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Comparing deliantra/server/server/time.C (file contents):
Revision 1.4 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: time.C,v 1.4 2006/08/29 05:03:55 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
46 int i; 40 int i;
47 object *tmp; 41 object *tmp;
42
48 for(i=1;i<9;i+=2) 43 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
50 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
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);
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; 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)
571 op->slaying = add_string(op->spellarg); 589 {
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); 654 return;
629 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)
656 stop_arrow(op);
657 return;
658 } 684 {
685 stop_arrow (op);
686 return;
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)
669 stop_arrow(op);
670 return;
671 } 698 {
699 stop_arrow (op);
700 return;
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 */
720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
721 {
722 int number = op->face;
689 723
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694
695 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
696 op->state = 0; 725 update_turn_face (op);
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
704 } 727 }
705 else { 728 else
729 {
706 /* Attack the object. */ 730 /* Attack the object. */
707 op = hit_with_arrow (op, tmp); 731 op = hit_with_arrow (op, tmp);
708 if (op == NULL) 732
709 return; 733 if (!op)
710 } 734 return;
711 } /* if this is not hitting its owner */ 735 }
736 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */ 737 } /* if there is something alive on this space */
713 738
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
716 int retry=0; 740 {
741 int retry = 0;
717 742
718 /* if the object doesn't reflect, stop the arrow from moving 743 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is 744 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect. 745 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first 746 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem. 747 * place, so I don't consider that a problem.
723 */ 748 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { 749 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
750 {
725 stop_arrow (op); 751 stop_arrow (op);
726 return; 752 return;
727 } else { 753 }
754 else
755 {
728 /* If one of the major directions (n,s,e,w), just reverse it */ 756 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) { 757 if (op->direction & 1)
758 {
730 op->direction=absdir(op->direction+4); 759 op->direction = absdir (op->direction + 4);
731 retry=1; 760 retry = 1;
732 } 761 }
733 /* There were two blocks with identical code - 762 /* There were two blocks with identical code -
734 * use this retry here to make this one block 763 * use this retry here to make this one block
735 * that did the same thing. 764 * that did the same thing.
736 */ 765 */
737 while (retry<2) { 766 while (retry < 2)
767 {
738 int left, right, mflags; 768 int left, right, mflags;
739 mapstruct *m1; 769 maptile *m1;
740 sint16 x1, y1; 770 sint16 x1, y1;
741 771
742 retry++; 772 retry++;
743 773
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 774 /* 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 775 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either 776 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist. 777 * op->direction-1 or op->direction+1 does not exist.
748 */ 778 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], 779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); 780 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))); 781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
752 782
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], 783 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); 784 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))); 785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
756 786
757 if(left==right) 787 if (left == right)
758 op->direction=absdir(op->direction+4); 788 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) && 799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 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)
777 stop_arrow (op); 807 {
778 return; 808 stop_arrow (op);
779 } 809 return;
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 */
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 }
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 }
844 }
845 free_object(op);
846}
847
848void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) { 923 if (EXIT_PATH (head))
924 {
869 if(tmp->type==PLAYER) { 925 if (tmp->type == PLAYER)
926 {
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;
878 }
879 else if(EXIT_X(head)||EXIT_Y(head)) {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
881 LOG(llevError, "Removed illegal teleporter.\n");
882 remove_ob(head);
883 free_object(head);
884 return;
885 }
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return; 928 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 929
889 } 930 tmp->enter_exit (head);
931 }
890 else { 932 else
891 /* Random teleporter */ 933 /* Currently only players can transfer maps */
934 return;
935 }
936 else if (EXIT_X (head) || EXIT_Y (head))
937 {
938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
939 {
940 LOG (llevError, "Removed illegal teleporter.\n");
941 head->destroy ();
942 return;
943 }
944
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return; 946 return;
947
948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
949 }
950 else
951 {
952 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return;
894 teleport(head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
895 } 956 }
896} 957}
897
898 958
899/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
901 This was invented for giving classes, but there's no reason it 961 This was invented for giving classes, but there's no reason it
902 can't be generalized. 962 can't be generalized.
903*/ 963*/
904 964void
905void move_player_changer(object *op) { 965move_player_changer (object *op)
966{
906 object *player; 967 object *player;
907 object *walk; 968 object *walk;
908 char c;
909 969
910 if (!op->above || !EXIT_PATH(op)) return; 970 if (!op->above || !EXIT_PATH (op))
971 return;
911 972
912 /* This isn't all that great - means that the player_mover 973 /* This isn't all that great - means that the player_mover
913 * needs to be on top. 974 * needs to be on top.
914 */ 975 */
915 if(op->above->type==PLAYER) { 976 if (op->above->type == PLAYER)
977 {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return; 979 return;
980
918 player=op->above; 981 player = op->above;
982
919 for(walk=op->inv;walk!=NULL;walk=walk->below) 983 for (walk = op->inv; walk; walk = walk->below)
920 apply_changes_to_player(player,walk); 984 apply_changes_to_player (player, walk);
921 985
922 fix_player(player); 986 player->update_stats ();
987
923 esrv_send_inventory(op->above,op->above); 988 esrv_send_inventory (op->above, op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above); 989 esrv_update_item (UPD_FACE, op->above, op->above);
925 990
926 /* update players death & WoR home-position */ 991 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c); 992 if (*EXIT_PATH (op) == '/')
928 if (c == '/') { 993 {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 994 player->contr->savebed_map = EXIT_PATH (op);
930 player->contr->bed_x = EXIT_X(op); 995 player->contr->bed_x = EXIT_X (op);
931 player->contr->bed_y = EXIT_Y(op); 996 player->contr->bed_y = EXIT_Y (op);
932 } 997 }
933 else 998 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 999 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
936 EXIT_PATH(op)); 1000
937 1001 op->above->enter_exit (op);
938 enter_exit(op->above,op);
939 save_player(player, 1);
940 } 1002 }
941} 1003}
942 1004
943/* firewalls fire other spells. 1005/* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp. 1006 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down. 1007 * walls can have hp, so they can be torn down.
946 */ 1008 */
1009void
947void move_firewall(object *op) { 1010move_firewall (object *op)
1011{
948 object *spell; 1012 object *spell;
949 1013
950 if ( ! op->map) 1014 if (!op->map)
951 return; /* dm has created a firewall in his inventory */ 1015 return; /* dm has created a firewall in his inventory */
952 1016
953 spell = op->inv; 1017 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1018
1019 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone;
1021
955 if (!spell) { 1022 if (!spell)
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
957 op->name, op->map->name, op->x, op->y);
958 return;
959 } 1023 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return;
1026 }
960 1027
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1028 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
962} 1029}
963
964 1030
965/* move_player_mover: this function takes a "player mover" as an 1031/* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is: 1032 * argument, and performs the function of a player mover, which is:
967 * 1033 *
968 * a player mover finds any players that are sitting on it. It 1034 * 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. 1035 * 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, 1036 * 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, 1037 * 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 1038 * it'll paralyze the victim for hp*his speed/op->speed
973 */ 1039 */
1040void
974void move_player_mover(object *op) { 1041move_player_mover (object *op)
975 object *victim, *nextmover; 1042{
976 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
977 sint16 nx, ny; 1044 sint16 nx, ny;
978 mapstruct *m; 1045 maptile *m;
979 1046
980 /* 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 */
981 if (!dir) dir=rndm(1, 8); 1048 if (!dir)
1049 dir = rndm (1, 8);
982 1050
983 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1051 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) { 1054 (victim->move_type & op->move_type || !victim->move_type))
1055 {
986 1056
987 if (victim->head) victim = victim->head; 1057 if (victim->head)
1058 victim = victim->head;
988 1059
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
990 remove_ob(op); 1061 {
991 free_object(op); 1062 op->remove ();
992 return; 1063 return;
993 } 1064 }
1065
994 nx = op->x+freearr_x[dir]; 1066 nx = op->x + freearr_x[dir];
995 ny = op->y+freearr_y[dir]; 1067 ny = op->y + freearr_y[dir];
996 m = op->map; 1068 m = op->map;
997 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 {
998 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);
999 m->path, op->x, op->y); 1072 return;
1000 return ; 1073 }
1001 } 1074
1002
1003 if (should_director_abort(op, victim)) return ; 1075 if (should_director_abort (op, victim))
1076 return;
1004 1077
1005 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 {
1006 if(nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99; 1081 nextmover->speed_left = -.99f;
1082
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1009 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1010 } 1085 }
1011 }
1012 1086
1013 if(victim->type==PLAYER) { 1087 if (victim->type == PLAYER)
1088 {
1014 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1015 if(op->level) { 1090 if (op->level)
1091 {
1016 /* Following is a bit of hack. We need to make sure it 1092 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1019 * get to this space. 1095 * get to this space.
1020 */ 1096 */
1021 victim->contr->fire_on=0; 1097 victim->contr->fire_on = 0;
1022 victim->speed_left=-FABS(victim->speed); 1098 victim->speed_left = 1.f;
1023 move_player(victim, dir); 1099 move_player (victim, dir);
1024 } 1100 }
1025 else return; 1101 else
1026 } 1102 return;
1027 else move_object(victim,dir); 1103 }
1104 else
1105 move_object (victim, dir);
1028 1106
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1107 if (!op->stats.maxsp && op->attacktype)
1108 op->stats.maxsp = 2;
1030 1109
1031 if(op->attacktype) { /* flag to paralyze the player */ 1110 if (op->attacktype)
1032 1111 { /* flag to paralyze the player */
1033 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1112 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 1113 }
1035 * would sometimes get -inf speed_left, and from the 1114 }
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 }
1042 }
1043 } 1115 }
1044} 1116}
1045 1117
1046/* 1118/*
1047 * Will duplicate a specified object placed on top of it. 1119 * Will duplicate a specified object placed on top of it.
1048 * connected: what will trigger it. 1120 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy. 1121 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate. 1122 * other_arch: the object to look for and duplicate.
1051 */ 1123 */
1052 1124
1125void
1053void move_duplicator(object *op) { 1126move_duplicator (object *op)
1127{
1054 object *tmp; 1128 object *tmp;
1055 1129
1056 if ( !op->other_arch ) { 1130 if (!op->other_arch)
1131 {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1132 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1058 return; 1133 return;
1059 } 1134 }
1060 1135
1061 if (op->above == NULL) 1136 if (op->above == NULL)
1062 return; 1137 return;
1138
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1140 {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1141 if (op->other_arch->name == tmp->arch->name)
1142 {
1065 if (op->level <= 0) { 1143 if (op->level <= 0)
1066 remove_ob(tmp); 1144 tmp->destroy ();
1067 free_object(tmp); 1145 else
1068 } else { 1146 {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1147 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1070 if (new_nrof >= 1UL<<31) 1148
1071 new_nrof = 1UL<<31; 1149 if (new_nrof >= 1UL << 31)
1072 tmp->nrof = new_nrof; 1150 new_nrof = 1UL << 31;
1073 } 1151
1074 break; 1152 tmp->nrof = new_nrof;
1075 } 1153 }
1154
1155 break;
1156 }
1076 } 1157 }
1077} 1158}
1078 1159
1079/* move_creator (by peterm) 1160/* move_creator (by peterm)
1080 * it has the creator object create it's other_arch right on top of it. 1161 * it has the creator object create it's other_arch right on top of it.
1088 * It should really do this for small objects also, but there is 1169 * It should really do this for small objects also, but there is
1089 * more concern with large objects, most notably a part being placed 1170 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash 1171 * outside of the map which would cause the server to crash
1091*/ 1172*/
1092 1173
1174void
1093void move_creator(object *creator) { 1175move_creator (object *creator)
1176{
1094 object *new_ob; 1177 object *new_ob;
1095 1178
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1179 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1180 {
1097 creator->stats.hp=-1; 1181 creator->stats.hp = -1;
1098 return; 1182 return;
1099 } 1183 }
1100 1184
1101 if (creator->inv != NULL) { 1185 if (creator->inv != NULL)
1186 {
1102 object *ob; 1187 object *ob;
1103 int i; 1188 int i;
1104 object *ob_to_copy; 1189 object *ob_to_copy;
1105 1190
1106 /* select random object from inventory to copy */ 1191 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv; 1192 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1193 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1194 {
1109 if (rndm(0, i) == 0) { 1195 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 1196 {
1111 } 1197 ob_to_copy = ob;
1112 } 1198 }
1199 }
1113 new_ob = object_create_clone(ob_to_copy); 1200 new_ob = object_create_clone (ob_to_copy);
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1116 } else { 1203 }
1204 else
1205 {
1117 if (creator->other_arch == NULL) { 1206 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); 1207 {
1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1209 &creator->name, &creator->map->path, creator->x, creator->y);
1119 return; 1210 return;
1120 } 1211 }
1121 1212
1122 new_ob = object_create_arch(creator->other_arch); 1213 new_ob = object_create_arch (creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1124 } 1215 }
1125 1216
1126 /* Make sure this multipart object fits */ 1217 /* Make sure this multipart object fits */
1127 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1128 free_object(new_ob);
1129 return;
1130 } 1219 {
1220 new_ob->destroy ();
1221 return;
1222 }
1131 1223
1132 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1134 return; 1226 return;
1135 1227
1136 if (creator->slaying) { 1228 if (creator->slaying)
1137 FREE_AND_COPY(new_ob->name, creator->slaying); 1229 {
1138 FREE_AND_COPY(new_ob->title, creator->slaying); 1230 new_ob->name = new_ob->title = creator->slaying;
1139 } 1231 }
1140} 1232}
1141 1233
1142/* move_marker --peterm@soda.csua.berkeley.edu 1234/* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above 1235 when moved, a marker will search for a player sitting above
1145 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark. 1240 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.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1150 1242void
1151void move_marker(object *op) { 1243move_marker (object *op)
1244{
1245 if (object *tmp = op->ms ().player ())
1246 {
1152 object *tmp,*tmp2; 1247 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 1248
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1163 } 1252 {
1253 tmp2->destroy ();
1254 break;
1255 }
1164 1256
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 1257 /* cycle through his inventory to look for the MARK we want to
1171 * place 1258 * place
1172 */ 1259 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1175 } 1262 break;
1176 1263
1177 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) { 1265 if (!tmp2)
1266 {
1179 object *force = get_archetype(FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1180 1268
1181 force->speed = 0; 1269 if (op->stats.food)
1182 if(op->stats.food) { 1270 {
1183 force->speed = 0.01; 1271 force->set_speed (0.01);
1184 force->speed_left = -op->stats.food; 1272 force->speed_left = -op->stats.food;
1185 } 1273 }
1186 update_ob_speed (force); 1274 else
1275 force->set_speed (0);
1276
1187 /* put in the lock code */ 1277 /* put in the lock code */
1188 force->slaying = add_string(op->slaying); 1278 force->slaying = op->slaying;
1189 1279
1190 if ( op->lore ) 1280 if (op->lore)
1191 force->lore = add_string( op->lore ); 1281 force->lore = op->lore;
1192 1282
1193 insert_ob_in_ob(force,tmp); 1283 insert_ob_in_ob (force, tmp);
1194 if(op->msg) 1284 if (op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1196 1286
1197 if(op->stats.hp > 0) { 1287 if (op->stats.hp > 0)
1288 {
1198 op->stats.hp--; 1289 op->stats.hp--;
1199 if(op->stats.hp==0) { 1290 if (op->stats.hp == 0)
1291 {
1200 /* marker expires--granted mark number limit */ 1292 /* marker expires--granted mark number limit */
1201 remove_ob(op); 1293 op->destroy ();
1202 free_object(op); 1294 return;
1203 return; 1295 }
1296 }
1297 }
1204 } 1298 }
1205 }
1206 } /* if tmp2 == NULL */
1207 } /* if tmp->type == PLAYER */
1208 } /* For all objects on this space */
1209} 1299}
1210 1300
1301void
1211int process_object(object *op) { 1302process_object (object *op)
1303{
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1213 return 0; 1305 return;
1214 1306
1215 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1216 return 0; 1308 return;
1217 1309
1218 if(QUERY_FLAG(op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1220 return 1; 1312 return;
1221 1313
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1223 if (op->type == PLAYER)
1224 animate_object(op, op->facing);
1225 else
1226 animate_object(op, op->direction);
1227
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op);
1230 } 1315 {
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1316 animate_object (op, op->contr ? op->facing : op->direction);
1232 change_object(op);
1233 return 1;
1234 }
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1236 generate_monster(op);
1237 1317
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1239 if(QUERY_FLAG(op, FLAG_APPLIED))
1240 remove_force(op);
1241 else {
1242 /* IF necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op);
1244 if (pl)
1245 esrv_del_item(pl->contr, op->count);
1246 remove_ob(op);
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1248 make_sure_not_seen(op); 1319 make_sure_seen (op);
1249 free_object(op); 1320 }
1250 } 1321
1251 return 1; 1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1252 } 1325 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1327 {
1328 change_object (op);
1329 return;
1330 }
1331
1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1333 generate_monster (op);
1334
1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1336 {
1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1338 remove_force (op);
1339 else
1340 {
1341 /* If necessary, delete the item from the players inventory */
1342 object *pl = op->in_player ();
1343
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count);
1346
1347 op->remove ();
1348
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1350 make_sure_not_seen (op);
1351
1352 op->destroy ();
1353 }
1354
1355 return;
1356 }
1357 }
1358
1253 switch(op->type) { 1359 switch (op->type)
1254 case TRANSPORT: 1360 {
1255 /* Transports are directed by players - thus, their
1256 * speed is reduced when the player moves them about.
1257 * So give them back there speed here, since process_objects()
1258 * has decremented it.
1259 */
1260 if (op->speed_left < 0.0) op->speed_left += 1.0;
1261 return 1;
1262
1263 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1264 move_spell_effect(op); 1362 move_spell_effect (op);
1265 return 1; 1363 break;
1266 1364
1267 case ROD: 1365 case ROD:
1268 case HORN: 1366 case HORN:
1269 regenerate_rod(op); 1367 regenerate_rod (op);
1270 return 1; 1368 break;
1271 1369
1272 case FORCE: 1370 case FORCE:
1273 case POTION_EFFECT: 1371 case POTION_EFFECT:
1274 remove_force(op); 1372 remove_force (op);
1275 return 1; 1373 break;
1276 1374
1277 case BLINDNESS: 1375 case BLINDNESS:
1278 remove_blindness(op); 1376 remove_blindness (op);
1279 return 0; 1377 break;
1280 1378
1281 case POISONING: 1379 case POISONING:
1282 poison_more(op); 1380 poison_more (op);
1283 return 0; 1381 break;
1284 1382
1285 case DISEASE: 1383 case DISEASE:
1286 move_disease(op); 1384 move_disease (op);
1287 return 0; 1385 break;
1288 1386
1289 case SYMPTOM: 1387 case SYMPTOM:
1290 move_symptom(op); 1388 move_symptom (op);
1291 return 0; 1389 break;
1292 1390
1293 case THROWN_OBJ: 1391 case THROWN_OBJ:
1294 case ARROW: 1392 case ARROW:
1295 move_arrow(op); 1393 move_arrow (op);
1296 return 0; 1394 break;
1297 1395
1298 case LIGHTNING: /* It now moves twice as fast */ 1396 case DOOR:
1299 move_bolt(op);
1300 return 0;
1301
1302 case DOOR:
1303 remove_door(op); 1397 remove_door (op);
1304 return 0; 1398 break;
1305 1399
1306 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1307 remove_door2(op); 1401 remove_door2 (op);
1308 return 0; 1402 break;
1309 1403
1310 case TELEPORTER: 1404 case TELEPORTER:
1311 move_teleporter(op); 1405 move_teleporter (op);
1312 return 0; 1406 break;
1313 1407
1314 case GOLEM: 1408 case GOLEM:
1315 move_golem(op); 1409 move_golem (op);
1316 return 0; 1410 break;
1317 1411
1318 case EARTHWALL: 1412 case EARTHWALL:
1319 hit_player(op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1320 return 0; 1414 break;
1321 1415
1322 case FIREWALL: 1416 case FIREWALL:
1323 move_firewall(op); 1417 move_firewall (op);
1324 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1325 animate_turning(op); 1419 animate_turning (op);
1326 return 0; 1420 break;
1327 1421
1328 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1329 do_mood_floor(op, op); 1423 do_mood_floor (op);
1330 return 0; 1424 break;
1331 1425
1332 case GATE: 1426 case GATE:
1333 move_gate(op); 1427 move_gate (op);
1334 return 0; 1428 break;
1335 1429
1336 case TIMED_GATE: 1430 case TIMED_GATE:
1337 move_timed_gate(op); 1431 move_timed_gate (op);
1338 return 0; 1432 break;
1339 1433
1340 case TRIGGER: 1434 case TRIGGER:
1341 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1342 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1343 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1344 animate_trigger(op); 1438 animate_trigger (op);
1345 return 0; 1439 break;
1346 1440
1347 case DETECTOR: 1441 case DETECTOR:
1348 move_detector(op); 1442 move_detector (op);
1349 1443
1350 case DIRECTOR: 1444 case DIRECTOR:
1351 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1352 animate_turning(op); 1446 animate_turning (op);
1353 return 0; 1447 break;
1354 1448
1355 case HOLE: 1449 case HOLE:
1356 move_hole(op); 1450 move_hole (op);
1357 return 0; 1451 break;
1358 1452
1359 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1360 move_deep_swamp(op); 1454 move_deep_swamp (op);
1361 return 0; 1455 break;
1362 1456
1363 case RUNE: 1457 case RUNE:
1364 case TRAP: 1458 case TRAP:
1365 move_rune(op); 1459 move_rune (op);
1366 return 0; 1460 break;
1367 1461
1368 case PLAYERMOVER: 1462 case PLAYERMOVER:
1369 move_player_mover(op); 1463 move_player_mover (op);
1370 return 0; 1464 break;
1371 1465
1372 case CREATOR: 1466 case CREATOR:
1373 move_creator(op); 1467 move_creator (op);
1374 return 0; 1468 break;
1375 1469
1376 case MARKER: 1470 case MARKER:
1377 move_marker(op); 1471 move_marker (op);
1378 return 0; 1472 break;
1379 1473
1380 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1381 move_player_changer(op); 1475 move_player_changer (op);
1382 return 0; 1476 break;
1383 1477
1384 case PEACEMAKER: 1478 case PEACEMAKER:
1385 move_peacemaker(op); 1479 move_peacemaker (op);
1386 return 0; 1480 break;
1387 }
1388 1481
1389 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1390} 1487}
1488

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