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Comparing deliantra/server/server/time.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.52 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 1.8 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* 25/*
30 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 27 * collected in this file.
32 */ 28 */
33
34#include <global.h> 29#include <global.h>
35#include <spells.h> 30#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 31#include <sproto.h>
38#endif
39 32
40/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
43 */ 36 */
44 37void
45void remove_door(object *op) { 38remove_door (object *op)
39{
46 int i; 40 int i;
47 object *tmp; 41 object *tmp;
42
48 for(i=1;i<9;i+=2) 43 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
50 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
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;
587
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
564 op->slaying = 0; 595 op->slaying = 0;
565 op->skill = 0;
566 596
567 if (op->spellarg != NULL) {
568 op->slaying = op->spellarg;
569 free(op->spellarg);
570 op->spellarg = NULL;
571 } else
572 op->slaying = NULL;
573
574 /* Reset these to zero, so that CAN_MERGE will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
575 op->spellarg = NULL; 598 op->spellarg = NULL;
576 op->stats.sp = 0; 599 op->stats.sp = 0;
577 op->stats.hp = 0; 600 op->stats.hp = 0;
578 op->stats.grace = 0; 601 op->stats.grace = 0;
579 op->level = 0; 602 op->level = 0;
580 op->face=op->arch->clone.face; 603 op->face = op->arch->clone.face;
581 op->owner=NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
582 update_object (op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
583 return op; 606 return op;
584} 607}
585 608
586/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
587 * 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
588 * here too. -b.t. 611 * here too. -b.t.
589 * 612 *
590 * 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
591 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
592 */ 615 */
593 616static void
594static void stop_arrow (object *op) 617stop_arrow (object *op)
595{ 618{
596 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
597 return; 620 return;
598 621
599 if (op->inv) { 622 if (op->inv)
623 {
600 object *payload = op->inv; 624 object *payload = op->inv;
601 remove_ob (payload); 625
602 clear_owner(payload); 626 payload->remove ();
627 payload->owner = 0;
603 insert_ob_in_map (payload, op->map, payload,0); 628 insert_ob_in_map (payload, op->map, payload, 0);
604 remove_ob (op); 629 op->destroy ();
605 free_object (op); 630 }
606 } else { 631 else
632 {
607 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
608 if (op) 635 if (op)
609 merge_ob (op, NULL); 636 merge_ob (op, 0);
610 } 637 }
611} 638}
612 639
613/* 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.
614 */ 641 */
615 642void
616void move_arrow(object *op) { 643move_arrow (object *op)
644{
617 object *tmp; 645 object *tmp;
618 sint16 new_x, new_y; 646 sint16 new_x, new_y;
619 int was_reflected, mflags; 647 int was_reflected, mflags;
620 mapstruct *m; 648 maptile *m;
621 649
622 if(op->map==NULL) { 650 if (op->map == NULL)
651 {
623 LOG (llevError, "BUG: Arrow had no map.\n"); 652 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op); 653 op->destroy ();
625 free_object(op);
626 return; 654 return;
627 } 655 }
628 656
629 /* we need to stop thrown objects at some point. Like here. */ 657 /* we need to stop thrown objects at some point. Like here. */
630 if(op->type==THROWN_OBJ) { 658 if (op->type == THROWN_OBJ)
659 {
631 /* If the object that the THROWN_OBJ encapsulates disappears, 660 /* If the object that the THROWN_OBJ encapsulates disappears,
632 * 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
633 * left over remnants on the map. Where this currently happens 662 * left over remnants on the map. Where this currently happens
634 * 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,
635 * 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
636 * 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,
637 * and it is easy enough to clean it up here. 666 * and it is easy enough to clean it up here.
638 */ 667 */
639 if (op->inv == NULL) { 668 if (op->inv == NULL)
640 remove_ob(op); 669 {
641 free_object(op); 670 op->destroy ();
642 return; 671 return;
643 } 672 }
673
644 if(op->last_sp-- < 0) { 674 if (op->last_sp-- < 0)
675 {
645 stop_arrow (op); 676 stop_arrow (op);
646 return; 677 return;
647 } 678 }
648 } 679 }
649 680
650 /* 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
651 values look rediculous. */ 682 values look rediculous. */
652 if (op->speed < 0.5 && op->type==ARROW) { 683 if (op->speed < 0.5 && op->type == ARROW)
684 {
653 stop_arrow(op); 685 stop_arrow (op);
654 return; 686 return;
655 } 687 }
656 688
657 /* Calculate target map square */ 689 /* Calculate target map square */
658 new_x = op->x + DIRX(op); 690 new_x = op->x + DIRX (op);
659 new_y = op->y + DIRY(op); 691 new_y = op->y + DIRY (op);
660 was_reflected = 0; 692 was_reflected = 0;
661 693
662 m = op->map; 694 m = op->map;
663 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);
664 696
665 if (mflags & P_OUT_OF_MAP) { 697 if (mflags & P_OUT_OF_MAP)
698 {
666 stop_arrow(op); 699 stop_arrow (op);
667 return; 700 return;
668 } 701 }
669 702
670 /* 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 */
671 if (mflags & P_IS_ALIVE) { 704 if (mflags & P_IS_ALIVE)
672 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
673 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
674
675 705 {
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
676 /* Not really fair, but don't let monsters hit themselves with 710 /* Not really fair, but don't let monsters hit themselves with
677 * their own arrow - this can be because they fire it then 711 * their own arrow - this can be because they fire it then
678 * move into it. 712 * move into it.
679 */ 713 */
680
681 if (tmp != NULL && tmp != op->owner) { 714 if (tmp && tmp != op->owner)
715 {
682 /* Found living object, but it is reflecting the missile. Update 716 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
685 */ 719 */
686 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
688 (rndm(0, 99)) < (90-op->level/10)) {
689
690 int number = op->face->number;
691 721 {
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)
692 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
693 op->state = 0;
694 if (GET_ANIM_ID (op)) {
695 number += 4;
696 if (number > GET_ANIMATION (op, 8))
697 number -= 8;
698 op->face = &new_faces[number];
699 }
700 was_reflected = 1; /* skip normal movement calculations */
701 }
702 else {
703 /* Attack the object. */
704 op = hit_with_arrow (op, tmp);
705 if (op == NULL)
706 return;
707 }
708 } /* if this is not hitting its owner */
709 } /* if there is something alive on this space */
710
711
712 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
713 int retry=0;
714
715 /* if the object doesn't reflect, stop the arrow from moving
716 * note that this code will now catch cases where a monster is
717 * on a wall but has reflecting - the arrow won't reflect.
718 * Mapmakers shouldn't put monsters on top of wall in the first
719 * place, so I don't consider that a problem.
720 */
721 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
722 stop_arrow (op);
723 return;
724 } else {
725 /* If one of the major directions (n,s,e,w), just reverse it */
726 if(op->direction&1) {
727 op->direction=absdir(op->direction+4);
728 retry=1;
729 }
730 /* There were two blocks with identical code -
731 * use this retry here to make this one block
732 * that did the same thing.
733 */
734 while (retry<2) {
735 int left, right, mflags;
736 mapstruct *m1;
737 sint16 x1, y1;
738
739 retry++;
740
741 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
742 * over a corner in a tiled map, it is possible that
743 * op->direction is within an adjacent map but either
744 * op->direction-1 or op->direction+1 does not exist.
745 */
746 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
747 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
748 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
749
750 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
751 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
752 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
753
754 if(left==right)
755 op->direction=absdir(op->direction+4);
756 else if(left) 789 else if (left)
757 op->direction=absdir(op->direction+2); 790 op->direction = absdir (op->direction + 2);
758 else if(right) 791 else if (right)
759 op->direction=absdir(op->direction-2); 792 op->direction = absdir (op->direction - 2);
760 793
761 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);
762 795
763 /* 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 -
764 * don't need to retry again. 797 * don't need to retry again.
765 */ 798 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !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;
768 801
769 } 802 }
770 /* Couldn't find a direction to move the arrow to - just 803 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving. 804 * top it from moving.
772 */ 805 */
773 if (retry==2) { 806 if (retry == 2)
807 {
774 stop_arrow (op); 808 stop_arrow (op);
775 return; 809 return;
776 } 810 }
777 /* update object image for new facing */ 811 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op)) 813 if (GET_ANIM_ID (op))
780 SET_ANIMATION(op, op->direction); 814 SET_ANIMATION (op, op->direction);
781 } /* object is reflected */ 815 } /* object is reflected */
782 } /* object ran into a wall */ 816 } /* object ran into a wall */
783 817
784 /* Move the arrow. */ 818 /* Move the arrow. */
785 remove_ob (op); 819 op->remove ();
786 op->x = new_x; 820 op->x = new_x;
787 op->y = new_y; 821 op->y = new_y;
788 822
789 /* 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
790 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
791 */ 825 */
792 op->speed -= 0.05; 826 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0); 827 insert_ob_in_map (op, m, op, 0);
794} 828}
795 829
796/* This routine doesnt seem to work for "inanimate" objects that 830/* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!. 831 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */ 832 * Modified this routine to allow held objects. b.t. */
799 833
800void change_object(object *op) { /* Doesn`t handle linked objs yet */ 834void
801 object *tmp,*env,*pl; 835change_object (object *op)
836{ /* Doesn`t handle linked objs yet */
802 int i,j; 837 int i, j;
803 838
804 if(op->other_arch==NULL) { 839 if (op->other_arch == NULL)
840 {
805 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))
806 return; 921 return;
807 }
808 922
809 /* In non-living items only change when food value is 0 */ 923 if (EXIT_PATH (head))
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) { 924 {
811 if(op->stats.food-- > 0) return;
812 else op->stats.food=1; /* so 1 other_arch is made */
813 }
814 env=op->env;
815 remove_ob(op);
816 for(i=0;i<NROFNEWOBJS(op);i++) {
817 tmp=arch_to_object(op->other_arch);
818 if (op->type == LAMP) 925 if (tmp->type == PLAYER)
819 tmp->stats.food = op->stats.food-1;
820 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
821 if(env) {
822 tmp->x=env->x,tmp->y=env->y;
823 tmp=insert_ob_in_ob(tmp,env);
824 /* If this object is the players inventory, we need to tell the
825 * client of the change. Insert_ob_in_map takes care of the
826 * updating the client, so we don't need to do that below.
827 */
828 if ((pl=is_player_inv(env))!=NULL) {
829 esrv_del_item(pl->contr, op->count);
830 esrv_send_item(pl, tmp);
831 } 926 {
832 } else {
833 j=find_first_free_spot(tmp,op->map,op->x,op->y);
834 if (j==-1) /* No free spot */
835 free_object(tmp);
836 else {
837 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
838 insert_ob_in_map(tmp,op->map,op,0);
839 }
840 }
841 }
842 free_object(op);
843}
844
845void move_teleporter(object *op) {
846 object *tmp, *head=op;
847
848 /* if this is a multipart teleporter, handle the other parts
849 * The check for speed isn't strictly needed - basically, if
850 * there is an old multipart teleporter in which the other parts
851 * have speed, we don't really want to call it twice for the same
852 * function - in fact, as written below, part N would get called
853 * N times without the speed check.
854 */
855 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
856
857 if (op->head) head=op->head;
858
859 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
860 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
861
862 /* If nothing above us to move, nothing to do */
863 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
864
865 if(EXIT_PATH(head)) {
866 if(tmp->type==PLAYER) {
867 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
868 return;
869
870 enter_exit(tmp, head);
871 }
872 else
873 /* Currently only players can transfer maps */
874 return; 928 return;
929
930 tmp->enter_exit (head);
931 }
932 else
933 /* Currently only players can transfer maps */
934 return;
875 } 935 }
876 else if(EXIT_X(head)||EXIT_Y(head)) { 936 else if (EXIT_X (head) || EXIT_Y (head))
937 {
877 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 {
878 LOG(llevError, "Removed illegal teleporter.\n"); 940 LOG (llevError, "Removed illegal teleporter.\n");
879 remove_ob(head); 941 head->destroy ();
880 free_object(head);
881 return; 942 return;
882 } 943 }
944
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return; 946 return;
947
885 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
886 } 951 {
887 else {
888 /* Random teleporter */ 952 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return; 954 return;
891 teleport(head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
892 } 956 }
893} 957}
894
895 958
896/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
898 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
899 can't be generalized. 962 can't be generalized.
900*/ 963*/
901 964void
902void move_player_changer(object *op) { 965move_player_changer (object *op)
966{
903 object *player; 967 object *player;
904 object *walk; 968 object *walk;
905 char c;
906 969
907 if (!op->above || !EXIT_PATH(op)) return; 970 if (!op->above || !EXIT_PATH (op))
971 return;
908 972
909 /* This isn't all that great - means that the player_mover 973 /* This isn't all that great - means that the player_mover
910 * needs to be on top. 974 * needs to be on top.
911 */ 975 */
912 if(op->above->type==PLAYER) { 976 if (op->above->type == PLAYER)
977 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return; 979 return;
980
915 player=op->above; 981 player = op->above;
982
916 for(walk=op->inv;walk!=NULL;walk=walk->below) 983 for (walk = op->inv; walk; walk = walk->below)
917 apply_changes_to_player(player,walk); 984 apply_changes_to_player (player, walk);
918 985
919 fix_player(player); 986 player->update_stats ();
987
920 esrv_send_inventory(op->above,op->above); 988 esrv_send_inventory (op->above, op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above); 989 esrv_update_item (UPD_FACE, op->above, op->above);
922 990
923 /* update players death & WoR home-position */ 991 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c); 992 if (*EXIT_PATH (op) == '/')
925 if (c == '/') {
926 strcpy(player->contr->savebed_map, EXIT_PATH(op));
927 player->contr->bed_x = EXIT_X(op);
928 player->contr->bed_y = EXIT_Y(op);
929 }
930 else
931 LOG(llevDebug,
932 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
933 &EXIT_PATH(op));
934 993 {
935 enter_exit(op->above,op); 994 player->contr->savebed_map = EXIT_PATH (op);
936 save_player(player, 1); 995 player->contr->bed_x = EXIT_X (op);
996 player->contr->bed_y = EXIT_Y (op);
997 }
998 else
999 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1000
1001 op->above->enter_exit (op);
937 } 1002 }
938} 1003}
939 1004
940/* firewalls fire other spells. 1005/* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp. 1006 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down. 1007 * walls can have hp, so they can be torn down.
943 */ 1008 */
1009void
944void move_firewall(object *op) { 1010move_firewall (object *op)
1011{
945 object *spell; 1012 object *spell;
946 1013
947 if ( ! op->map) 1014 if (!op->map)
948 return; /* dm has created a firewall in his inventory */ 1015 return; /* dm has created a firewall in his inventory */
949 1016
950 spell = op->inv; 1017 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1018
1019 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone;
1021
952 if (!spell) { 1022 if (!spell)
1023 {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
954 &op->name, op->map->name, op->x, op->y);
955 return; 1025 return;
956 } 1026 }
957 1027
958 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);
959} 1029}
960
961 1030
962/* move_player_mover: this function takes a "player mover" as an 1031/* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is: 1032 * argument, and performs the function of a player mover, which is:
964 * 1033 *
965 * 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
966 * 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.
967 * 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,
968 * 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,
969 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
970 */ 1039 */
1040void
971void move_player_mover(object *op) { 1041move_player_mover (object *op)
972 object *victim, *nextmover; 1042{
973 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
974 sint16 nx, ny; 1044 sint16 nx, ny;
975 mapstruct *m; 1045 maptile *m;
976 1046
977 /* 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 */
978 if (!dir) dir=rndm(1, 8); 1048 if (!dir)
1049 dir = rndm (1, 8);
979 1050
980 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 {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) { 1054 (victim->move_type & op->move_type || !victim->move_type))
1055 {
983 1056
1057 if (victim->head)
984 if (victim->head) victim = victim->head; 1058 victim = victim->head;
985 1059
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1061 {
987 remove_ob(op); 1062 op->remove ();
988 free_object(op); 1063 return;
1064 }
1065
1066 nx = op->x + freearr_x[dir];
1067 ny = op->y + freearr_y[dir];
1068 m = op->map;
1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1070 {
1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1072 return;
1073 }
1074
1075 if (should_director_abort (op, victim))
1076 return;
1077
1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 {
1080 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99f;
1082
1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086
1087 if (victim->type == PLAYER)
1088 {
1089 /* only level >=1 movers move people */
1090 if (op->level)
1091 {
1092 /* Following is a bit of hack. We need to make sure it
1093 * is cleared, otherwise the player will get stuck in
1094 * place. This can happen if the player used a spell to
1095 * get to this space.
1096 */
1097 victim->contr->fire_on = 0;
1098 victim->speed_left = 1.f;
1099 move_player (victim, dir);
1100 }
1101 else
989 return; 1102 return;
990 } 1103 }
991 nx = op->x+freearr_x[dir];
992 ny = op->y+freearr_y[dir];
993 m = op->map;
994 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
995 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
996 m->path, op->x, op->y);
997 return ;
998 }
999 1104 else
1000 if (should_director_abort(op, victim)) return ;
1001
1002 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1003 if(nextmover->type == PLAYERMOVER)
1004 nextmover->speed_left=-.99;
1005 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1006 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1007 }
1008 }
1009
1010 if(victim->type==PLAYER) {
1011 /* only level >=1 movers move people */
1012 if(op->level) {
1013 /* Following is a bit of hack. We need to make sure it
1014 * is cleared, otherwise the player will get stuck in
1015 * place. This can happen if the player used a spell to
1016 * get to this space.
1017 */
1018 victim->contr->fire_on=0;
1019 victim->speed_left=-FABS(victim->speed);
1020 move_player(victim, dir);
1021 }
1022 else return;
1023 }
1024 else move_object(victim,dir); 1105 move_object (victim, dir);
1025 1106
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1107 if (!op->stats.maxsp && op->attacktype)
1108 op->stats.maxsp = 2;
1027 1109
1028 if(op->attacktype) { /* flag to paralyze the player */ 1110 if (op->attacktype)
1029 1111 { /* flag to paralyze the player */
1030 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));
1031 /* Not sure why, but for some chars on metalforge, they
1032 * would sometimes get -inf speed_left, and from the
1033 * description, it could only happen here, so just put
1034 * a lower sanity limit. My only guess is that the
1035 * mover has 0 speed.
1036 */
1037 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1038 } 1113 }
1039 } 1114 }
1040 } 1115 }
1041} 1116}
1042 1117
1045 * connected: what will trigger it. 1120 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy. 1121 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate. 1122 * other_arch: the object to look for and duplicate.
1048 */ 1123 */
1049 1124
1125void
1050void move_duplicator(object *op) { 1126move_duplicator (object *op)
1127{
1051 object *tmp; 1128 object *tmp;
1052 1129
1053 if ( !op->other_arch ) { 1130 if (!op->other_arch)
1131 {
1054 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");
1055 return; 1133 return;
1056 } 1134 }
1057 1135
1058 if (op->above == NULL) 1136 if (op->above == NULL)
1059 return; 1137 return;
1138
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1140 {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1141 if (op->other_arch->name == tmp->arch->name)
1142 {
1062 if (op->level <= 0) { 1143 if (op->level <= 0)
1063 remove_ob(tmp); 1144 tmp->destroy ();
1064 free_object(tmp);
1065 } else { 1145 else
1146 {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1147 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1148
1067 if (new_nrof >= 1UL<<31) 1149 if (new_nrof >= 1UL << 31)
1068 new_nrof = 1UL<<31; 1150 new_nrof = 1UL << 31;
1151
1069 tmp->nrof = new_nrof; 1152 tmp->nrof = new_nrof;
1070 } 1153 }
1154
1071 break; 1155 break;
1072 } 1156 }
1073 } 1157 }
1074} 1158}
1075 1159
1076/* move_creator (by peterm) 1160/* move_creator (by peterm)
1085 * 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
1086 * more concern with large objects, most notably a part being placed 1170 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash 1171 * outside of the map which would cause the server to crash
1088*/ 1172*/
1089 1173
1174void
1090void move_creator(object *creator) { 1175move_creator (object *creator)
1176{
1091 object *new_ob; 1177 object *new_ob;
1092 1178
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1179 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1180 {
1094 creator->stats.hp=-1; 1181 creator->stats.hp = -1;
1095 return; 1182 return;
1096 } 1183 }
1097 1184
1098 if (creator->inv != NULL) { 1185 if (creator->inv != NULL)
1186 {
1099 object *ob; 1187 object *ob;
1100 int i; 1188 int i;
1101 object *ob_to_copy; 1189 object *ob_to_copy;
1102 1190
1103 /* select random object from inventory to copy */ 1191 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv; 1192 ob_to_copy = creator->inv;
1105 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 {
1106 if (rndm(0, i) == 0) { 1195 if (rndm (0, i) == 0)
1196 {
1107 ob_to_copy = ob; 1197 ob_to_copy = ob;
1108 }
1109 } 1198 }
1199 }
1110 new_ob = object_create_clone(ob_to_copy); 1200 new_ob = object_create_clone (ob_to_copy);
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } else { 1203 }
1204 else
1205 {
1114 if (creator->other_arch == NULL) { 1206 if (creator->other_arch == NULL)
1115 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, creator->x, creator->y); 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);
1116 return; 1210 return;
1117 } 1211 }
1118 1212
1119 new_ob = object_create_arch(creator->other_arch); 1213 new_ob = object_create_arch (creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1121 } 1215 }
1122 1216
1123 /* Make sure this multipart object fits */ 1217 /* Make sure this multipart object fits */
1124 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))
1125 free_object(new_ob); 1219 {
1220 new_ob->destroy ();
1126 return; 1221 return;
1127 } 1222 }
1128 1223
1129 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);
1130 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1131 return; 1226 return;
1132 1227
1133 if (creator->slaying) { 1228 if (creator->slaying)
1229 {
1134 new_ob->name = new_ob->title = creator->slaying; 1230 new_ob->name = new_ob->title = creator->slaying;
1135 } 1231 }
1136} 1232}
1137 1233
1138/* move_marker --peterm@soda.csua.berkeley.edu 1234/* move_marker --peterm@soda.csua.berkeley.edu
1139 when moved, a marker will search for a player sitting above 1235 when moved, a marker will search for a player sitting above
1141 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1142 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1143 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1144 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1145 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1146 1242void
1147void move_marker(object *op) { 1243move_marker (object *op)
1244{
1245 if (object *tmp = op->ms ().player ())
1246 {
1148 object *tmp,*tmp2; 1247 object *tmp2;
1149
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1152 1248
1153 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1155 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1252 {
1253 tmp2->destroy ();
1254 break;
1156 } 1255 }
1157 1256
1158 if(tmp2) {
1159 remove_ob(tmp2);
1160 free_object(tmp2);
1161 }
1162
1163 /* cycle through his inventory to look for the MARK we want to 1257 /* cycle through his inventory to look for the MARK we want to
1164 * place 1258 * place
1165 */ 1259 */
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1168 } 1262 break;
1169 1263
1170 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) { 1265 if (!tmp2)
1266 {
1172 object *force = get_archetype(FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1173 1268
1174 force->speed = 0;
1175 if(op->stats.food) { 1269 if (op->stats.food)
1270 {
1176 force->speed = 0.01; 1271 force->set_speed (0.01);
1177 force->speed_left = -op->stats.food; 1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286
1287 if (op->stats.hp > 0)
1288 {
1289 op->stats.hp--;
1290 if (op->stats.hp == 0)
1291 {
1292 /* marker expires--granted mark number limit */
1293 op->destroy ();
1294 return;
1178 } 1295 }
1179 update_ob_speed (force);
1180 /* put in the lock code */
1181 force->slaying = op->slaying;
1182
1183 if (op->lore)
1184 force->lore = op->lore;
1185
1186 insert_ob_in_ob(force,tmp);
1187 if(op->msg)
1188 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1189
1190 if(op->stats.hp > 0) {
1191 op->stats.hp--;
1192 if(op->stats.hp==0) {
1193 /* marker expires--granted mark number limit */
1194 remove_ob(op);
1195 free_object(op);
1196 return;
1197 }
1198 } 1296 }
1199 } /* if tmp2 == NULL */ 1297 }
1200 } /* if tmp->type == PLAYER */ 1298 }
1201 } /* For all objects on this space */
1202} 1299}
1203 1300
1301void
1204int process_object(object *op) { 1302process_object (object *op)
1303{
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1206 return 0; 1305 return;
1207 1306
1208 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1209 return 0; 1308 return;
1210 1309
1211 if(QUERY_FLAG(op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1213 return 1; 1312 return;
1214 1313
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1216 if (op->type == PLAYER) 1315 {
1217 animate_object(op, op->facing); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1218 else
1219 animate_object(op, op->direction);
1220 1317
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op); 1319 make_sure_seen (op);
1320 }
1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1223 } 1325 {
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1327 {
1225 change_object(op); 1328 change_object (op);
1226 return 1; 1329 return;
1227 } 1330 }
1331
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1229 generate_monster(op); 1333 generate_monster (op);
1230 1334
1231 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1336 {
1232 if(QUERY_FLAG(op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1233 remove_force(op); 1338 remove_force (op);
1234 else { 1339 else
1340 {
1235 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op); 1342 object *pl = op->in_player ();
1343
1237 if (pl) 1344 if (pl)
1238 esrv_del_item(pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1346
1239 remove_ob(op); 1347 op->remove ();
1348
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op); 1350 make_sure_not_seen (op);
1242 free_object(op); 1351
1352 op->destroy ();
1243 } 1353 }
1354
1244 return 1; 1355 return;
1356 }
1245 } 1357 }
1358
1246 switch(op->type) { 1359 switch (op->type)
1247 1360 {
1248 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1249 move_spell_effect(op); 1362 move_spell_effect (op);
1250 return 1; 1363 break;
1251 1364
1252 case ROD: 1365 case ROD:
1253 case HORN: 1366 case HORN:
1254 regenerate_rod(op); 1367 regenerate_rod (op);
1255 return 1; 1368 break;
1256 1369
1257 case FORCE: 1370 case FORCE:
1258 case POTION_EFFECT: 1371 case POTION_EFFECT:
1259 remove_force(op); 1372 remove_force (op);
1260 return 1; 1373 break;
1261 1374
1262 case BLINDNESS: 1375 case BLINDNESS:
1263 remove_blindness(op); 1376 remove_blindness (op);
1264 return 0; 1377 break;
1265 1378
1266 case POISONING: 1379 case POISONING:
1267 poison_more(op); 1380 poison_more (op);
1268 return 0; 1381 break;
1269 1382
1270 case DISEASE: 1383 case DISEASE:
1271 move_disease(op); 1384 move_disease (op);
1272 return 0; 1385 break;
1273 1386
1274 case SYMPTOM: 1387 case SYMPTOM:
1275 move_symptom(op); 1388 move_symptom (op);
1276 return 0; 1389 break;
1277 1390
1278 case THROWN_OBJ: 1391 case THROWN_OBJ:
1279 case ARROW: 1392 case ARROW:
1280 move_arrow(op); 1393 move_arrow (op);
1281 return 0; 1394 break;
1282 1395
1283 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op);
1285 return 0;
1286
1287 case DOOR: 1396 case DOOR:
1288 remove_door(op); 1397 remove_door (op);
1289 return 0; 1398 break;
1290 1399
1291 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1292 remove_door2(op); 1401 remove_door2 (op);
1293 return 0; 1402 break;
1294 1403
1295 case TELEPORTER: 1404 case TELEPORTER:
1296 move_teleporter(op); 1405 move_teleporter (op);
1297 return 0; 1406 break;
1298 1407
1299 case GOLEM: 1408 case GOLEM:
1300 move_golem(op); 1409 move_golem (op);
1301 return 0; 1410 break;
1302 1411
1303 case EARTHWALL: 1412 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1305 return 0; 1414 break;
1306 1415
1307 case FIREWALL: 1416 case FIREWALL:
1308 move_firewall(op); 1417 move_firewall (op);
1309 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1310 animate_turning(op); 1419 animate_turning (op);
1311 return 0; 1420 break;
1312 1421
1313 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1314 do_mood_floor(op); 1423 do_mood_floor (op);
1315 return 0; 1424 break;
1316 1425
1317 case GATE: 1426 case GATE:
1318 move_gate(op); 1427 move_gate (op);
1319 return 0; 1428 break;
1320 1429
1321 case TIMED_GATE: 1430 case TIMED_GATE:
1322 move_timed_gate(op); 1431 move_timed_gate (op);
1323 return 0; 1432 break;
1324 1433
1325 case TRIGGER: 1434 case TRIGGER:
1326 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1329 animate_trigger(op); 1438 animate_trigger (op);
1330 return 0; 1439 break;
1331 1440
1332 case DETECTOR: 1441 case DETECTOR:
1333 move_detector(op); 1442 move_detector (op);
1334 1443
1335 case DIRECTOR: 1444 case DIRECTOR:
1336 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1337 animate_turning(op); 1446 animate_turning (op);
1338 return 0; 1447 break;
1339 1448
1340 case HOLE: 1449 case HOLE:
1341 move_hole(op); 1450 move_hole (op);
1342 return 0; 1451 break;
1343 1452
1344 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1345 move_deep_swamp(op); 1454 move_deep_swamp (op);
1346 return 0; 1455 break;
1347 1456
1348 case RUNE: 1457 case RUNE:
1349 case TRAP: 1458 case TRAP:
1350 move_rune(op); 1459 move_rune (op);
1351 return 0; 1460 break;
1352 1461
1353 case PLAYERMOVER: 1462 case PLAYERMOVER:
1354 move_player_mover(op); 1463 move_player_mover (op);
1355 return 0; 1464 break;
1356 1465
1357 case CREATOR: 1466 case CREATOR:
1358 move_creator(op); 1467 move_creator (op);
1359 return 0; 1468 break;
1360 1469
1361 case MARKER: 1470 case MARKER:
1362 move_marker(op); 1471 move_marker (op);
1363 return 0; 1472 break;
1364 1473
1365 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1366 move_player_changer(op); 1475 move_player_changer (op);
1367 return 0; 1476 break;
1368 1477
1369 case PEACEMAKER: 1478 case PEACEMAKER:
1370 move_peacemaker(op); 1479 move_peacemaker (op);
1371 return 0; 1480 break;
1372 }
1373 1481
1374 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1375} 1487}
1488

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