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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 1.72 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 1.8 2006/09/03 00:18:42 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);
260 } 252 }
261 } 253
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)
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break; 280 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
295 }
296 return; 289 return;
297 } 290 }
298 } 291 }
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);
323 op->play_sound (sound_find ("blocked_gate"));
324
322 if(tmp->type==PLAYER) 325 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 326 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);
325 } else 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)
339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
338 remove_ob(tmp); 343 tmp->move_to (pos);
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0);
341 } 344 }
342 } 345 }
343 } 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)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break; 351 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;
359
357 if(!op->arch->clone.stats.ac) 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
393 if (op->value != v)
385 op->speed = 0; 394 op->set_speed (0);
386 update_ob_speed(op);
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;
417
407 if(op->stats.hp) { 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 {
422 if (op->slaying && op->slaying == tmp->name)
423 detected = 1;
424
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
411 } 426 detected = 1;
412 } 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)
497 {
467 next=tmp->above; 498 next = tmp->above;
468 move_apply(op,tmp,tmp); 499 move_apply (op, tmp, tmp);
469 }
470 } 500 }
501 }
502
471 SET_ANIMATION(op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
473 return; 505 return;
474 } 506 }
507
475 /* We're closing */ 508 /* We're closing */
476 op->move_on = 0; 509 op->move_on = 0;
477 510
478 op->stats.wc++; 511 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 513 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514
481 SET_ANIMATION(op, op->stats.wc); 515 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 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;
485 update_ob_speed(op); /* closed, let's stop */ 518 op->set_speed (0); /* 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;
600
601 if (op->spellarg)
602 {
603 op->slaying = op->spellarg;
604 free (op->spellarg);
605 op->spellarg = 0;
606 }
607 else
564 op->slaying = 0; 608 op->slaying = 0;
565 op->skill = 0;
566 609
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 */ 610 /* Reset these to zero, so that object::can_merge will work properly */
575 op->spellarg = NULL; 611 op->spellarg = NULL;
576 op->stats.sp = 0; 612 op->stats.sp = 0;
577 op->stats.hp = 0; 613 op->stats.hp = 0;
578 op->stats.grace = 0; 614 op->stats.grace = 0;
579 op->level = 0; 615 op->level = 0;
580 op->face=op->arch->clone.face; 616 op->face = op->arch->face;
581 op->owner=NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
582 update_object (op,UP_OBJ_FACE); 618 update_object (op, UP_OBJ_CHANGE);
583 return op; 619 return op;
584} 620}
585 621
586/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
587 * 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
588 * here too. -b.t. 624 * here too. -b.t.
589 * 625 *
590 * 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
591 * from maps or inventories), or NULL if was destroyed. 627 * from maps or inventories), or NULL if was destroyed.
592 */ 628 */
593 629static void
594static void stop_arrow (object *op) 630stop_arrow (object *op)
595{ 631{
596 if (INVOKE_OBJECT (STOP, op)) 632 if (INVOKE_OBJECT (STOP, op))
597 return; 633 return;
598 634
599 if (op->inv) { 635 if (op->inv)
636 {
600 object *payload = op->inv; 637 object *payload = op->inv;
601 remove_ob (payload); 638
602 clear_owner(payload); 639 payload->remove ();
640 payload->owner = 0;
603 insert_ob_in_map (payload, op->map, payload,0); 641 insert_ob_in_map (payload, op->map, payload, 0);
604 remove_ob (op); 642 op->destroy ();
605 free_object (op); 643 }
606 } else { 644 else
645 {
607 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
608 if (op) 648 if (op)
609 merge_ob (op, NULL); 649 merge_ob (op, 0);
610 } 650 }
611} 651}
612 652
613/* 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.
614 */ 654 */
615 655void
616void move_arrow(object *op) { 656move_arrow (object *op)
617 object *tmp; 657{
618 sint16 new_x, new_y;
619 int was_reflected, mflags; 658 int was_reflected;
620 mapstruct *m;
621 659
622 if(op->map==NULL) { 660 if (!op->map)
661 {
623 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op); 663 op->destroy ();
625 free_object(op); 664 return;
665 }
666
667 /* we need to stop thrown objects at some point. Like here. */
668 if (op->type == THROWN_OBJ)
669 {
670 /* If the object that the THROWN_OBJ encapsulates disappears,
671 * we need to have this object go away also - otherwise, you get
672 * left over remnants on the map. Where this currently happens
673 * is if the player throws a bomb - the bomb explodes on its own,
674 * but this object sticks around. We could handle the cleanup in the
675 * bomb code, but there are potential other cases where that could happen,
676 * and it is easy enough to clean it up here.
677 */
678 if (op->inv == NULL)
679 {
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)
626 return; 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++)
627 } 855 {
856 object *tmp = arch_to_object (op->other_arch);
628 857
629 /* we need to stop thrown objects at some point. Like here. */ 858 if (op->type == LAMP)
630 if(op->type==THROWN_OBJ) { 859 tmp->stats.food = op->stats.food - 1;
631 /* If the object that the THROWN_OBJ encapsulates disappears, 860
632 * we need to have this object go away also - otherwise, you get 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
633 * left over remnants on the map. Where this currently happens 862 if (env)
634 * is if the player throws a bomb - the bomb explodes on its own, 863 {
635 * but this object sticks around. We could handle the cleanup in the 864 tmp = env->insert (tmp);
636 * bomb code, but there are potential other cases where that could happen, 865
637 * and it is easy enough to clean it up here. 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.
638 */ 869 */
639 if (op->inv == NULL) { 870 if (object *pl = op->in_player ())
640 remove_ob(op); 871 {
641 free_object(op); 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)))
642 return; 925 return;
643 }
644 if(op->last_sp-- < 0) {
645 stop_arrow (op);
646 return;
647 }
648 }
649 926
650 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 927 tmp->enter_exit (head);
651 values look rediculous. */ 928 }
652 if (op->speed < 0.5 && op->type==ARROW) { 929 else
653 stop_arrow(op); 930 /* Currently only players can transfer maps */
654 return; 931 return;
655 } 932 }
933 else if (EXIT_X (head) || EXIT_Y (head))
934 {
935 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
936 {
937 LOG (llevError, "Removed illegal teleporter.\n");
938 head->destroy ();
939 return;
940 }
656 941
657 /* Calculate target map square */ 942 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
658 new_x = op->x + DIRX(op);
659 new_y = op->y + DIRY(op);
660 was_reflected = 0;
661
662 m = op->map;
663 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
664
665 if (mflags & P_OUT_OF_MAP) {
666 stop_arrow(op);
667 return; 943 return;
668 }
669 944
670 /* only need to look for living creatures if this flag is set */ 945 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
671 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
675 946 }
676 /* Not really fair, but don't let monsters hit themselves with 947 else
677 * their own arrow - this can be because they fire it then
678 * move into it.
679 */
680
681 if (tmp != NULL && tmp != op->owner) {
682 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.)
685 */
686
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
688 (rndm(0, 99)) < (90-op->level/10)) {
689
690 int number = op->face->number;
691
692 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)
757 op->direction=absdir(op->direction+2);
758 else if(right)
759 op->direction=absdir(op->direction-2);
760
761 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
762
763 /* If this space is not out of the map and not blocked, valid space -
764 * don't need to retry again.
765 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
768
769 }
770 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving.
772 */
773 if (retry==2) {
774 stop_arrow (op);
775 return;
776 }
777 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op))
780 SET_ANIMATION(op, op->direction);
781 } /* object is reflected */
782 } /* object ran into a wall */
783
784 /* Move the arrow. */
785 remove_ob (op);
786 op->x = new_x;
787 op->y = new_y;
788
789 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
790 * about 17 squares. Tune as needed.
791 */
792 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0);
794}
795
796/* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */
799
800void change_object(object *op) { /* Doesn`t handle linked objs yet */
801 object *tmp,*env,*pl;
802 int i,j;
803
804 if(op->other_arch==NULL) {
805 LOG(llevError,"Change object (%s) without other_arch error.\n", &op->name);
806 return;
807 }
808
809 /* In non-living items only change when food value is 0 */
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
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)
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 }
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 } 948 {
841 } 949 /* Random teleporter */
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)))
868 return;
869
870 enter_exit(tmp, head);
871 }
872 else
873 /* Currently only players can transfer maps */
874 return;
875 }
876 else if(EXIT_X(head)||EXIT_Y(head)) {
877 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
878 LOG(llevError, "Removed illegal teleporter.\n");
879 remove_ob(head);
880 free_object(head);
881 return;
882 }
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return; 951 return;
885 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head);
886 }
887 else {
888 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return;
891 teleport(head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
892 } 953 }
893} 954}
894
895 955
896/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
898 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
899 can't be generalized. 959 can't be generalized.
900*/ 960*/
901 961void
902void move_player_changer(object *op) { 962move_player_changer (object *op)
963{
903 object *player; 964 object *player;
904 object *walk; 965 object *walk;
905 char c;
906 966
907 if (!op->above || !EXIT_PATH(op)) return; 967 if (!op->above || !EXIT_PATH (op))
968 return;
908 969
909 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
910 * needs to be on top. 971 * needs to be on top.
911 */ 972 */
912 if(op->above->type==PLAYER) { 973 if (op->above->type == PLAYER)
974 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return; 976 return;
977
915 player=op->above; 978 player = op->above;
979
916 for(walk=op->inv;walk!=NULL;walk=walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
917 apply_changes_to_player(player,walk); 981 apply_changes_to_player (player, walk);
918 982
919 fix_player(player); 983 player->update_stats ();
984
920 esrv_send_inventory(op->above,op->above); 985 esrv_send_inventory (op->above, op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
922 987
923 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c); 989 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));
934 990 {
935 enter_exit(op->above,op); 991 player->contr->savebed_map = EXIT_PATH (op);
936 save_player(player, 1); 992 player->contr->bed_x = EXIT_X (op);
993 player->contr->bed_y = EXIT_Y (op);
994 }
995 else
996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
997
998 op->above->enter_exit (op);
937 } 999 }
938} 1000}
939 1001
940/* firewalls fire other spells. 1002/* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down. 1004 * walls can have hp, so they can be torn down.
943 */ 1005 */
1006void
944void move_firewall(object *op) { 1007move_firewall (object *op)
1008{
945 object *spell; 1009 object *spell;
946 1010
947 if ( ! op->map) 1011 if (!op->map)
948 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
949 1013
950 spell = op->inv; 1014 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1015
1016 if (!spell || spell->type != SPELL)
1017 spell = op->other_arch;
1018
952 if (!spell) { 1019 if (!spell)
1020 {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1021 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; 1022 return;
956 } 1023 }
957 1024
958 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);
959} 1026}
960
961 1027
962/* move_player_mover: this function takes a "player mover" as an 1028/* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is: 1029 * argument, and performs the function of a player mover, which is:
964 * 1030 *
965 * 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
966 * 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.
967 * 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,
968 * 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,
969 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
970 */ 1036 */
1037void
971void move_player_mover(object *op) { 1038move_player_mover (object *op)
972 object *victim, *nextmover; 1039{
973 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
974 sint16 nx, ny; 1041 sint16 nx, ny;
975 mapstruct *m; 1042 maptile *m;
976 1043
977 /* 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 */
978 if (!dir) dir=rndm(1, 8); 1045 if (!dir)
1046 dir = rndm (1, 8);
979 1047
980 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 {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) { 1051 (victim->move_type & op->move_type || !victim->move_type))
1052 {
983 1053
1054 if (victim->head)
984 if (victim->head) victim = victim->head; 1055 victim = victim->head;
985 1056
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1057 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1058 {
987 remove_ob(op); 1059 op->remove ();
988 free_object(op); 1060 return;
1061 }
1062
1063 nx = op->x + freearr_x[dir];
1064 ny = op->y + freearr_y[dir];
1065 m = op->map;
1066 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1067 {
1068 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1069 return;
1070 }
1071
1072 if (should_director_abort (op, victim))
1073 return;
1074
1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1076 {
1077 if (nextmover->type == PLAYERMOVER)
1078 nextmover->speed_left = -.99f;
1079
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1082 }
1083
1084 if (victim->type == PLAYER)
1085 {
1086 /* only level >=1 movers move people */
1087 if (op->level)
1088 {
1089 /* Following is a bit of hack. We need to make sure it
1090 * is cleared, otherwise the player will get stuck in
1091 * place. This can happen if the player used a spell to
1092 * get to this space.
1093 */
1094 victim->contr->fire_on = 0;
1095 victim->speed_left = 1.f;
1096 move_player (victim, dir);
1097 }
1098 else
989 return; 1099 return;
990 } 1100 }
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 1101 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); 1102 move_object (victim, dir);
1025 1103
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1104 if (!op->stats.maxsp && op->attacktype)
1105 op->stats.maxsp = 2;
1027 1106
1028 if(op->attacktype) { /* flag to paralyze the player */ 1107 if (op->attacktype)
1029 1108 { /* flag to paralyze the player */
1030 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));
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 } 1110 }
1039 } 1111 }
1040 } 1112 }
1041} 1113}
1042 1114
1045 * connected: what will trigger it. 1117 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy. 1118 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate. 1119 * other_arch: the object to look for and duplicate.
1048 */ 1120 */
1049 1121
1122void
1050void move_duplicator(object *op) { 1123move_duplicator (object *op)
1124{
1051 object *tmp; 1125 object *tmp;
1052 1126
1053 if ( !op->other_arch ) { 1127 if (!op->other_arch)
1128 {
1054 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");
1055 return; 1130 return;
1056 } 1131 }
1057 1132
1058 if (op->above == NULL) 1133 if (op->above == NULL)
1059 return; 1134 return;
1135
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1137 {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1138 if (op->other_arch->archname == tmp->arch->archname)
1139 {
1062 if (op->level <= 0) { 1140 if (op->level <= 0)
1063 remove_ob(tmp); 1141 tmp->destroy ();
1064 free_object(tmp);
1065 } else { 1142 else
1143 {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1144 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1145
1067 if (new_nrof >= 1UL<<31) 1146 if (new_nrof >= 1UL << 31)
1068 new_nrof = 1UL<<31; 1147 new_nrof = 1UL << 31;
1148
1069 tmp->nrof = new_nrof; 1149 tmp->nrof = new_nrof;
1070 } 1150 }
1151
1071 break; 1152 break;
1072 } 1153 }
1073 } 1154 }
1074} 1155}
1075 1156
1076/* move_creator (by peterm) 1157/* move_creator (by peterm)
1084 * 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.
1085 * 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
1086 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1088*/ 1169*/
1089 1170void
1090void move_creator(object *creator) { 1171move_creator (object *creator)
1172{
1091 object *new_ob; 1173 object *new_ob;
1092 1174
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1175 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1176 {
1094 creator->stats.hp=-1; 1177 creator->stats.hp = -1;
1095 return; 1178 return;
1096 } 1179 }
1097 1180
1098 if (creator->inv != NULL) { 1181 if (creator->inv != NULL)
1182 {
1099 object *ob; 1183 object *ob;
1100 int i; 1184 int i;
1101 object *ob_to_copy; 1185 object *ob_to_copy;
1102 1186
1103 /* select random object from inventory to copy */ 1187 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv; 1188 ob_to_copy = creator->inv;
1105 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 {
1106 if (rndm(0, i) == 0) { 1191 if (rndm (0, i) == 0)
1192 {
1107 ob_to_copy = ob; 1193 ob_to_copy = ob;
1108 }
1109 } 1194 }
1195 }
1110 new_ob = object_create_clone(ob_to_copy); 1196 new_ob = object_create_clone (ob_to_copy);
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1197 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1198 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } else { 1199 }
1200 else
1201 {
1114 if (creator->other_arch == NULL) { 1202 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); 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);
1116 return; 1206 return;
1117 } 1207 }
1118 1208
1119 new_ob = object_create_arch(creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1121 } 1211 }
1122 1212
1123 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1124 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))
1125 free_object(new_ob); 1215 {
1216 new_ob->destroy ();
1126 return; 1217 return;
1127 } 1218 }
1128 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
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)
1148 object *tmp,*tmp2; 1244{
1149 1245 if (object *tmp = op->ms ().player ())
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1246 {
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1152
1153 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1248 if (object *force = tmp->force_find (op->name))
1155 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)
1156 } 1259 {
1260 op->stats.hp--;
1157 1261
1158 if(tmp2) { 1262 if (op->stats.hp == 0)
1159 remove_ob(tmp2);
1160 free_object(tmp2);
1161 }
1162
1163 /* cycle through his inventory to look for the MARK we want to
1164 * place
1165 */ 1263 {
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1264 /* marker expires--granted mark number limit */
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1265 op->destroy ();
1168 } 1266 return;
1169
1170 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) {
1172 object *force = get_archetype(FORCE_NAME);
1173
1174 force->speed = 0;
1175 if(op->stats.food) {
1176 force->speed = 0.01;
1177 force->speed_left = -op->stats.food;
1178 } 1267 }
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 } 1268 }
1199 } /* if tmp2 == NULL */ 1269 }
1200 } /* if tmp->type == PLAYER */ 1270 }
1201 } /* For all objects on this space */
1202} 1271}
1203 1272
1273void
1204int process_object(object *op) { 1274process_object (object *op)
1275{
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1206 return 0;
1207
1208 if (INVOKE_OBJECT (TICK, op))
1209 return 0; 1277 return;
1210 1278
1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1280 return;
1281
1211 if(QUERY_FLAG(op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1213 return 1; 1284 return;
1214 1285
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1216 if (op->type == PLAYER) 1287 {
1217 animate_object(op, op->facing); 1288 animate_object (op, op->contr ? op->facing : op->direction);
1218 else
1219 animate_object(op, op->direction);
1220 1289
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op); 1291 make_sure_seen (op);
1292 }
1293
1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1223 } 1299 {
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1301 {
1225 change_object(op); 1302 change_object (op);
1226 return 1; 1303 return;
1227 } 1304 }
1305
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1229 generate_monster(op); 1307 generate_monster (op);
1230 1308
1231 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1310 {
1232 if(QUERY_FLAG(op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1233 remove_force(op); 1312 remove_force (op);
1234 else { 1313 else
1314 {
1235 /* IF necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op); 1316 if (object *pl = op->in_player ())
1237 if (pl)
1238 esrv_del_item(pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1318
1239 remove_ob(op); 1319 op->remove ();
1320
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op); 1322 make_sure_not_seen (op);
1242 free_object(op); 1323
1324 op->destroy ();
1243 } 1325 }
1326
1244 return 1; 1327 return;
1328 }
1245 } 1329 }
1330
1246 switch(op->type) { 1331 switch (op->type)
1247 1332 {
1248 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1249 move_spell_effect(op); 1334 move_spell_effect (op);
1250 return 1; 1335 break;
1251 1336
1252 case ROD: 1337 case ROD:
1253 case HORN: 1338 case HORN:
1254 regenerate_rod(op); 1339 regenerate_rod (op);
1255 return 1; 1340 break;
1256 1341
1257 case FORCE: 1342 case FORCE:
1258 case POTION_EFFECT: 1343 case POTION_EFFECT:
1259 remove_force(op); 1344 remove_force (op);
1260 return 1; 1345 break;
1261 1346
1262 case BLINDNESS: 1347 case BLINDNESS:
1263 remove_blindness(op); 1348 remove_blindness (op);
1264 return 0; 1349 break;
1265 1350
1266 case POISONING: 1351 case POISONING:
1267 poison_more(op); 1352 poison_more (op);
1268 return 0; 1353 break;
1269 1354
1270 case DISEASE: 1355 case DISEASE:
1271 move_disease(op); 1356 move_disease (op);
1272 return 0; 1357 break;
1273 1358
1274 case SYMPTOM: 1359 case SYMPTOM:
1275 move_symptom(op); 1360 move_symptom (op);
1276 return 0; 1361 break;
1277 1362
1278 case THROWN_OBJ: 1363 case THROWN_OBJ:
1279 case ARROW: 1364 case ARROW:
1280 move_arrow(op); 1365 move_arrow (op);
1281 return 0; 1366 break;
1282 1367
1283 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op);
1285 return 0;
1286
1287 case DOOR: 1368 case DOOR:
1288 remove_door(op); 1369 remove_door (op);
1289 return 0; 1370 break;
1290 1371
1291 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1292 remove_door2(op); 1373 remove_door2 (op);
1293 return 0; 1374 break;
1294 1375
1295 case TELEPORTER: 1376 case TELEPORTER:
1296 move_teleporter(op); 1377 move_teleporter (op);
1297 return 0; 1378 break;
1298 1379
1299 case GOLEM: 1380 case GOLEM:
1300 move_golem(op); 1381 move_golem (op);
1301 return 0; 1382 break;
1302 1383
1303 case EARTHWALL: 1384 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1305 return 0; 1386 break;
1306 1387
1307 case FIREWALL: 1388 case FIREWALL:
1308 move_firewall(op); 1389 move_firewall (op);
1309 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1310 animate_turning(op); 1391 animate_turning (op);
1311 return 0; 1392 break;
1312 1393
1313 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1314 do_mood_floor(op); 1395 do_mood_floor (op);
1315 return 0; 1396 break;
1316 1397
1317 case GATE: 1398 case GATE:
1318 move_gate(op); 1399 move_gate (op);
1319 return 0; 1400 break;
1320 1401
1321 case TIMED_GATE: 1402 case TIMED_GATE:
1322 move_timed_gate(op); 1403 move_timed_gate (op);
1323 return 0; 1404 break;
1324 1405
1325 case TRIGGER: 1406 case TRIGGER:
1326 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1329 animate_trigger(op); 1410 animate_trigger (op);
1330 return 0; 1411 break;
1331 1412
1332 case DETECTOR: 1413 case DETECTOR:
1333 move_detector(op); 1414 move_detector (op);
1334 1415
1335 case DIRECTOR: 1416 case DIRECTOR:
1336 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1337 animate_turning(op); 1418 animate_turning (op);
1338 return 0; 1419 break;
1339 1420
1340 case HOLE: 1421 case HOLE:
1341 move_hole(op); 1422 move_hole (op);
1342 return 0; 1423 break;
1343 1424
1344 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1345 move_deep_swamp(op); 1426 move_deep_swamp (op);
1346 return 0; 1427 break;
1347 1428
1348 case RUNE: 1429 case RUNE:
1349 case TRAP: 1430 case TRAP:
1350 move_rune(op); 1431 move_rune (op);
1351 return 0; 1432 break;
1352 1433
1353 case PLAYERMOVER: 1434 case PLAYERMOVER:
1354 move_player_mover(op); 1435 move_player_mover (op);
1355 return 0; 1436 break;
1356 1437
1357 case CREATOR: 1438 case CREATOR:
1358 move_creator(op); 1439 move_creator (op);
1359 return 0; 1440 break;
1360 1441
1361 case MARKER: 1442 case MARKER:
1362 move_marker(op); 1443 move_marker (op);
1363 return 0; 1444 break;
1364 1445
1365 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1366 move_player_changer(op); 1447 move_player_changer (op);
1367 return 0; 1448 break;
1368 1449
1369 case PEACEMAKER: 1450 case PEACEMAKER:
1370 move_peacemaker(op); 1451 move_peacemaker (op);
1371 return 0; 1452 break;
1372 }
1373 1453
1374 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1375} 1459}
1460

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