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Comparing deliantra/server/server/time.C (file contents):
Revision 1.7 by elmex, Tue Aug 29 17:29:28 2006 UTC vs.
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: time.C,v 1.7 2006/08/29 17:29:28 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
46 int i; 40 int i;
47 object *tmp; 41 object *tmp;
42
48 for(i=1;i<9;i+=2) 43 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
50 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 47 tmp->speed_left = -0.2f;
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 (0.1f);
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2; 75 tmp->speed_left = -0.2f;
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 = 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);
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 && 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);
315
322 if(tmp->type==PLAYER) 316 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 317 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); 318 }
325 } else 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)
331 {
338 remove_ob(tmp); 332 tmp->remove ();
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0); 334 insert_ob_in_map (tmp, op->map, op, 0);
341 } 335 }
342 } 336 }
343 } 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)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 342 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;
348 }
355 } else { 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;
406
407 if(op->stats.hp) { 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 {
411 if (op->slaying && op->slaying == tmp->name)
412 detected = 1;
413
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
411 } 415 detected = 1;
412 } 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)
485 {
467 next=tmp->above; 486 next = tmp->above;
468 move_apply(op,tmp,tmp); 487 move_apply (op, tmp, tmp);
469 }
470 } 488 }
489 }
490
471 SET_ANIMATION(op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
473 return; 493 return;
474 } 494 }
475 /* We're closing */ 495 /* We're closing */
476 op->move_on = 0; 496 op->move_on = 0;
477 497
478 op->stats.wc++; 498 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
481 SET_ANIMATION(op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 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;
485 update_ob_speed(op); /* closed, let's stop */ 505 op->set_speed (0); /* 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; 581 op->skill = 0; // really?
560 update_ob_speed(op); 582
583 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 585 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 587
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 588 if (op->spellarg)
589 {
571 op->slaying = add_string(op->spellarg); 590 op->slaying = op->spellarg;
572 free(op->spellarg); 591 free (op->spellarg);
573 op->spellarg = NULL; 592 op->spellarg = 0;
593 }
574 } else 594 else
575 op->slaying = NULL; 595 op->slaying = 0;
576 596
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 598 op->spellarg = NULL;
579 op->stats.sp = 0; 599 op->stats.sp = 0;
580 op->stats.hp = 0; 600 op->stats.hp = 0;
581 op->stats.grace = 0; 601 op->stats.grace = 0;
582 op->level = 0; 602 op->level = 0;
583 op->face=op->arch->clone.face; 603 op->face = op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
586 return op; 606 return op;
587} 607}
588 608
589/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 611 * here too. -b.t.
592 * 612 *
593 * Returns a pointer to the stopped object (which will have been removed 613 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
595 */ 615 */
596 616static void
597static void stop_arrow (object *op) 617stop_arrow (object *op)
598{ 618{
599 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
600 return; 620 return;
601 621
602 if (op->inv) { 622 if (op->inv)
623 {
603 object *payload = op->inv; 624 object *payload = op->inv;
604 remove_ob (payload); 625
605 clear_owner(payload); 626 payload->remove ();
627 payload->owner = 0;
606 insert_ob_in_map (payload, op->map, payload,0); 628 insert_ob_in_map (payload, op->map, payload, 0);
607 remove_ob (op); 629 op->destroy ();
608 free_object (op); 630 }
609 } else { 631 else
632 {
610 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
611 if (op) 635 if (op)
612 merge_ob (op, NULL); 636 merge_ob (op, 0);
613 } 637 }
614} 638}
615 639
616/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
617 */ 641 */
618 642void
619void move_arrow(object *op) { 643move_arrow (object *op)
644{
620 object *tmp; 645 object *tmp;
621 sint16 new_x, new_y; 646 sint16 new_x, new_y;
622 int was_reflected, mflags; 647 int was_reflected, mflags;
623 mapstruct *m; 648 maptile *m;
624 649
625 if(op->map==NULL) { 650 if (op->map == NULL)
651 {
626 LOG (llevError, "BUG: Arrow had no map.\n"); 652 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op); 653 op->destroy ();
628 free_object(op);
629 return; 654 return;
630 } 655 }
631 656
632 /* we need to stop thrown objects at some point. Like here. */ 657 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) { 658 if (op->type == THROWN_OBJ)
659 {
634 /* If the object that the THROWN_OBJ encapsulates disappears, 660 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * we need to have this object go away also - otherwise, you get 661 * we need to have this object go away also - otherwise, you get
636 * left over remnants on the map. Where this currently happens 662 * left over remnants on the map. Where this currently happens
637 * is if the player throws a bomb - the bomb explodes on its own, 663 * is if the player throws a bomb - the bomb explodes on its own,
638 * but this object sticks around. We could handle the cleanup in the 664 * but this object sticks around. We could handle the cleanup in the
639 * bomb code, but there are potential other cases where that could happen, 665 * bomb code, but there are potential other cases where that could happen,
640 * and it is easy enough to clean it up here. 666 * and it is easy enough to clean it up here.
641 */ 667 */
642 if (op->inv == NULL) { 668 if (op->inv == NULL)
643 remove_ob(op); 669 {
644 free_object(op); 670 op->destroy ();
645 return; 671 return;
646 } 672 }
673
647 if(op->last_sp-- < 0) { 674 if (op->last_sp-- < 0)
675 {
648 stop_arrow (op); 676 stop_arrow (op);
649 return; 677 return;
650 } 678 }
651 } 679 }
652 680
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 681 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
654 values look rediculous. */ 682 values look rediculous. */
655 if (op->speed < 0.5 && op->type==ARROW) { 683 if (op->speed < 0.5 && op->type == ARROW)
684 {
656 stop_arrow(op); 685 stop_arrow (op);
657 return; 686 return;
658 } 687 }
659 688
660 /* Calculate target map square */ 689 /* Calculate target map square */
661 new_x = op->x + DIRX(op); 690 new_x = op->x + DIRX (op);
662 new_y = op->y + DIRY(op); 691 new_y = op->y + DIRY (op);
663 was_reflected = 0; 692 was_reflected = 0;
664 693
665 m = op->map; 694 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
667 696
668 if (mflags & P_OUT_OF_MAP) { 697 if (mflags & P_OUT_OF_MAP)
698 {
669 stop_arrow(op); 699 stop_arrow (op);
670 return; 700 return;
671 } 701 }
672 702
673 /* only need to look for living creatures if this flag is set */ 703 /* only need to look for living creatures if this flag is set */
674 if (mflags & P_IS_ALIVE) { 704 if (mflags & P_IS_ALIVE)
675 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
676 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
677
678 705 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break;
709
679 /* Not really fair, but don't let monsters hit themselves with 710 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then 711 * their own arrow - this can be because they fire it then
681 * move into it. 712 * move into it.
682 */ 713 */
683
684 if (tmp != NULL && tmp != op->owner) { 714 if (tmp && tmp != op->owner)
715 {
685 /* Found living object, but it is reflecting the missile. Update 716 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
688 */ 719 */
689 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694 721 {
722 int number = op->face;
723
724 op->direction = absdir (op->direction + 4);
725 update_turn_face (op);
726 was_reflected = 1; /* skip normal movement calculations */
727 }
728 else
729 {
730 /* Attack the object. */
731 op = hit_with_arrow (op, tmp);
732
733 if (!op)
734 return;
735 }
736 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */
738
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
740 {
741 int retry = 0;
742
743 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is
745 * on a wall but has reflecting - the arrow won't reflect.
746 * Mapmakers shouldn't put monsters on top of wall in the first
747 * place, so I don't consider that a problem.
748 */
749 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
750 {
751 stop_arrow (op);
752 return;
753 }
754 else
755 {
756 /* If one of the major directions (n,s,e,w), just reverse it */
757 if (op->direction & 1)
758 {
759 op->direction = absdir (op->direction + 4);
760 retry = 1;
761 }
762 /* There were two blocks with identical code -
763 * use this retry here to make this one block
764 * that did the same thing.
765 */
766 while (retry < 2)
767 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++;
773
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
775 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist.
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 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786
787 if (left == right)
695 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
696 op->state = 0;
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */
704 }
705 else {
706 /* Attack the object. */
707 op = hit_with_arrow (op, tmp);
708 if (op == NULL)
709 return;
710 }
711 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */
713
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
716 int retry=0;
717
718 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem.
723 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
725 stop_arrow (op);
726 return;
727 } else {
728 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) {
730 op->direction=absdir(op->direction+4);
731 retry=1;
732 }
733 /* There were two blocks with identical code -
734 * use this retry here to make this one block
735 * that did the same thing.
736 */
737 while (retry<2) {
738 int left, right, mflags;
739 mapstruct *m1;
740 sint16 x1, y1;
741
742 retry++;
743
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
745 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist.
748 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
751 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
752
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
754 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
755 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
756
757 if(left==right)
758 op->direction=absdir(op->direction+4);
759 else if(left) 789 else if (left)
760 op->direction=absdir(op->direction+2); 790 op->direction = absdir (op->direction + 2);
761 else if(right) 791 else if (right)
762 op->direction=absdir(op->direction-2); 792 op->direction = absdir (op->direction - 2);
763 793
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
765 795
766 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again. 797 * don't need to retry again.
768 */ 798 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
800 break;
771 801
772 } 802 }
773 /* Couldn't find a direction to move the arrow to - just 803 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving. 804 * top it from moving.
775 */ 805 */
776 if (retry==2) { 806 if (retry == 2)
807 {
777 stop_arrow (op); 808 stop_arrow (op);
778 return; 809 return;
779 } 810 }
780 /* update object image for new facing */ 811 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op)) 813 if (GET_ANIM_ID (op))
783 SET_ANIMATION(op, op->direction); 814 SET_ANIMATION (op, op->direction);
784 } /* object is reflected */ 815 } /* object is reflected */
785 } /* object ran into a wall */ 816 } /* object ran into a wall */
786 817
787 /* Move the arrow. */ 818 /* Move the arrow. */
788 remove_ob (op); 819 op->remove ();
789 op->x = new_x; 820 op->x = new_x;
790 op->y = new_y; 821 op->y = new_y;
791 822
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
794 */ 825 */
795 op->speed -= 0.05; 826 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0); 827 insert_ob_in_map (op, m, op, 0);
797} 828}
798 829
799/* This routine doesnt seem to work for "inanimate" objects that 830/* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!. 831 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */ 832 * Modified this routine to allow held objects. b.t. */
802 833
803void change_object(object *op) { /* Doesn`t handle linked objs yet */ 834void
804 object *tmp,*env,*pl; 835change_object (object *op)
836{ /* Doesn`t handle linked objs yet */
805 int i,j; 837 int i, j;
806 838
807 if(op->other_arch==NULL) { 839 if (op->other_arch == NULL)
840 {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); 841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
842 return;
843 }
844
845 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 {
848 if (op->stats.food-- > 0)
849 return;
850 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */
885 tmp->destroy ();
886 else
887 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
889 insert_ob_in_map (tmp, op->map, op, 0);
890 }
891 }
892 }
893
894 op->destroy ();
895}
896
897void
898move_teleporter (object *op)
899{
900 object *tmp, *head = op;
901
902 /* if this is a multipart teleporter, handle the other parts
903 * The check for speed isn't strictly needed - basically, if
904 * there is an old multipart teleporter in which the other parts
905 * have speed, we don't really want to call it twice for the same
906 * function - in fact, as written below, part N would get called
907 * N times without the speed check.
908 */
909 if (op->more && !op->more->has_active_speed ())
910 move_teleporter (op->more);
911
912 if (op->head)
913 head = op->head;
914
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break;
918
919 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
809 return; 921 return;
810 }
811 922
812 /* In non-living items only change when food value is 0 */ 923 if (EXIT_PATH (head))
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) { 924 {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP) 925 if (tmp->type == PLAYER)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 } 926 {
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 }
844 }
845 free_object(op);
846}
847
848void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) {
869 if(tmp->type==PLAYER) {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return;
872
873 enter_exit(tmp, head);
874 }
875 else
876 /* Currently only players can transfer maps */
877 return; 928 return;
929
930 tmp->enter_exit (head);
931 }
932 else
933 /* Currently only players can transfer maps */
934 return;
878 } 935 }
879 else if(EXIT_X(head)||EXIT_Y(head)) { 936 else if (EXIT_X (head) || EXIT_Y (head))
937 {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
939 {
881 LOG(llevError, "Removed illegal teleporter.\n"); 940 LOG (llevError, "Removed illegal teleporter.\n");
882 remove_ob(head); 941 head->destroy ();
883 free_object(head);
884 return; 942 return;
885 } 943 }
944
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 946 return;
947
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
949 }
950 else
889 } 951 {
890 else {
891 /* Random teleporter */ 952 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 954 return;
894 teleport(head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
895 } 956 }
896} 957}
897 958
898 959
899/* This object will teleport someone to a different map 960/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 961 and will also apply changes to the player from its inventory.
901 This was invented for giving classes, but there's no reason it 962 This was invented for giving classes, but there's no reason it
902 can't be generalized. 963 can't be generalized.
903*/ 964*/
904 965void
905void move_player_changer(object *op) { 966move_player_changer (object *op)
967{
906 object *player; 968 object *player;
907 object *walk; 969 object *walk;
908 char c;
909 970
910 if (!op->above || !EXIT_PATH(op)) return; 971 if (!op->above || !EXIT_PATH (op))
972 return;
911 973
912 /* This isn't all that great - means that the player_mover 974 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 975 * needs to be on top.
914 */ 976 */
915 if(op->above->type==PLAYER) { 977 if (op->above->type == PLAYER)
978 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 979 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 980 return;
981
918 player=op->above; 982 player = op->above;
983
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 984 for (walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 985 apply_changes_to_player (player, walk);
921 986
922 fix_player(player); 987 player->update_stats ();
988
923 esrv_send_inventory(op->above,op->above); 989 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 990 esrv_update_item (UPD_FACE, op->above, op->above);
925 991
926 /* update players death & WoR home-position */ 992 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 993 if (*EXIT_PATH (op) == '/')
928 if (c == '/') {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op));
930 player->contr->bed_x = EXIT_X(op);
931 player->contr->bed_y = EXIT_Y(op);
932 }
933 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
936 EXIT_PATH(op));
937 994 {
938 enter_exit(op->above,op); 995 player->contr->savebed_map = EXIT_PATH (op);
939 save_player(player, 1); 996 player->contr->bed_x = EXIT_X (op);
997 player->contr->bed_y = EXIT_Y (op);
998 }
999 else
1000 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1001
1002 op->above->enter_exit (op);
940 } 1003 }
941} 1004}
942 1005
943/* firewalls fire other spells. 1006/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 1007 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 1008 * walls can have hp, so they can be torn down.
946 */ 1009 */
1010void
947void move_firewall(object *op) { 1011move_firewall (object *op)
1012{
948 object *spell; 1013 object *spell;
949 1014
950 if ( ! op->map) 1015 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 1016 return; /* dm has created a firewall in his inventory */
952 1017
953 spell = op->inv; 1018 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1019
1020 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone;
1022
955 if (!spell) { 1023 if (!spell)
1024 {
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
957 op->name, op->map->name, op->x, op->y);
958 return; 1026 return;
959 } 1027 }
960 1028
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1029 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
962} 1030}
963
964 1031
965/* move_player_mover: this function takes a "player mover" as an 1032/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1033 * argument, and performs the function of a player mover, which is:
967 * 1034 *
968 * a player mover finds any players that are sitting on it. It 1035 * a player mover finds any players that are sitting on it. It
969 * moves them in the op->stats.sp direction. speed is how often it'll move. 1036 * moves them in the op->stats.sp direction. speed is how often it'll move.
970 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1037 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
971 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1038 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
972 * it'll paralyze the victim for hp*his speed/op->speed 1039 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1040 */
1041void
974void move_player_mover(object *op) { 1042move_player_mover (object *op)
975 object *victim, *nextmover; 1043{
976 int dir = op->stats.sp; 1044 int dir = op->stats.sp;
977 sint16 nx, ny; 1045 sint16 nx, ny;
978 mapstruct *m; 1046 maptile *m;
979 1047
980 /* Determine direction now for random movers so we do the right thing */ 1048 /* Determine direction now for random movers so we do the right thing */
981 if (!dir) dir=rndm(1, 8); 1049 if (!dir)
1050 dir = rndm (1, 8);
982 1051
983 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1052 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1053 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1054 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1055 (victim->move_type & op->move_type || !victim->move_type))
1056 {
986 1057
1058 if (victim->head)
987 if (victim->head) victim = victim->head; 1059 victim = victim->head;
988 1060
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1061 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1062 {
990 remove_ob(op); 1063 op->remove ();
991 free_object(op); 1064 return;
1065 }
1066
1067 nx = op->x + freearr_x[dir];
1068 ny = op->y + freearr_y[dir];
1069 m = op->map;
1070 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1071 {
1072 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1073 return;
1074 }
1075
1076 if (should_director_abort (op, victim))
1077 return;
1078
1079 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1080 {
1081 if (nextmover->type == PLAYERMOVER)
1082 nextmover->speed_left = -.99f;
1083
1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1085 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1086 }
1087
1088 if (victim->type == PLAYER)
1089 {
1090 /* only level >=1 movers move people */
1091 if (op->level)
1092 {
1093 /* Following is a bit of hack. We need to make sure it
1094 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to
1096 * get to this space.
1097 */
1098 victim->contr->fire_on = 0;
1099 victim->speed_left = 0.f;
1100 move_player (victim, dir);
1101 }
1102 else
992 return; 1103 return;
993 } 1104 }
994 nx = op->x+freearr_x[dir];
995 ny = op->y+freearr_y[dir];
996 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
999 m->path, op->x, op->y);
1000 return ;
1001 }
1002 1105 else
1003 if (should_director_abort(op, victim)) return ;
1004
1005 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1006 if(nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99;
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1009 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1010 }
1011 }
1012
1013 if(victim->type==PLAYER) {
1014 /* only level >=1 movers move people */
1015 if(op->level) {
1016 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to
1019 * get to this space.
1020 */
1021 victim->contr->fire_on=0;
1022 victim->speed_left=-FABS(victim->speed);
1023 move_player(victim, dir);
1024 }
1025 else return;
1026 }
1027 else move_object(victim,dir); 1106 move_object (victim, dir);
1028 1107
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1108 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2;
1030 1110
1031 if(op->attacktype) { /* flag to paralyze the player */ 1111 if (op->attacktype)
1032 1112 { /* flag to paralyze the player */
1033 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1113 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1034 /* Not sure why, but for some chars on metalforge, they
1035 * would sometimes get -inf speed_left, and from the
1036 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed.
1039 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1041 } 1114 }
1042 } 1115 }
1043 } 1116 }
1044} 1117}
1045 1118
1048 * connected: what will trigger it. 1121 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1122 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1123 * other_arch: the object to look for and duplicate.
1051 */ 1124 */
1052 1125
1126void
1053void move_duplicator(object *op) { 1127move_duplicator (object *op)
1128{
1054 object *tmp; 1129 object *tmp;
1055 1130
1056 if ( !op->other_arch ) { 1131 if (!op->other_arch)
1132 {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1133 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1058 return; 1134 return;
1059 } 1135 }
1060 1136
1061 if (op->above == NULL) 1137 if (op->above == NULL)
1062 return; 1138 return;
1139
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1140 for (tmp = op->above; tmp; tmp = tmp->above)
1141 {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1142 if (op->other_arch->name == tmp->arch->name)
1143 {
1065 if (op->level <= 0) { 1144 if (op->level <= 0)
1066 remove_ob(tmp); 1145 tmp->destroy ();
1067 free_object(tmp);
1068 } else { 1146 else
1147 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1148 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1149
1070 if (new_nrof >= 1UL<<31) 1150 if (new_nrof >= 1UL << 31)
1071 new_nrof = 1UL<<31; 1151 new_nrof = 1UL << 31;
1152
1072 tmp->nrof = new_nrof; 1153 tmp->nrof = new_nrof;
1073 } 1154 }
1155
1074 break; 1156 break;
1075 } 1157 }
1076 } 1158 }
1077} 1159}
1078 1160
1079/* move_creator (by peterm) 1161/* move_creator (by peterm)
1088 * It should really do this for small objects also, but there is 1170 * It should really do this for small objects also, but there is
1089 * more concern with large objects, most notably a part being placed 1171 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1172 * outside of the map which would cause the server to crash
1091*/ 1173*/
1092 1174
1175void
1093void move_creator(object *creator) { 1176move_creator (object *creator)
1177{
1094 object *new_ob; 1178 object *new_ob;
1095 1179
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1180 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1181 {
1097 creator->stats.hp=-1; 1182 creator->stats.hp = -1;
1098 return; 1183 return;
1099 } 1184 }
1100 1185
1101 if (creator->inv != NULL) { 1186 if (creator->inv != NULL)
1187 {
1102 object *ob; 1188 object *ob;
1103 int i; 1189 int i;
1104 object *ob_to_copy; 1190 object *ob_to_copy;
1105 1191
1106 /* select random object from inventory to copy */ 1192 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1193 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1194 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1195 {
1109 if (rndm(0, i) == 0) { 1196 if (rndm (0, i) == 0)
1197 {
1110 ob_to_copy = ob; 1198 ob_to_copy = ob;
1111 }
1112 } 1199 }
1200 }
1113 new_ob = object_create_clone(ob_to_copy); 1201 new_ob = object_create_clone (ob_to_copy);
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1202 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1203 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1116 } else { 1204 }
1205 else
1206 {
1117 if (creator->other_arch == NULL) { 1207 if (creator->other_arch == NULL)
1118 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); 1208 {
1209 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1210 &creator->name, &creator->map->path, creator->x, creator->y);
1119 return; 1211 return;
1120 } 1212 }
1121 1213
1122 new_ob = object_create_arch(creator->other_arch); 1214 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1216 }
1125 1217
1126 /* Make sure this multipart object fits */ 1218 /* Make sure this multipart object fits */
1127 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1219 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1128 free_object(new_ob); 1220 {
1221 new_ob->destroy ();
1129 return; 1222 return;
1130 } 1223 }
1131 1224
1132 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1225 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1226 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1227 return;
1135 1228
1136 if (creator->slaying) { 1229 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1230 {
1138 FREE_AND_COPY(new_ob->title, creator->slaying); 1231 new_ob->name = new_ob->title = creator->slaying;
1139 } 1232 }
1140} 1233}
1141 1234
1142/* move_marker --peterm@soda.csua.berkeley.edu 1235/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1236 when moved, a marker will search for a player sitting above
1145 with a specific code as the slaying field. 1238 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message 1239 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1240 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1241 0 and then delete itself every time it grants a mark.
1149 unless hp was zero to start with, in which case it is infinite.*/ 1242 unless hp was zero to start with, in which case it is infinite.*/
1150 1243void
1151void move_marker(object *op) { 1244move_marker (object *op)
1245{
1246 if (object *tmp = op->ms ().player ())
1247 {
1152 object *tmp,*tmp2; 1248 object *tmp2;
1153
1154 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1155 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1156 1249
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1250 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1253 {
1254 tmp2->destroy ();
1255 break;
1163 } 1256 }
1164 1257
1165 if(tmp2) {
1166 remove_ob(tmp2);
1167 free_object(tmp2);
1168 }
1169
1170 /* cycle through his inventory to look for the MARK we want to 1258 /* cycle through his inventory to look for the MARK we want to
1171 * place 1259 * place
1172 */ 1260 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1175 } 1263 break;
1176 1264
1177 /* if we didn't find our own MARK */ 1265 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) { 1266 if (!tmp2)
1267 {
1179 object *force = get_archetype(FORCE_NAME); 1268 object *force = get_archetype (FORCE_NAME);
1180 1269
1181 force->speed = 0;
1182 if(op->stats.food) { 1270 if (op->stats.food)
1271 {
1183 force->speed = 0.01; 1272 force->set_speed (0.01);
1184 force->speed_left = -op->stats.food; 1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287
1288 if (op->stats.hp > 0)
1289 {
1290 op->stats.hp--;
1291 if (op->stats.hp == 0)
1292 {
1293 /* marker expires--granted mark number limit */
1294 op->destroy ();
1295 return;
1185 } 1296 }
1186 update_ob_speed (force);
1187 /* put in the lock code */
1188 force->slaying = add_string(op->slaying);
1189
1190 if ( op->lore )
1191 force->lore = add_string( op->lore );
1192
1193 insert_ob_in_ob(force,tmp);
1194 if(op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1196
1197 if(op->stats.hp > 0) {
1198 op->stats.hp--;
1199 if(op->stats.hp==0) {
1200 /* marker expires--granted mark number limit */
1201 remove_ob(op);
1202 free_object(op);
1203 return;
1204 }
1205 } 1297 }
1206 } /* if tmp2 == NULL */ 1298 }
1207 } /* if tmp->type == PLAYER */ 1299 }
1208 } /* For all objects on this space */
1209} 1300}
1210 1301
1302void
1211int process_object(object *op) { 1303process_object (object *op)
1304{
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1213 return 0; 1306 return;
1214 1307
1215 if (INVOKE_OBJECT (TICK, op)) 1308 if (INVOKE_OBJECT (TICK, op))
1216 return 0; 1309 return;
1217 1310
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1220 return 1; 1313 return;
1221 1314
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1223 if (op->type == PLAYER) 1316 {
1224 animate_object(op, op->facing); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1225 else
1226 animate_object(op, op->direction);
1227 1318
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op); 1320 make_sure_seen (op);
1321 }
1322
1323 if (op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP])
1230 } 1326 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1328 {
1232 change_object(op); 1329 change_object (op);
1233 return 1; 1330 return;
1234 } 1331 }
1332
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1236 generate_monster(op); 1334 generate_monster (op);
1237 1335
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1336 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1337 {
1239 if(QUERY_FLAG(op, FLAG_APPLIED)) 1338 if (QUERY_FLAG (op, FLAG_APPLIED))
1240 remove_force(op); 1339 remove_force (op);
1241 else { 1340 else
1341 {
1242 /* IF necessary, delete the item from the players inventory */ 1342 /* If necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op); 1343 object *pl = op->in_player ();
1344
1244 if (pl) 1345 if (pl)
1245 esrv_del_item(pl->contr, op->count); 1346 esrv_del_item (pl->contr, op->count);
1347
1246 remove_ob(op); 1348 op->remove ();
1349
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1248 make_sure_not_seen(op); 1351 make_sure_not_seen (op);
1249 free_object(op); 1352
1353 op->destroy ();
1250 } 1354 }
1355
1251 return 1; 1356 return;
1357 }
1252 } 1358 }
1359
1253 switch(op->type) { 1360 switch (op->type)
1254 1361 {
1255 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1256 move_spell_effect(op); 1363 move_spell_effect (op);
1257 return 1; 1364 break;
1258 1365
1259 case ROD: 1366 case ROD:
1260 case HORN: 1367 case HORN:
1261 regenerate_rod(op); 1368 regenerate_rod (op);
1262 return 1; 1369 break;
1263 1370
1264 case FORCE: 1371 case FORCE:
1265 case POTION_EFFECT: 1372 case POTION_EFFECT:
1266 remove_force(op); 1373 remove_force (op);
1267 return 1; 1374 break;
1268 1375
1269 case BLINDNESS: 1376 case BLINDNESS:
1270 remove_blindness(op); 1377 remove_blindness (op);
1271 return 0; 1378 break;
1272 1379
1273 case POISONING: 1380 case POISONING:
1274 poison_more(op); 1381 poison_more (op);
1275 return 0; 1382 break;
1276 1383
1277 case DISEASE: 1384 case DISEASE:
1278 move_disease(op); 1385 move_disease (op);
1279 return 0; 1386 break;
1280 1387
1281 case SYMPTOM: 1388 case SYMPTOM:
1282 move_symptom(op); 1389 move_symptom (op);
1283 return 0; 1390 break;
1284 1391
1285 case THROWN_OBJ: 1392 case THROWN_OBJ:
1286 case ARROW: 1393 case ARROW:
1287 move_arrow(op); 1394 move_arrow (op);
1288 return 0; 1395 break;
1289 1396
1290 case LIGHTNING: /* It now moves twice as fast */
1291 move_bolt(op);
1292 return 0;
1293
1294 case DOOR: 1397 case DOOR:
1295 remove_door(op); 1398 remove_door (op);
1296 return 0; 1399 break;
1297 1400
1298 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1299 remove_door2(op); 1402 remove_door2 (op);
1300 return 0; 1403 break;
1301 1404
1302 case TELEPORTER: 1405 case TELEPORTER:
1303 move_teleporter(op); 1406 move_teleporter (op);
1304 return 0; 1407 break;
1305 1408
1306 case GOLEM: 1409 case GOLEM:
1307 move_golem(op); 1410 move_golem (op);
1308 return 0; 1411 break;
1309 1412
1310 case EARTHWALL: 1413 case EARTHWALL:
1311 hit_player(op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1312 return 0; 1415 break;
1313 1416
1314 case FIREWALL: 1417 case FIREWALL:
1315 move_firewall(op); 1418 move_firewall (op);
1316 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1317 animate_turning(op); 1420 animate_turning (op);
1318 return 0; 1421 break;
1319 1422
1320 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1321 do_mood_floor(op); 1424 do_mood_floor (op);
1322 return 0; 1425 break;
1323 1426
1324 case GATE: 1427 case GATE:
1325 move_gate(op); 1428 move_gate (op);
1326 return 0; 1429 break;
1327 1430
1328 case TIMED_GATE: 1431 case TIMED_GATE:
1329 move_timed_gate(op); 1432 move_timed_gate (op);
1330 return 0; 1433 break;
1331 1434
1332 case TRIGGER: 1435 case TRIGGER:
1333 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1334 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1335 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1336 animate_trigger(op); 1439 animate_trigger (op);
1337 return 0; 1440 break;
1338 1441
1339 case DETECTOR: 1442 case DETECTOR:
1340 move_detector(op); 1443 move_detector (op);
1341 1444
1342 case DIRECTOR: 1445 case DIRECTOR:
1343 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1344 animate_turning(op); 1447 animate_turning (op);
1345 return 0; 1448 break;
1346 1449
1347 case HOLE: 1450 case HOLE:
1348 move_hole(op); 1451 move_hole (op);
1349 return 0; 1452 break;
1350 1453
1351 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1352 move_deep_swamp(op); 1455 move_deep_swamp (op);
1353 return 0; 1456 break;
1354 1457
1355 case RUNE: 1458 case RUNE:
1356 case TRAP: 1459 case TRAP:
1357 move_rune(op); 1460 move_rune (op);
1358 return 0; 1461 break;
1359 1462
1360 case PLAYERMOVER: 1463 case PLAYERMOVER:
1361 move_player_mover(op); 1464 move_player_mover (op);
1362 return 0; 1465 break;
1363 1466
1364 case CREATOR: 1467 case CREATOR:
1365 move_creator(op); 1468 move_creator (op);
1366 return 0; 1469 break;
1367 1470
1368 case MARKER: 1471 case MARKER:
1369 move_marker(op); 1472 move_marker (op);
1370 return 0; 1473 break;
1371 1474
1372 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1373 move_player_changer(op); 1476 move_player_changer (op);
1374 return 0; 1477 break;
1375 1478
1376 case PEACEMAKER: 1479 case PEACEMAKER:
1377 move_peacemaker(op); 1480 move_peacemaker (op);
1378 return 0; 1481 break;
1379 }
1380 1482
1381 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487 }
1382} 1488}
1489

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