
1243 if (pl)
1244 esrv_del_item(pl->contr, op->count);
1245 remove_ob(op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op);
1248 free_object(op);
1249 }
1250 return 1;
1251 }
1252 /* Lauwenmark: Handle for plugin time event */
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
1254 switch(op->type) {
1255 case TRANSPORT:
1256 /* Transports are directed by players - thus, their
1257 * speed is reduced when the player moves them about.
1258 * So give them back there speed here, since process_objects()
1259 * has decremented it.
1260 */
1261 if (op->speed_left < 0.0) op->speed_left += 1.0;
1262 return 1;
1263
1264 case SPELL_EFFECT:
1265 move_spell_effect(op);
1266 return 1;
1267
1268 case ROD:
1269 case HORN:
1270 regenerate_rod(op);
1271 return 1;
1272
1273 case FORCE:
1274 case POTION_EFFECT:
1275 remove_force(op);
1276 return 1;
1277
1278 case BLINDNESS:
1279 remove_blindness(op);
1280 return 0;
1281
1282 case POISONING:
1283 poison_more(op);
1284 return 0;
1285
1286 case DISEASE:
1287 move_disease(op);
1288 return 0;
1289
1290 case SYMPTOM:
1291 move_symptom(op);
1292 return 0;
1293
1294 case THROWN_OBJ:
1295 case ARROW:
1296 move_arrow(op);
1297 return 0;
1298
1299 case LIGHTNING: /* It now moves twice as fast */
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op);
1305 return 0;
1306
1307 case LOCKED_DOOR:
1308 remove_door2(op);
1309 return 0;
1310
1311 case TELEPORTER:
1312 move_teleporter(op);
1313 return 0;
1314
1315 case GOLEM:
1316 move_golem(op);
1317 return 0;
1318
1319 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1);
1321 return 0;
1322
1323 case FIREWALL:
1324 move_firewall(op);
1325 if (op->stats.maxsp)
1326 animate_turning(op);
1327 return 0;
1328
1329 case MOOD_FLOOR:
1330 do_mood_floor(op, op);
1331 return 0;
1332
1333 case GATE:
1334 move_gate(op);
1335 return 0;
1336
1337 case TIMED_GATE:
1338 move_timed_gate(op);
1339 return 0;
1340
1341 case TRIGGER:
1342 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR:
1345 animate_trigger(op);
1346 return 0;
1347
1348 case DETECTOR:
1349 move_detector(op);
1350
1351 case DIRECTOR:
1352 if (op->stats.maxsp)
1353 animate_turning(op);
1354 return 0;
1355
1356 case HOLE:
1357 move_hole(op);
1358 return 0;
1359
1360 case DEEP_SWAMP:
1361 move_deep_swamp(op);
1362 return 0;
1363
1364 case RUNE:
1365 case TRAP:
1366 move_rune(op);
1367 return 0;
1368
1369 case PLAYERMOVER:
1370 move_player_mover(op);
1371 return 0;
1372
1373 case CREATOR:
1374 move_creator(op);
1375 return 0;
1376
1377 case MARKER:
1378 move_marker(op);
1379 return 0;
1380
1381 case PLAYER_CHANGER:
1382 move_player_changer(op);
1383 return 0;
1384
1385 case PEACEMAKER:
1386 move_peacemaker(op);
1387 return 0;
1388 }
1389
1390 return 0; 1315 return 0;
1316
1317 if (INVOKE_OBJECT (TICK, op))
1318 return 0;
1319
1320 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1;
1323
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction);
1330
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op);
1333 }
1334
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 {
1337 change_object (op);
1338 return 1;
1339 }
1340
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op);
1343
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op);
1348 else
1349 {
1350 /* IF necessary, delete the item from the players inventory */
1351 object *pl = op->in_player ();
1352
1353 if (pl)
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op);
1360
1361 op->destroy ();
1362 }
1363
1364 return 1;
1365 }
1366
1367 switch (op->type)
1368 {
1369 case SPELL_EFFECT:
1370 move_spell_effect (op);
1371 return 1;
1372
1373 case ROD:
1374 case HORN:
1375 regenerate_rod (op);
1376 return 1;
1377
1378 case FORCE:
1379 case POTION_EFFECT:
1380 remove_force (op);
1381 return 1;
1382
1383 case BLINDNESS:
1384 remove_blindness (op);
1385 return 0;
1386
1387 case POISONING:
1388 poison_more (op);
1389 return 0;
1390
1391 case DISEASE:
1392 move_disease (op);
1393 return 0;
1394
1395 case SYMPTOM:
1396 move_symptom (op);
1397 return 0;
1398
1399 case THROWN_OBJ:
1400 case ARROW:
1401 move_arrow (op);
1402 return 0;
1403
1404 case DOOR:
1405 remove_door (op);
1406 return 0;
1407
1408 case LOCKED_DOOR:
1409 remove_door2 (op);
1410 return 0;
1411
1412 case TELEPORTER:
1413 move_teleporter (op);
1414 return 0;
1415
1416 case GOLEM:
1417 move_golem (op);
1418 return 0;
1419
1420 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0;
1423
1424 case FIREWALL:
1425 move_firewall (op);
1426 if (op->stats.maxsp)
1427 animate_turning (op);
1428 return 0;
1429
1430 case MOOD_FLOOR:
1431 do_mood_floor (op);
1432 return 0;
1433
1434 case GATE:
1435 move_gate (op);
1436 return 0;
1437
1438 case TIMED_GATE:
1439 move_timed_gate (op);
1440 return 0;
1441
1442 case TRIGGER:
1443 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR:
1446 animate_trigger (op);
1447 return 0;
1448
1449 case DETECTOR:
1450 move_detector (op);
1451
1452 case DIRECTOR:
1453 if (op->stats.maxsp)
1454 animate_turning (op);
1455 return 0;
1456
1457 case HOLE:
1458 move_hole (op);
1459 return 0;
1460
1461 case DEEP_SWAMP:
1462 move_deep_swamp (op);
1463 return 0;
1464
1465 case RUNE:
1466 case TRAP:
1467 move_rune (op);
1468 return 0;
1469
1470 case PLAYERMOVER:
1471 move_player_mover (op);
1472 return 0;
1473
1474 case CREATOR:
1475 move_creator (op);
1476 return 0;
1477
1478 case MARKER:
1479 move_marker (op);
1480 return 0;
1481
1482 case PLAYER_CHANGER:
1483 move_player_changer (op);
1484 return 0;
1485
1486 case PEACEMAKER:
1487 move_peacemaker (op);
1488 return 0;
1489 }
1490
1491 return 0;
1391} 1492}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines