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Comparing deliantra/server/server/time.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 UTC

1/* 1/*
2 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: time.C,v 1.2 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
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 23
29/* 24/*
30 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
31 * collected in this file. 26 * collected in this file.
32 */ 27 */
33
34#include <global.h> 28#include <global.h>
35#include <spells.h> 29#include <spells.h>
36#ifndef __CEXTRACT__
37#include <sproto.h> 30#include <sproto.h>
38#endif
39 31
40/* The following removes doors. The functions check to see if similar 32/* 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 33 * 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.) 34 * so those will be removed shortly (in a cascade like fashion.)
43 */ 35 */
44 36void
45void remove_door(object *op) { 37remove_door (object *op)
38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
46 int i; 68 int i;
47 object *tmp; 69 object *tmp;
70
48 for(i=1;i<9;i+=2) 71 for (i = 1; i < 9; i += 2)
72 {
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
50 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2; 77 tmp->speed_left = -0.2f;
78 }
53 } 79 }
54 80
55 if(op->other_arch) 81 if (op->other_arch)
56 { 82 {
57 tmp=arch_to_object(op->other_arch); 83 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 88 insert_ob_in_map (tmp, op->map, op, 0);
60 } 89 }
61 remove_ob(op);
62 free_object(op);
63}
64 90
65void remove_door2(object *op) { 91 op->destroy ();
92}
93
94void
95generate_monster (object *gen)
96{
97 if (!gen->map)
98 return;
99
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return;
102
103 object *op;
66 int i; 104 int dir;
105
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
107 {
108 // either copy one item from the inventory...
109 if (!gen->inv)
110 return;
111
112 // first select one item from the inventory
113 int index = 0;
114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
115 if (!rndm (++index))
116 op = tmp;
117
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = object_create_clone (op);
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
136 else
137 return;
138
139 op->expand_tail ();
140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
145 if (rndm (0, 9))
146 generate_artifact (op, gen->map->difficulty);
147
148 if (op->has_random_items ())
149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
150
151 return;
152 }
153
154 op->destroy ();
155}
156
157void
158remove_force (object *op)
159{
160 if (--op->duration > 0)
161 return;
162
163 if (op->env)
164 switch (op->subtype)
165 {
166 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED);
168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
169
170 default:
171 CLEAR_FLAG (op, FLAG_APPLIED);
172 change_abil (op->env, op);
173 op->env->update_stats ();
174 }
175
176 op->destroy ();
177}
178
179void
180remove_blindness (object *op)
181{
182 if (--op->stats.food > 0)
183 return;
184
185 CLEAR_FLAG (op, FLAG_APPLIED);
186
187 if (op->env)
188 {
189 change_abil (op->env, op);
190 op->env->update_stats ();
191 }
192
193 op->destroy ();
194}
195
196void
197poison_more (object *op)
198{
199 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
200 {
201 op->destroy ();
202 return;
203 }
204
205 if (op->stats.food == 1)
206 {
207 /* need to unapply the object before update_stats is called, else fix_player
208 * will not do anything.
209 */
210 if (op->env->type == PLAYER)
211 {
212 CLEAR_FLAG (op, FLAG_APPLIED);
213 op->env->update_stats ();
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
215 }
216
217 op->destroy ();
218 return;
219 }
220
221 if (op->env->type == PLAYER)
222 {
223 op->env->stats.food--;
224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
225 }
226
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228}
229
230
231void
232move_gate (object *op)
233{ /* 1 = going down, 0 = going up */
67 object *tmp; 234 object *tmp;
68 for(i=1;i<9;i+=2) {
69 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 */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84}
85 235
86/* Will generate a monster according to content
87 * of generator.
88 */
89void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
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;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, 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
127void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 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);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
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;
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 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197}
198
199void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209}
210
211void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237}
238
239
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
237 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 238 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; 239 op->stats.wc = 0;
249 } 240 }
250 241
251 /* We're going down */ 242 /* We're going down */
252 if(op->value) { 243 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 244 {
245 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 247 op->stats.wc = 0;
255 if(op->arch->clone.speed) 248 if (op->arch->speed)
256 op->value=0; 249 op->value = 0;
257 else { 250 else
258 op->speed = 0; 251 op->set_speed (0);
259 update_ob_speed(op); 252 }
260 } 253
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 {
263 op->move_block = 0; 256 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 258 update_all_los (op->map, op->x, op->y);
266 } 259 }
260
267 SET_ANIMATION(op, op->stats.wc); 261 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 262 update_object (op, UP_OBJ_CHANGE);
269 return; 263 return;
270 } 264 }
271 265
272 /* We're going up */ 266 /* We're going up */
273 267
274 /* First, lets see if we are already at the top */ 268 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 269 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270 {
276 271
277 /* Check to make sure that only non pickable and non rollable 272 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 275 * the gate slightly.
281 */ 276 */
282 277
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 279 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) 280 break;
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288 281
289 if (tmp==NULL) { 282 if (!tmp)
283 {
290 if(op->arch->clone.speed) 284 if (op->arch->speed)
291 op->value=1; 285 op->value = 1;
292 else { 286 else
293 op->speed = 0; 287 op->set_speed (0);
294 update_ob_speed(op); /* Reached top, let's stop */ 288
289 return;
290 }
295 } 291 }
296 return;
297 }
298 }
299 292
300 if(op->stats.food) { /* The gate is going temporarily down */ 293 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 294 { /* The gate is going temporarily down */
295 if (--op->stats.wc <= 0)
296 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 297 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 298 op->stats.wc = 0;
304 } 299 }
300 }
301 else
305 } else { /* The gate is still going up */ 302 { /* The gate is still going up */
306 op->stats.wc++; 303 op->stats.wc++;
307 304
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
310 307
311 /* If there is something on top of the gate, we try to roll it off. 308 /* 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 309 * If a player/monster, we don't roll, we just hit them with damage
313 */ 310 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
312 {
315 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
318 317
319 if(tmp!=NULL) { 318 if (tmp)
319 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
321 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 323 op->play_sound (sound_find ("blocked_gate"));
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 324
324 "You are crushed by the %s!",op->name); 325 if (tmp->type == PLAYER)
325 } else 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
327 }
326 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
328 * off the gate. 330 * off the gate.
329 */ 331 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 332 else 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) 333 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
335 336
336 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 338 if (i > 0)
338 remove_ob(tmp); 339 {
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 340 mapxy pos (tmp);
340 insert_ob_in_map(tmp,op->map,op,0); 341 pos.move (i);
341 } 342 if (pos.normalise ())
342 } 343 tmp->move_to (pos);
343 } 344 }
345 }
346 }
344 347
345 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 350 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) 351 break;
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351 352
352 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
353 if(tmp) { 354 if (tmp)
354 op->stats.food=1; 355 op->stats.food = 1;
355 } else { 356 else
357 {
356 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 359
360 if (!op->arch->stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
360 } 363 }
361 } /* gate is halfway up */ 364 } /* gate is halfway up */
362 365
363 SET_ANIMATION(op, op->stats.wc); 366 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 367 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 368 } /* gate is going up */
366} 369}
367 370
368/* hp : how long door is open/closed 371/* hp : how long door is open/closed
369 * maxhp : initial value for hp 372 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 373 * sp : 1 = open, 0 = close
371 */ 374 */
375void
372void move_timed_gate(object *op) 376move_timed_gate (object *op)
373{ 377{
374 int v = op->value; 378 int v = op->value;
375 379
376 if (op->stats.sp) { 380 if (op->stats.sp)
381 {
377 move_gate(op); 382 move_gate (op);
383
378 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 385 op->stats.sp = 0;
380 return; 386 return;
381 } 387 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 388
389 if (--op->stats.hp <= 0)
390 { /* keep gate down */
383 move_gate(op); 391 move_gate (op);
384 if (op->value != v) { /* ready ? */ 392
385 op->speed = 0; 393 if (op->value != v)
386 update_ob_speed(op); 394 op->set_speed (0);
387 }
388 } 395 }
389} 396}
390 397
391/* slaying: name of the thing the detector is to look for 398/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 399 * speed: frequency of 'glances'
393 * connected: connected value of detector 400 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 401 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 402 * -1 if detection unsets buttons
396 */ 403 */
397 404
405void
398void move_detector(object *op) 406move_detector (object *op)
399{ 407{
400 object *tmp; 408 object *tmp;
401 int last = op->value; 409 int last = op->value;
402 int detected; 410 int detected;
411
403 detected = 0; 412 detected = 0;
404 413
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
415 {
406 object *tmp2; 416 object *tmp2;
407 if(op->stats.hp) { 417
418 if (op->stats.hp)
419 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 421 {
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 422 if (op->slaying && op->slaying == tmp->name)
411 } 423 detected = 1;
412 } 424
425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
426 detected = 1;
427 }
428 }
429
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 430 if (op->slaying && op->slaying == tmp->name)
414 detected = 1; 431 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 433 detected = 1;
418 } 434 }
419 435
420 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 437 if (op->stats.sp == 1)
438 {
422 if(detected && last == 0) { 439 if (detected && last == 0)
440 {
423 op->value = 1; 441 op->value = 1;
424 push_button(op); 442 push_button (op);
425 } 443 }
444
426 if(!detected && last == 1) { 445 if (!detected && last == 1)
446 {
427 op->value = 0; 447 op->value = 0;
428 push_button(op); 448 push_button (op);
429 } 449 }
430 } 450 }
431 else { /* in this case, we unset buttons */ 451 else
452 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 453 if (detected && last == 1)
454 {
433 op->value = 0; 455 op->value = 0;
434 push_button(op); 456 push_button (op);
435 } 457 }
458
436 if(!detected && last == 0) { 459 if (!detected && last == 0)
460 {
437 op->value = 1; 461 op->value = 1;
438 push_button(op); 462 push_button (op);
439 } 463 }
440 } 464 }
441} 465}
442 466
443 467void
444void animate_trigger (object *op) 468animate_trigger (object *op)
445{ 469{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
471 {
447 op->stats.wc = 0; 472 op->stats.wc = 0;
448 check_trigger(op,NULL); 473 check_trigger (op, NULL);
474 }
449 } else { 475 else
476 {
450 SET_ANIMATION(op, op->stats.wc); 477 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 478 update_object (op, UP_OBJ_FACE);
452 } 479 }
453} 480}
454 481
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 482void
483move_hole (object *op)
484{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 485 object *next, *tmp;
457 486
458 if(op->value) { /* We're opening */ 487 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 488 { /* We're opening */
489 if (--op->stats.wc <= 0)
490 { /* Opened, let's stop */
460 op->stats.wc=0; 491 op->stats.wc = 0;
461 op->speed = 0; 492 op->set_speed (0);
462 update_ob_speed(op);
463 493
464 /* Hard coding this makes sense for holes I suppose */ 494 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 495 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 496 for (tmp = op->above; tmp != NULL; tmp = next)
467 next=tmp->above; 497 {
468 move_apply(op,tmp,tmp); 498 next = tmp->above;
469 } 499 move_apply (op, tmp, tmp);
470 } 500 }
471 SET_ANIMATION(op, op->stats.wc); 501 }
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477 502
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); 503 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
505 return;
506 }
507
508 /* We're closing */
509 op->move_on = 0;
510
511 op->stats.wc++;
512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
513 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514
515 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
484 op->speed = 0; 518 op->set_speed (0); /* closed, let's stop */
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488} 519}
489 520
490 521
491/* stop_item() returns a pointer to the stopped object. The stopped object 522/* 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 523 * may or may not have been removed from maps or inventories. It will not
498 * it, NULL is returned. 529 * it, NULL is returned.
499 * 530 *
500 * fix_stopped_item() should be used if the stopped item should be put on 531 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 532 * the map.
502 */ 533 */
534object *
503object *stop_item (object *op) 535stop_item (object *op)
504{ 536{
505 if (op->map == NULL) 537 if (op->map == NULL)
538 return op;
539
540 switch (op->type)
541 {
542 case THROWN_OBJ:
543 {
544 object *payload = op->inv;
545
546 if (payload == NULL)
547 return NULL;
548 payload->remove ();
549 op->destroy ();
550 return payload;
551 }
552
553 case ARROW:
554 if (op->has_active_speed ())
555 op = fix_stopped_arrow (op);
506 return op; 556 return op;
507 557
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: 558 default:
527 return op; 559 return op;
528 } 560 }
529} 561}
530 562
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 563/* 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. 564 * Inserts item into the old map, or merges it if it already is on the map.
533 * 565 *
534 * 'map' must be the value of op->map before stop_item() was called. 566 * 'map' must be the value of op->map before stop_item() was called.
535 */ 567 */
568void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 569fix_stopped_item (object *op, maptile *map, object *originator)
537{ 570{
538 if (map == NULL) 571 if (map == NULL)
539 return; 572 return;
573
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 574 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 575 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 576 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 577 merge_ob (op, NULL); /* only some arrows actually need this */
544} 578}
545 579
546 580object *
547object *fix_stopped_arrow (object *op) 581fix_stopped_arrow (object *op)
548{ 582{
549 if(rndm(0, 99) < op->stats.food) { 583 if (rndm (0, 99) < op->stats.food)
584 {
550 /* Small chance of breaking */ 585 /* Small chance of breaking */
551 remove_ob (op); 586 op->destroy ();
552 free_object(op);
553 return NULL; 587 return NULL;
554 } 588 }
555 589
590 op->set_speed (0);
556 op->direction=0; 591 op->direction = 0;
557 op->move_on=0; 592 op->move_on = 0;
558 op->move_type=0; 593 op->move_type = 0;
559 op->speed = 0; 594 op->skill = 0; // really?
560 update_ob_speed(op); 595
596 // restore original wc, dam, attacktype and slaying
561 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 598 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566 600
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) { 601 if (op->spellarg)
571 op->slaying = add_string(op->spellarg); 602 {
603 op->slaying = op->spellarg;
572 free(op->spellarg); 604 free (op->spellarg);
573 op->spellarg = NULL; 605 op->spellarg = 0;
606 }
574 } else 607 else
575 op->slaying = NULL; 608 op->slaying = 0;
576 609
577 /* Reset these to zero, so that CAN_MERGE will work properly */ 610 /* Reset these to zero, so that object::can_merge will work properly */
578 op->spellarg = NULL; 611 op->spellarg = NULL;
579 op->stats.sp = 0; 612 op->stats.sp = 0;
580 op->stats.hp = 0; 613 op->stats.hp = 0;
581 op->stats.grace = 0; 614 op->stats.grace = 0;
582 op->level = 0; 615 op->level = 0;
583 op->face=op->arch->clone.face; 616 op->face = op->arch->face;
584 op->owner=NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE); 618 update_object (op, UP_OBJ_CHANGE);
586 return op; 619 return op;
587} 620}
588 621
589/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in 623 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t. 624 * here too. -b.t.
592 * 625 *
593 * Returns a pointer to the stopped object (which will have been removed 626 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed. 627 * from maps or inventories), or NULL if was destroyed.
595 */ 628 */
596 629static void
597static void stop_arrow (object *op) 630stop_arrow (object *op)
598{ 631{
599 /* Lauwenmark: Handle for plugin stop event */ 632 if (INVOKE_OBJECT (STOP, op))
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); 633 return;
634
601 if (op->inv) { 635 if (op->inv)
636 {
602 object *payload = op->inv; 637 object *payload = op->inv;
603 remove_ob (payload); 638
604 clear_owner(payload); 639 payload->remove ();
640 payload->owner = 0;
605 insert_ob_in_map (payload, op->map, payload,0); 641 insert_ob_in_map (payload, op->map, payload, 0);
606 remove_ob (op); 642 op->destroy ();
607 free_object (op); 643 }
608 } else { 644 else
645 {
609 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
610 if (op) 648 if (op)
611 merge_ob (op, NULL); 649 merge_ob (op, 0);
612 } 650 }
613} 651}
614 652
615/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
616 */ 654 */
617 655void
618void move_arrow(object *op) { 656move_arrow (object *op)
619 object *tmp; 657{
620 sint16 new_x, new_y;
621 int was_reflected, mflags; 658 int was_reflected;
622 mapstruct *m;
623 659
624 if(op->map==NULL) { 660 if (!op->map)
661 {
625 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op); 663 op->destroy ();
627 free_object(op); 664 return;
628 return;
629 } 665 }
630 666
631 /* we need to stop thrown objects at some point. Like here. */ 667 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) { 668 if (op->type == THROWN_OBJ)
669 {
633 /* If the object that the THROWN_OBJ encapsulates disappears, 670 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get 671 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens 672 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own, 673 * is if the player throws a bomb - the bomb explodes on its own,
637 * but this object sticks around. We could handle the cleanup in the 674 * but this object sticks around. We could handle the cleanup in the
638 * bomb code, but there are potential other cases where that could happen, 675 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here. 676 * and it is easy enough to clean it up here.
640 */ 677 */
641 if (op->inv == NULL) { 678 if (op->inv == NULL)
642 remove_ob(op); 679 {
643 free_object(op); 680 op->destroy ();
681 return;
682 }
683
684 if (op->last_sp-- < 0)
685 {
686 stop_arrow (op);
687 return;
688 }
689 }
690
691 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
692 values look rediculous. */
693 if (op->speed < 0.5 && op->type == ARROW)
694 {
695 stop_arrow (op);
696 return;
697 }
698
699 /* Calculate target map square */
700 was_reflected = 0;
701
702 mapxy pos (op); pos.move (op->direction);
703
704 if (!pos.normalise ())
705 {
706 stop_arrow (op);
707 return;
708 }
709
710 /* only need to look for living creatures if this flag is set */
711 if (pos->flags () & P_IS_ALIVE)
712 {
713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717 break;
718
719 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then
721 * move into it.
722 */
723 if (tmp && tmp != op->owner)
724 {
725 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.)
728 */
729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
730 {
731 int number = op->face;
732
733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */
736 }
737 else
738 {
739 /* Attack the object. */
740 op = hit_with_arrow (op, tmp);
741
742 if (!op)
743 return;
744 }
745 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */
747
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 {
750 int retry = 0;
751
752 /* if the object doesn't reflect, stop the arrow from moving
753 * note that this code will now catch cases where a monster is
754 * on a wall but has reflecting - the arrow won't reflect.
755 * Mapmakers shouldn't put monsters on top of wall in the first
756 * place, so I don't consider that a problem.
757 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
759 {
760 stop_arrow (op);
761 return;
762 }
763 else
764 {
765 /* If one of the major directions (n,s,e,w), just reverse it */
766 if (op->direction & 1)
767 {
768 op->direction = absdir (op->direction + 4);
769 retry = 1;
770 }
771
772 /* There were two blocks with identical code -
773 * use this retry here to make this one block
774 * that did the same thing.
775 */
776 while (retry < 2)
777 {
778 retry++;
779
780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
781 * over a corner in a tiled map, it is possible that
782 * op->direction is within an adjacent map but either
783 * op->direction-1 or op->direction+1 does not exist.
784 */
785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
787
788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
790
791 if (left == right)
792 op->direction = absdir (op->direction + 4);
793 else if (left)
794 op->direction = absdir (op->direction + 2);
795 else if (right)
796 op->direction = absdir (op->direction - 2);
797
798 /* If this space is not out of the map and not blocked, valid space -
799 * don't need to retry again.
800 */
801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
803 break;
804 }
805
806 /* Couldn't find a direction to move the arrow to - just
807 * stop it from moving.
808 */
809 if (retry == 2)
810 {
811 stop_arrow (op);
812 return;
813 }
814
815 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */
817 if (GET_ANIM_ID (op))
818 SET_ANIMATION (op, op->direction);
819 } /* object is reflected */
820 } /* object ran into a wall */
821
822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823 * about 17 squares. Tune as needed.
824 */
825 op->speed -= 0.05;
826
827 /* Move the arrow. */
828 op->move_to (pos);
829}
830
831void
832change_object (object *op)
833{ /* Doesn`t handle linked objs yet */
834 int i, j;
835
836 if (!op->other_arch)
837 {
838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
839 return;
840 }
841
842 /* In non-living items only change when food value is 0 */
843 if (!QUERY_FLAG (op, FLAG_ALIVE))
844 {
845 if (op->stats.food-- > 0)
846 return;
847
848 op->stats.food = 1; /* so 1 other_arch is made */
849 }
850
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < op->stats.food; i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env)
863 {
864 tmp = env->insert (tmp);
865
866 /* If this object is the players inventory, we need to tell the
867 * client of the change. Insert_ob_in_map takes care of the
868 * updating the client, so we don't need to do that below.
869 */
870 if (object *pl = op->in_player ())
871 {
872 esrv_del_item (pl->contr, op->count);
873 esrv_send_item (pl, tmp);
874 }
875 }
876 else
877 {
878 j = find_first_free_spot (tmp, op->map, op->x, op->y);
879 if (j < 0) /* No free spot */
880 tmp->destroy ();
881 else
882 {
883 mapxy pos (op); pos.move (j);
884
885 if (pos.normalise ())
886 pos.insert (tmp, op);
887 }
888 }
889 }
890
891 op->destroy ();
892}
893
894void
895move_teleporter (object *op)
896{
897 object *tmp, *head = op;
898
899 /* if this is a multipart teleporter, handle the other parts
900 * The check for speed isn't strictly needed - basically, if
901 * there is an old multipart teleporter in which the other parts
902 * have speed, we don't really want to call it twice for the same
903 * function - in fact, as written below, part N would get called
904 * N times without the speed check.
905 */
906 if (op->more && !op->more->has_active_speed ())
907 move_teleporter (op->more);
908
909 if (op->head)
910 head = op->head;
911
912 for (tmp = op->above; tmp; tmp = tmp->above)
913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
914 break;
915
916 /* If nothing above us to move, nothing to do */
917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
918 return;
919
920 if (EXIT_PATH (head))
921 {
922 if (tmp->type == PLAYER)
923 {
924 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
644 return; 925 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651 926
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 927 tmp->enter_exit (head);
653 values look rediculous. */ 928 }
654 if (op->speed < 0.5 && op->type==ARROW) {
655 stop_arrow(op);
656 return;
657 }
658
659 /* Calculate target map square */
660 new_x = op->x + DIRX(op);
661 new_y = op->y + DIRY(op);
662 was_reflected = 0;
663
664 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
666
667 if (mflags & P_OUT_OF_MAP) {
668 stop_arrow(op);
669 return;
670 }
671
672 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) {
674 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
675 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
676
677
678 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then
680 * move into it.
681 */
682
683 if (tmp != NULL && tmp != op->owner) {
684 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.)
687 */
688
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number;
693
694 op->direction = absdir (op->direction + 4);
695 op->state = 0;
696 if (GET_ANIM_ID (op)) {
697 number += 4;
698 if (number > GET_ANIMATION (op, 8))
699 number -= 8;
700 op->face = &new_faces[number];
701 }
702 was_reflected = 1; /* skip normal movement calculations */
703 }
704 else { 929 else
705 /* Attack the object. */
706 op = hit_with_arrow (op, tmp);
707 if (op == NULL)
708 return;
709 }
710 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */
712
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
715 int retry=0;
716
717 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem.
722 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
724 stop_arrow (op);
725 return;
726 } else {
727 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) {
729 op->direction=absdir(op->direction+4);
730 retry=1;
731 }
732 /* There were two blocks with identical code -
733 * use this retry here to make this one block
734 * that did the same thing.
735 */
736 while (retry<2) {
737 int left, right, mflags;
738 mapstruct *m1;
739 sint16 x1, y1;
740
741 retry++;
742
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
744 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist.
747 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
749 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
751
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
753 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
755
756 if(left==right)
757 op->direction=absdir(op->direction+4);
758 else if(left)
759 op->direction=absdir(op->direction+2);
760 else if(right)
761 op->direction=absdir(op->direction-2);
762
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
764
765 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again.
767 */
768 if (!(mflags & P_OUT_OF_MAP) &&
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
770
771 }
772 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving.
774 */
775 if (retry==2) {
776 stop_arrow (op);
777 return;
778 }
779 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op))
782 SET_ANIMATION(op, op->direction);
783 } /* object is reflected */
784 } /* object ran into a wall */
785
786 /* Move the arrow. */
787 remove_ob (op);
788 op->x = new_x;
789 op->y = new_y;
790
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed.
793 */
794 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0);
796}
797
798/* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */
801
802void change_object(object *op) { /* Doesn`t handle linked objs yet */
803 object *tmp,*env,*pl;
804 int i,j;
805
806 if(op->other_arch==NULL) {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
808 return;
809 }
810
811 /* In non-living items only change when food value is 0 */
812 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
813 if(op->stats.food-- > 0) return;
814 else op->stats.food=1; /* so 1 other_arch is made */
815 }
816 env=op->env;
817 remove_ob(op);
818 for(i=0;i<NROFNEWOBJS(op);i++) {
819 tmp=arch_to_object(op->other_arch);
820 if (op->type == LAMP)
821 tmp->stats.food = op->stats.food-1;
822 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
823 if(env) {
824 tmp->x=env->x,tmp->y=env->y;
825 tmp=insert_ob_in_ob(tmp,env);
826 /* If this object is the players inventory, we need to tell the
827 * client of the change. Insert_ob_in_map takes care of the
828 * updating the client, so we don't need to do that below.
829 */
830 if ((pl=is_player_inv(env))!=NULL) {
831 esrv_del_item(pl->contr, op->count);
832 esrv_send_item(pl, tmp);
833 }
834 } else {
835 j=find_first_free_spot(tmp,op->map,op->x,op->y);
836 if (j==-1) /* No free spot */
837 free_object(tmp);
838 else {
839 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
840 insert_ob_in_map(tmp,op->map,op,0);
841 }
842 }
843 }
844 free_object(op);
845}
846
847void move_teleporter(object *op) {
848 object *tmp, *head=op;
849
850 /* if this is a multipart teleporter, handle the other parts
851 * The check for speed isn't strictly needed - basically, if
852 * there is an old multipart teleporter in which the other parts
853 * have speed, we don't really want to call it twice for the same
854 * function - in fact, as written below, part N would get called
855 * N times without the speed check.
856 */
857 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
858
859 if (op->head) head=op->head;
860
861 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
862 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
863
864 /* If nothing above us to move, nothing to do */
865 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
866
867 if(EXIT_PATH(head)) {
868 if(tmp->type==PLAYER) {
869 /* Lauwenmark: Handle for plugin TRIGGER event */
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
871 return;
872 enter_exit(tmp, head);
873 }
874 else
875 /* Currently only players can transfer maps */ 930 /* Currently only players can transfer maps */
876 return;
877 }
878 else if(EXIT_X(head)||EXIT_Y(head)) {
879 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
880 LOG(llevError, "Removed illegal teleporter.\n");
881 remove_ob(head);
882 free_object(head);
883 return;
884 }
885 /* Lauwenmark: Handle for plugin TRIGGER event */
886 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
887 return; 931 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 932 }
933 else if (EXIT_X (head) || EXIT_Y (head))
889 } 934 {
890 else { 935 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
891 /* Random teleporter */ 936 {
892 /* Lauwenmark: Handle for plugin TRIGGER event */ 937 LOG (llevError, "Removed illegal teleporter.\n");
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) 938 head->destroy ();
894 return; 939 return;
940 }
941
942 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
943 return;
944
945 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
946 }
947 else
948 {
949 /* Random teleporter */
950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
951 return;
895 teleport(head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
896 } 953 }
897} 954}
898
899 955
900/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
903 can't be generalized. 959 can't be generalized.
904*/ 960*/
905 961void
906void move_player_changer(object *op) { 962move_player_changer (object *op)
963{
907 object *player; 964 object *player;
908 object *walk; 965 object *walk;
909 char c;
910 966
911 if (!op->above || !EXIT_PATH(op)) return; 967 if (!op->above || !EXIT_PATH (op))
968 return;
912 969
913 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
914 * needs to be on top. 971 * needs to be on top.
915 */ 972 */
916 if(op->above->type==PLAYER) { 973 if (op->above->type == PLAYER)
917 /* Lauwenmark: Handle for plugin TRIGGER event */ 974 {
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
919 return; 976 return;
977
920 player=op->above; 978 player = op->above;
979
921 for(walk=op->inv;walk!=NULL;walk=walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
922 apply_changes_to_player(player,walk); 981 apply_changes_to_player (player, walk);
923 982
924 fix_player(player); 983 player->update_stats ();
984
925 esrv_send_inventory(op->above,op->above); 985 esrv_send_inventory (op->above, op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
927 987
928 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
930 if (c == '/') { 990 {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 991 player->contr->savebed_map = EXIT_PATH (op);
932 player->contr->bed_x = EXIT_X(op); 992 player->contr->bed_x = EXIT_X (op);
933 player->contr->bed_y = EXIT_Y(op); 993 player->contr->bed_y = EXIT_Y (op);
934 } 994 }
935 else 995 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n", 996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
938 EXIT_PATH(op)); 997
939 998 op->above->enter_exit (op);
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 } 999 }
943} 1000}
944 1001
945/* firewalls fire other spells. 1002/* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down. 1004 * walls can have hp, so they can be torn down.
948 */ 1005 */
1006void
949void move_firewall(object *op) { 1007move_firewall (object *op)
1008{
950 object *spell; 1009 object *spell;
951 1010
952 if ( ! op->map) 1011 if (!op->map)
953 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
954 1013
955 spell = op->inv; 1014 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1015
1016 if (!spell || spell->type != SPELL)
1017 spell = op->other_arch;
1018
957 if (!spell) { 1019 if (!spell)
958 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
959 op->name, op->map->name, op->x, op->y);
960 return;
961 } 1020 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return;
1023 }
962 1024
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
964} 1026}
965
966 1027
967/* move_player_mover: this function takes a "player mover" as an 1028/* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is: 1029 * argument, and performs the function of a player mover, which is:
969 * 1030 *
970 * a player mover finds any players that are sitting on it. It 1031 * a player mover finds any players that are sitting on it. It
971 * moves them in the op->stats.sp direction. speed is how often it'll move. 1032 * moves them in the op->stats.sp direction. speed is how often it'll move.
972 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1033 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
973 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1034 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
974 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
975 */ 1036 */
1037void
976void move_player_mover(object *op) { 1038move_player_mover (object *op)
977 object *victim, *nextmover; 1039{
978 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
979 sint16 nx, ny; 1041 sint16 nx, ny;
980 mapstruct *m; 1042 maptile *m;
981 1043
982 /* Determine direction now for random movers so we do the right thing */ 1044 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8); 1045 if (!dir)
1046 dir = rndm (1, 8);
984 1047
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1048 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1049 {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) { 1051 (victim->move_type & op->move_type || !victim->move_type))
1052 {
988 1053
989 if (victim->head) victim = victim->head; 1054 if (victim->head)
1055 victim = victim->head;
990 1056
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1057 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
992 remove_ob(op); 1058 {
993 free_object(op); 1059 op->remove ();
994 return; 1060 return;
995 } 1061 }
1062
996 nx = op->x+freearr_x[dir]; 1063 nx = op->x + freearr_x[dir];
997 ny = op->y+freearr_y[dir]; 1064 ny = op->y + freearr_y[dir];
998 m = op->map; 1065 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { 1066 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1067 {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", 1068 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1001 m->path, op->x, op->y); 1069 return;
1002 return ; 1070 }
1003 } 1071
1004
1005 if (should_director_abort(op, victim)) return ; 1072 if (should_director_abort (op, victim))
1073 return;
1006 1074
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { 1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1076 {
1008 if(nextmover->type == PLAYERMOVER) 1077 if (nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99; 1078 nextmover->speed_left = -.99f;
1079
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */ 1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1012 } 1082 }
1013 }
1014 1083
1015 if(victim->type==PLAYER) { 1084 if (victim->type == PLAYER)
1085 {
1016 /* only level >=1 movers move people */ 1086 /* only level >=1 movers move people */
1017 if(op->level) { 1087 if (op->level)
1088 {
1018 /* Following is a bit of hack. We need to make sure it 1089 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in 1090 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to 1091 * place. This can happen if the player used a spell to
1021 * get to this space. 1092 * get to this space.
1022 */ 1093 */
1023 victim->contr->fire_on=0; 1094 victim->contr->fire_on = 0;
1024 victim->speed_left=-FABS(victim->speed); 1095 victim->speed_left = 1.f;
1025 move_player(victim, dir); 1096 move_player (victim, dir);
1026 } 1097 }
1027 else return; 1098 else
1028 } 1099 return;
1029 else move_object(victim,dir); 1100 }
1101 else
1102 move_object (victim, dir);
1030 1103
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1104 if (!op->stats.maxsp && op->attacktype)
1105 op->stats.maxsp = 2;
1032 1106
1033 if(op->attacktype) { /* flag to paralyze the player */ 1107 if (op->attacktype)
1034 1108 { /* flag to paralyze the player */
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1036 /* Not sure why, but for some chars on metalforge, they 1110 }
1037 * would sometimes get -inf speed_left, and from the 1111 }
1038 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed.
1041 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1043 }
1044 }
1045 } 1112 }
1046} 1113}
1047 1114
1048/* 1115/*
1049 * Will duplicate a specified object placed on top of it. 1116 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it. 1117 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy. 1118 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate. 1119 * other_arch: the object to look for and duplicate.
1053 */ 1120 */
1054 1121
1122void
1055void move_duplicator(object *op) { 1123move_duplicator (object *op)
1124{
1056 object *tmp; 1125 object *tmp;
1057 1126
1058 if ( !op->other_arch ) { 1127 if (!op->other_arch)
1128 {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1129 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1060 return; 1130 return;
1061 } 1131 }
1062 1132
1063 if (op->above == NULL) 1133 if (op->above == NULL)
1064 return; 1134 return;
1135
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1137 {
1138 if (op->other_arch->archname == tmp->arch->archname)
1139 {
1067 if (op->level <= 0) { 1140 if (op->level <= 0)
1068 remove_ob(tmp); 1141 tmp->destroy ();
1069 free_object(tmp); 1142 else
1070 } else { 1143 {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1144 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1072 if (new_nrof >= 1UL<<31) 1145
1073 new_nrof = 1UL<<31; 1146 if (new_nrof >= 1UL << 31)
1074 tmp->nrof = new_nrof; 1147 new_nrof = 1UL << 31;
1075 } 1148
1076 break; 1149 tmp->nrof = new_nrof;
1077 } 1150 }
1151
1152 break;
1153 }
1078 } 1154 }
1079} 1155}
1080 1156
1081/* move_creator (by peterm) 1157/* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it. 1158 * it has the creator object create it's other_arch right on top of it.
1089 * has to make sure that there is in fact space for the object. 1165 * has to make sure that there is in fact space for the object.
1090 * It should really do this for small objects also, but there is 1166 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1093*/ 1169*/
1094 1170void
1095void move_creator(object *creator) { 1171move_creator (object *creator)
1172{
1096 object *new_ob; 1173 object *new_ob;
1097 1174
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1175 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1176 {
1099 creator->stats.hp=-1; 1177 creator->stats.hp = -1;
1100 return; 1178 return;
1101 } 1179 }
1102 1180
1103 if (creator->inv != NULL) { 1181 if (creator->inv != NULL)
1182 {
1104 object *ob; 1183 object *ob;
1105 int i; 1184 int i;
1106 object *ob_to_copy; 1185 object *ob_to_copy;
1107 1186
1108 /* select random object from inventory to copy */ 1187 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv; 1188 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1189 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1190 {
1111 if (rndm(0, i) == 0) { 1191 if (rndm (0, i) == 0)
1112 ob_to_copy = ob; 1192 {
1113 } 1193 ob_to_copy = ob;
1114 } 1194 }
1195 }
1115 new_ob = object_create_clone(ob_to_copy); 1196 new_ob = object_create_clone (ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1197 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1198 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1118 } else { 1199 }
1200 else
1201 {
1119 if (creator->other_arch == NULL) { 1202 if (creator->other_arch == NULL)
1120 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); 1203 {
1204 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1205 &creator->name, &creator->map->path, creator->x, creator->y);
1121 return; 1206 return;
1122 } 1207 }
1123 1208
1124 new_ob = object_create_arch(creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1126 } 1211 }
1127 1212
1128 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1214 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1130 free_object(new_ob);
1131 return;
1132 } 1215 {
1216 new_ob->destroy ();
1217 return;
1218 }
1133 1219
1220 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1223
1134 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);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1136 return; 1226 return;
1137 1227
1138 if (creator->slaying) { 1228 if (creator->slaying)
1139 FREE_AND_COPY(new_ob->name, creator->slaying); 1229 {
1140 FREE_AND_COPY(new_ob->title, creator->slaying); 1230 new_ob->name = new_ob->title = creator->slaying;
1141 } 1231 }
1142} 1232}
1143 1233
1144/* move_marker --peterm@soda.csua.berkeley.edu 1234/* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above 1235 when moved, a marker will search for a player sitting above
1147 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1151 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1152 1242void
1153void move_marker(object *op) { 1243move_marker (object *op)
1154 object *tmp,*tmp2; 1244{
1155 1245 if (object *tmp = op->ms ().player ())
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1246 {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1248 if (object *force = tmp->force_find (op->name))
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1249 force->destroy ();
1250
1251 if (!tmp->force_find (op->slaying))
1252 {
1253 tmp->force_add (op->slaying, op->stats.food);
1254
1255 if (op->msg)
1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1257
1258 if (op->stats.hp > 0)
1259 {
1260 op->stats.hp--;
1261
1262 if (op->stats.hp == 0)
1263 {
1264 /* marker expires--granted mark number limit */
1265 op->destroy ();
1266 return;
1267 }
1268 }
1269 }
1165 } 1270 }
1166
1167 if(tmp2) {
1168 remove_ob(tmp2);
1169 free_object(tmp2);
1170 }
1171
1172 /* cycle through his inventory to look for the MARK we want to
1173 * place
1174 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1177 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182
1183 force->speed = 0;
1184 if(op->stats.food) {
1185 force->speed = 0.01;
1186 force->speed_left = -op->stats.food;
1187 }
1188 update_ob_speed (force);
1189 /* put in the lock code */
1190 force->slaying = add_string(op->slaying);
1191
1192 if ( op->lore )
1193 force->lore = add_string( op->lore );
1194
1195 insert_ob_in_ob(force,tmp);
1196 if(op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1198
1199 if(op->stats.hp > 0) {
1200 op->stats.hp--;
1201 if(op->stats.hp==0) {
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211} 1271}
1212 1272
1273void
1213int process_object(object *op) { 1274process_object (object *op)
1275{
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1215 return 0;
1216
1217 if (INVOKE_OBJECT (TICK, op))
1218 return 0; 1277 return;
1219 1278
1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1280 return;
1281
1220 if(QUERY_FLAG(op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1221 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1222 return 1; 1284 return;
1223 1285
1224 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1225 if (op->type == PLAYER)
1226 animate_object(op, op->facing);
1227 else
1228 animate_object(op, op->direction);
1229
1230 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1231 make_sure_seen(op);
1232 } 1287 {
1233 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1288 animate_object (op, op->contr ? op->facing : op->direction);
1234 change_object(op);
1235 return 1;
1236 }
1237 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1238 generate_monster(op);
1239 1289
1240 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1241 if(QUERY_FLAG(op, FLAG_APPLIED))
1242 remove_force(op);
1243 else {
1244 /* IF necessary, delete the item from the players inventory */
1245 object *pl=is_player_inv(op);
1246 if (pl)
1247 esrv_del_item(pl->contr, op->count);
1248 remove_ob(op);
1249 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1250 make_sure_not_seen(op); 1291 make_sure_seen (op);
1251 free_object(op); 1292 }
1252 } 1293
1253 return 1; 1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1254 } 1299 {
1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1301 {
1302 change_object (op);
1303 return;
1304 }
1305
1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1307 generate_monster (op);
1308
1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1310 {
1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1312 remove_force (op);
1313 else
1314 {
1315 /* If necessary, delete the item from the players inventory */
1316 if (object *pl = op->in_player ())
1317 esrv_del_item (pl->contr, op->count);
1318
1319 op->remove ();
1320
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1322 make_sure_not_seen (op);
1323
1324 op->destroy ();
1325 }
1326
1327 return;
1328 }
1329 }
1330
1255 switch(op->type) { 1331 switch (op->type)
1256 case TRANSPORT: 1332 {
1257 /* Transports are directed by players - thus, their
1258 * speed is reduced when the player moves them about.
1259 * So give them back there speed here, since process_objects()
1260 * has decremented it.
1261 */
1262 if (op->speed_left < 0.0) op->speed_left += 1.0;
1263 return 1;
1264
1265 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1266 move_spell_effect(op); 1334 move_spell_effect (op);
1267 return 1; 1335 break;
1268 1336
1269 case ROD: 1337 case ROD:
1270 case HORN: 1338 case HORN:
1271 regenerate_rod(op); 1339 regenerate_rod (op);
1272 return 1; 1340 break;
1273 1341
1274 case FORCE: 1342 case FORCE:
1275 case POTION_EFFECT: 1343 case POTION_EFFECT:
1276 remove_force(op); 1344 remove_force (op);
1277 return 1; 1345 break;
1278 1346
1279 case BLINDNESS: 1347 case BLINDNESS:
1280 remove_blindness(op); 1348 remove_blindness (op);
1281 return 0; 1349 break;
1282 1350
1283 case POISONING: 1351 case POISONING:
1284 poison_more(op); 1352 poison_more (op);
1285 return 0; 1353 break;
1286 1354
1287 case DISEASE: 1355 case DISEASE:
1288 move_disease(op); 1356 move_disease (op);
1289 return 0; 1357 break;
1290 1358
1291 case SYMPTOM: 1359 case SYMPTOM:
1292 move_symptom(op); 1360 move_symptom (op);
1293 return 0; 1361 break;
1294 1362
1295 case THROWN_OBJ: 1363 case THROWN_OBJ:
1296 case ARROW: 1364 case ARROW:
1297 move_arrow(op); 1365 move_arrow (op);
1298 return 0; 1366 break;
1299 1367
1300 case LIGHTNING: /* It now moves twice as fast */ 1368 case DOOR:
1301 move_bolt(op);
1302 return 0;
1303
1304 case DOOR:
1305 remove_door(op); 1369 remove_door (op);
1306 return 0; 1370 break;
1307 1371
1308 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1309 remove_door2(op); 1373 remove_door2 (op);
1310 return 0; 1374 break;
1311 1375
1312 case TELEPORTER: 1376 case TELEPORTER:
1313 move_teleporter(op); 1377 move_teleporter (op);
1314 return 0; 1378 break;
1315 1379
1316 case GOLEM: 1380 case GOLEM:
1317 move_golem(op); 1381 move_golem (op);
1318 return 0; 1382 break;
1319 1383
1320 case EARTHWALL: 1384 case EARTHWALL:
1321 hit_player(op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1322 return 0; 1386 break;
1323 1387
1324 case FIREWALL: 1388 case FIREWALL:
1325 move_firewall(op); 1389 move_firewall (op);
1326 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1327 animate_turning(op); 1391 animate_turning (op);
1328 return 0; 1392 break;
1329 1393
1330 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1331 do_mood_floor(op, op); 1395 do_mood_floor (op);
1332 return 0; 1396 break;
1333 1397
1334 case GATE: 1398 case GATE:
1335 move_gate(op); 1399 move_gate (op);
1336 return 0; 1400 break;
1337 1401
1338 case TIMED_GATE: 1402 case TIMED_GATE:
1339 move_timed_gate(op); 1403 move_timed_gate (op);
1340 return 0; 1404 break;
1341 1405
1342 case TRIGGER: 1406 case TRIGGER:
1343 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1344 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1345 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1346 animate_trigger(op); 1410 animate_trigger (op);
1347 return 0; 1411 break;
1348 1412
1349 case DETECTOR: 1413 case DETECTOR:
1350 move_detector(op); 1414 move_detector (op);
1351 1415
1352 case DIRECTOR: 1416 case DIRECTOR:
1353 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1354 animate_turning(op); 1418 animate_turning (op);
1355 return 0; 1419 break;
1356 1420
1357 case HOLE: 1421 case HOLE:
1358 move_hole(op); 1422 move_hole (op);
1359 return 0; 1423 break;
1360 1424
1361 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1362 move_deep_swamp(op); 1426 move_deep_swamp (op);
1363 return 0; 1427 break;
1364 1428
1365 case RUNE: 1429 case RUNE:
1366 case TRAP: 1430 case TRAP:
1367 move_rune(op); 1431 move_rune (op);
1368 return 0; 1432 break;
1369 1433
1370 case PLAYERMOVER: 1434 case PLAYERMOVER:
1371 move_player_mover(op); 1435 move_player_mover (op);
1372 return 0; 1436 break;
1373 1437
1374 case CREATOR: 1438 case CREATOR:
1375 move_creator(op); 1439 move_creator (op);
1376 return 0; 1440 break;
1377 1441
1378 case MARKER: 1442 case MARKER:
1379 move_marker(op); 1443 move_marker (op);
1380 return 0; 1444 break;
1381 1445
1382 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1383 move_player_changer(op); 1447 move_player_changer (op);
1384 return 0; 1448 break;
1385 1449
1386 case PEACEMAKER: 1450 case PEACEMAKER:
1387 move_peacemaker(op); 1451 move_peacemaker (op);
1388 return 0; 1452 break;
1389 }
1390 1453
1391 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1392} 1459}
1460

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