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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 1.9 by root, Sun Sep 10 15:59:58 2006 UTC

1
1/* 2/*
2 * static char *rcsid_time_c = 3 * static char *rcsid_time_c =
3 * "$Id: time.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 4 * "$Id: time.C,v 1.9 2006/09/10 15:59:58 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
32 */ 33 */
33 34
34#include <global.h> 35#include <global.h>
35#include <spells.h> 36#include <spells.h>
36#ifndef __CEXTRACT__ 37#ifndef __CEXTRACT__
37#include <sproto.h> 38# include <sproto.h>
38#endif 39#endif
39 40
40/* The following removes doors. The functions check to see if similar 41/* 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 42 * 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.) 43 * so those will be removed shortly (in a cascade like fashion.)
43 */ 44 */
44 45
46void
45void remove_door(object *op) { 47remove_door (object *op)
48{
46 int i; 49 int i;
47 object *tmp; 50 object *tmp;
51
48 for(i=1;i<9;i+=2) 52 for (i = 1; i < 9; i += 2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { 53 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
54 {
50 tmp->speed = 0.1; 55 tmp->speed = 0.1;
51 update_ob_speed(tmp); 56 update_ob_speed (tmp);
52 tmp->speed_left= -0.2; 57 tmp->speed_left = -0.2;
53 } 58 }
54 59
55 if(op->other_arch) 60 if (op->other_arch)
56 { 61 {
57 tmp=arch_to_object(op->other_arch); 62 tmp = arch_to_object (op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 63 tmp->x = op->x;
64 tmp->y = op->y;
65 tmp->map = op->map;
66 tmp->level = op->level;
59 insert_ob_in_map(tmp,op->map,op,0); 67 insert_ob_in_map (tmp, op->map, op, 0);
60 } 68 }
61 remove_ob(op); 69 remove_ob (op);
62 free_object(op); 70 free_object (op);
63} 71}
64 72
73void
65void remove_door2(object *op) { 74remove_door2 (object *op)
75{
66 int i; 76 int i;
67 object *tmp; 77 object *tmp;
78
68 for(i=1;i<9;i+=2) { 79 for (i = 1; i < 9; i += 2)
80 {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); 81 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 */ 82 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */
71 tmp->speed = 0.1; 84 tmp->speed = 0.1;
72 update_ob_speed(tmp); 85 update_ob_speed (tmp);
73 tmp->speed_left= -0.2; 86 tmp->speed_left = -0.2;
74 } 87 }
75 } 88 }
76 if(op->other_arch) 89 if (op->other_arch)
77 { 90 {
78 tmp=arch_to_object(op->other_arch); 91 tmp = arch_to_object (op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; 92 tmp->x = op->x;
93 tmp->y = op->y;
94 tmp->map = op->map;
95 tmp->level = op->level;
80 insert_ob_in_map(tmp,op->map,op,0); 96 insert_ob_in_map (tmp, op->map, op, 0);
81 } 97 }
82 remove_ob(op); 98 remove_ob (op);
83 free_object(op); 99 free_object (op);
84} 100}
85 101
86/* Will generate a monster according to content 102/* Will generate a monster according to content
87 * of generator. 103 * of generator.
88 */ 104 */
105void
89void generate_monster_inv(object *gen) { 106generate_monster_inv (object *gen)
107{
90 int i; 108 int i;
91 object *op,*head=NULL; 109 object *op, *head = NULL;
92 110
93 int qty=0; 111 int qty = 0;
112
94 /* Code below assumes the generator is on a map, as it tries 113 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator 114 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit. 115 * isn't on a map, complain and exit.
97 */ 116 */
98 if (gen->map == NULL) { 117 if (gen->map == NULL)
118 {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return;
136 head = object_create_clone (op);
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147
148void
149generate_monster_arch (object *gen)
150{
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return;
172 while (at != NULL)
173 {
174 op = arch_to_object (at);
175 op->x = gen->x + freearr_x[i] + at->clone.x;
176 op->y = gen->y + freearr_y[i] + at->clone.y;
177
178 if (head != NULL)
179 op->head = head, prev->more = op;
180
181 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0);
184 if (QUERY_FLAG (op, FLAG_FREED))
100 return; 185 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)) 186 if (HAS_RANDOM_ITEMS (op))
158 create_treasure(op->randomitems,op,GT_APPLY, 187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
159 gen->map->difficulty,0);
160 if(head==NULL) 188 if (head == NULL)
161 head=op; 189 head = op;
162 prev=op; 190 prev = op;
163 at=at->more; 191 at = at->more;
164 } 192 }
165} 193}
166 194
195void
167void generate_monster(object *gen) { 196generate_monster (object *gen)
197{
168 198
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) 199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
170 return; 200 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN)) 201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen); 202 generate_monster_inv (gen);
173 else 203 else
174 generate_monster_arch(gen); 204 generate_monster_arch (gen);
175 205
176} 206}
177 207
208void
178void remove_force(object *op) { 209remove_force (object *op)
210{
179 if (--op->duration > 0) return; 211 if (--op->duration > 0)
212 return;
180 213
181 switch (op->subtype) { 214 switch (op->subtype)
215 {
182 case FORCE_CONFUSION: 216 case FORCE_CONFUSION:
183 if(op->env!=NULL) { 217 if (op->env != NULL)
218 {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED); 219 CLEAR_FLAG (op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n"); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
186 } 221 }
187 222
188 default: 223 default:
189 if(op->env!=NULL) { 224 if (op->env != NULL)
225 {
190 CLEAR_FLAG(op, FLAG_APPLIED); 226 CLEAR_FLAG (op, FLAG_APPLIED);
191 change_abil(op->env,op); 227 change_abil (op->env, op);
192 fix_player(op->env); 228 fix_player (op->env);
193 } 229 }
194 } 230 }
195 remove_ob(op); 231 remove_ob (op);
196 free_object(op); 232 free_object (op);
197} 233}
198 234
235void
199void remove_blindness(object *op) { 236remove_blindness (object *op)
237{
200 if(--op->stats.food > 0) 238 if (--op->stats.food > 0)
201 return; 239 return;
202 CLEAR_FLAG(op, FLAG_APPLIED); 240 CLEAR_FLAG (op, FLAG_APPLIED);
203 if(op->env!=NULL) { 241 if (op->env != NULL)
242 {
204 change_abil(op->env,op); 243 change_abil (op->env, op);
205 fix_player(op->env); 244 fix_player (op->env);
206 } 245 }
207 remove_ob(op); 246 remove_ob (op);
208 free_object(op); 247 free_object (op);
209} 248}
210 249
250void
211void poison_more(object *op) { 251poison_more (object *op)
252{
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { 253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
254 {
213 remove_ob(op); 255 remove_ob (op);
214 free_object(op); 256 free_object (op);
215 return; 257 return;
216 } 258 }
217 if(op->stats.food==1) { 259 if (op->stats.food == 1)
260 {
218 /* need to remove the object before fix_player is called, else fix_player 261 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything. 262 * will not do anything.
220 */ 263 */
221 if(op->env->type==PLAYER) { 264 if (op->env->type == PLAYER)
265 {
222 CLEAR_FLAG(op, FLAG_APPLIED); 266 CLEAR_FLAG (op, FLAG_APPLIED);
223 fix_player(op->env); 267 fix_player (op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); 268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
225 } 269 }
226 remove_ob(op); 270 remove_ob (op);
227 free_object(op); 271 free_object (op);
228 return; 272 return;
229 } 273 }
230 if(op->env->type==PLAYER) { 274 if (op->env->type == PLAYER)
275 {
231 op->env->stats.food--; 276 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); 277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
233 } 278 }
234 (void)hit_player(op->env, 279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237} 280}
238 281
239 282
240void move_gate(object *op) { /* 1 = going down, 0 = goind up */ 283void
284move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */
241 object *tmp; 286 object *tmp;
242 287
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { 288 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
289 {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, 290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 NUM_ANIMATIONS(op));
246 dump_object(op); 291 dump_object (op);
247 LOG(llevError,"%s\n",errmsg); 292 LOG (llevError, "%s\n", errmsg);
248 op->stats.wc=0; 293 op->stats.wc = 0;
249 } 294 }
250 295
251 /* We're going down */ 296 /* We're going down */
252 if(op->value) { 297 if (op->value)
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ 298 {
299 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */
254 op->stats.wc=0; 301 op->stats.wc = 0;
255 if(op->arch->clone.speed) 302 if (op->arch->clone.speed)
256 op->value=0; 303 op->value = 0;
257 else { 304 else
305 {
258 op->speed = 0; 306 op->speed = 0;
259 update_ob_speed(op); 307 update_ob_speed (op);
260 }
261 } 308 }
309 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { 310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 {
263 op->move_block = 0; 312 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y); 314 update_all_los (op->map, op->x, op->y);
266 } 315 }
267 SET_ANIMATION(op, op->stats.wc); 316 SET_ANIMATION (op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE); 317 update_object (op, UP_OBJ_CHANGE);
269 return; 318 return;
270 } 319 }
271 320
272 /* We're going up */ 321 /* We're going up */
273 322
274 /* First, lets see if we are already at the top */ 323 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 324 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
325 {
276 326
277 /* Check to make sure that only non pickable and non rollable 327 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 328 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 329 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 330 * the gate slightly.
281 */ 331 */
282 332
283 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 333 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 334 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; 335 break;
288 336
289 if (tmp==NULL) { 337 if (tmp == NULL)
338 {
290 if(op->arch->clone.speed) 339 if (op->arch->clone.speed)
291 op->value=1; 340 op->value = 1;
292 else { 341 else
342 {
293 op->speed = 0; 343 op->speed = 0;
294 update_ob_speed(op); /* Reached top, let's stop */ 344 update_ob_speed (op); /* Reached top, let's stop */
295 } 345 }
296 return; 346 return;
297 } 347 }
298 } 348 }
299 349
300 if(op->stats.food) { /* The gate is going temporarily down */ 350 if (op->stats.food)
301 if(--op->stats.wc<=0) { /* Gone all the way down? */ 351 { /* The gate is going temporarily down */
352 if (--op->stats.wc <= 0)
353 { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */ 354 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc=0; 355 op->stats.wc = 0;
304 } 356 }
357 }
358 else
305 } else { /* The gate is still going up */ 359 { /* The gate is still going up */
306 op->stats.wc++; 360 op->stats.wc++;
307 361
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) 362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; 363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
310 364
311 /* If there is something on top of the gate, we try to roll it off. 365 /* 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 366 * If a player/monster, we don't roll, we just hit them with damage
313 */ 367 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { 368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 {
315 /* Halfway or further, check blocks */ 370 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */ 371 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); 372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
318 373
319 if(tmp!=NULL) { 374 if (tmp != NULL)
375 {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) { 376 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 378 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER) 379 if (tmp->type == PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp, 380 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); 381 }
325 } else 382 else
326 /* If the object is not alive, and the object either can 383 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object 384 * be picked up or the object rolls, move the object
328 * off the gate. 385 * off the gate.
329 */ 386 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE) 387 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) 388 {
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */ 389 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); 390 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
335 391
336 /* If there is a free spot, move the object someplace */ 392 /* If there is a free spot, move the object someplace */
337 if (i!=-1) { 393 if (i != -1)
394 {
338 remove_ob(tmp); 395 remove_ob (tmp);
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; 396 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0); 397 insert_ob_in_map (tmp, op->map, op, 0);
341 } 398 }
342 } 399 }
343 } 400 }
344 401
345 /* See if there is still anything blocking the gate */ 402 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above) 403 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK) 404 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; 405 break;
351 406
352 /* IF there is, start putting the gate down */ 407 /* IF there is, start putting the gate down */
353 if(tmp) { 408 if (tmp)
409 {
354 op->stats.food=1; 410 op->stats.food = 1;
411 }
355 } else { 412 else
413 {
356 op->move_block = MOVE_ALL; 414 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac) 415 if (!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW); 416 SET_FLAG (op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y); 417 update_all_los (op->map, op->x, op->y);
360 } 418 }
361 } /* gate is halfway up */ 419 } /* gate is halfway up */
362 420
363 SET_ANIMATION(op, op->stats.wc); 421 SET_ANIMATION (op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE); 422 update_object (op, UP_OBJ_CHANGE);
365 } /* gate is going up */ 423 } /* gate is going up */
366} 424}
367 425
368/* hp : how long door is open/closed 426/* hp : how long door is open/closed
369 * maxhp : initial value for hp 427 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 428 * sp : 1 = open, 0 = close
371 */ 429 */
430void
372void move_timed_gate(object *op) 431move_timed_gate (object *op)
373{ 432{
374 int v = op->value; 433 int v = op->value;
375 434
376 if (op->stats.sp) { 435 if (op->stats.sp)
436 {
377 move_gate(op); 437 move_gate (op);
378 if (op->value != v) /* change direction ? */ 438 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 439 op->stats.sp = 0;
380 return; 440 return;
381 } 441 }
382 if (--op->stats.hp <= 0) { /* keep gate down */ 442 if (--op->stats.hp <= 0)
443 { /* keep gate down */
383 move_gate(op); 444 move_gate (op);
384 if (op->value != v) { /* ready ? */ 445 if (op->value != v)
446 { /* ready ? */
385 op->speed = 0; 447 op->speed = 0;
386 update_ob_speed(op); 448 update_ob_speed (op);
387 } 449 }
388 } 450 }
389} 451}
390 452
391/* slaying: name of the thing the detector is to look for 453/* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances' 454 * speed: frequency of 'glances'
393 * connected: connected value of detector 455 * connected: connected value of detector
394 * sp: 1 if detection sets buttons 456 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons 457 * -1 if detection unsets buttons
396 */ 458 */
397 459
460void
398void move_detector(object *op) 461move_detector (object *op)
399{ 462{
400 object *tmp; 463 object *tmp;
401 int last = op->value; 464 int last = op->value;
402 int detected; 465 int detected;
466
403 detected = 0; 467 detected = 0;
404 468
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { 469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
470 {
406 object *tmp2; 471 object *tmp2;
472
407 if(op->stats.hp) { 473 if (op->stats.hp)
474 {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { 475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; 477 if (op->slaying && !strcmp (op->slaying, tmp->name))
478 detected = 1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; 479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
411 } 480 detected = 1;
412 } 481 }
482 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) { 483 if (op->slaying && !strcmp (op->slaying, tmp->name))
484 {
414 detected = 1; 485 detected = 1;
415 } 486 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) 487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
417 detected=1; 488 detected = 1;
418 } 489 }
419 490
420 /* the detector sets the button if detection is found */ 491 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) { 492 if (op->stats.sp == 1)
493 {
422 if(detected && last == 0) { 494 if (detected && last == 0)
495 {
423 op->value = 1; 496 op->value = 1;
424 push_button(op); 497 push_button (op);
425 } 498 }
426 if(!detected && last == 1) { 499 if (!detected && last == 1)
500 {
427 op->value = 0; 501 op->value = 0;
428 push_button(op); 502 push_button (op);
429 } 503 }
430 } 504 }
431 else { /* in this case, we unset buttons */ 505 else
506 { /* in this case, we unset buttons */
432 if(detected && last == 1) { 507 if (detected && last == 1)
508 {
433 op->value = 0; 509 op->value = 0;
434 push_button(op); 510 push_button (op);
435 } 511 }
436 if(!detected && last == 0) { 512 if (!detected && last == 0)
513 {
437 op->value = 1; 514 op->value = 1;
438 push_button(op); 515 push_button (op);
439 } 516 }
440 } 517 }
441} 518}
442 519
443 520
521void
444void animate_trigger (object *op) 522animate_trigger (object *op)
445{ 523{
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { 524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
525 {
447 op->stats.wc = 0; 526 op->stats.wc = 0;
448 check_trigger(op,NULL); 527 check_trigger (op, NULL);
528 }
449 } else { 529 else
530 {
450 SET_ANIMATION(op, op->stats.wc); 531 SET_ANIMATION (op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE); 532 update_object (op, UP_OBJ_FACE);
452 } 533 }
453} 534}
454 535
455void move_hole(object *op) { /* 1 = opening, 0 = closing */ 536void
537move_hole (object *op)
538{ /* 1 = opening, 0 = closing */
456 object *next,*tmp; 539 object *next, *tmp;
457 540
458 if(op->value) { /* We're opening */ 541 if (op->value)
459 if(--op->stats.wc<=0) { /* Opened, let's stop */ 542 { /* We're opening */
543 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */
460 op->stats.wc=0; 545 op->stats.wc = 0;
461 op->speed = 0; 546 op->speed = 0;
462 update_ob_speed(op); 547 update_ob_speed (op);
463 548
464 /* Hard coding this makes sense for holes I suppose */ 549 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK; 550 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) { 551 for (tmp = op->above; tmp != NULL; tmp = next)
552 {
467 next=tmp->above; 553 next = tmp->above;
468 move_apply(op,tmp,tmp); 554 move_apply (op, tmp, tmp);
469 }
470 } 555 }
556 }
471 SET_ANIMATION(op, op->stats.wc); 557 SET_ANIMATION (op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE); 558 update_object (op, UP_OBJ_FACE);
473 return; 559 return;
474 } 560 }
475 /* We're closing */ 561 /* We're closing */
476 op->move_on = 0; 562 op->move_on = 0;
477 563
478 op->stats.wc++; 564 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op)) 565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1; 566 op->stats.wc = NUM_ANIMATIONS (op) - 1;
481 SET_ANIMATION(op, op->stats.wc); 567 SET_ANIMATION (op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { 569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
484 op->speed = 0; 571 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */ 572 update_ob_speed (op); /* closed, let's stop */
486 return; 573 return;
487 } 574 }
488} 575}
489 576
490 577
491/* stop_item() returns a pointer to the stopped object. The stopped object 578/* stop_item() returns a pointer to the stopped object. The stopped object
498 * it, NULL is returned. 585 * it, NULL is returned.
499 * 586 *
500 * fix_stopped_item() should be used if the stopped item should be put on 587 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map. 588 * the map.
502 */ 589 */
590object *
503object *stop_item (object *op) 591stop_item (object *op)
504{ 592{
505 if (op->map == NULL) 593 if (op->map == NULL)
506 return op; 594 return op;
507 595
508 switch (op->type) 596 switch (op->type)
509 { 597 {
510 case THROWN_OBJ: 598 case THROWN_OBJ:
511 { 599 {
512 object *payload = op->inv; 600 object *payload = op->inv;
601
513 if (payload == NULL) 602 if (payload == NULL)
514 return NULL; 603 return NULL;
515 remove_ob (payload); 604 remove_ob (payload);
516 remove_ob (op); 605 remove_ob (op);
517 free_object (op); 606 free_object (op);
518 return payload; 607 return payload;
519 } 608 }
520 609
521 case ARROW: 610 case ARROW:
522 if (op->speed >= MIN_ACTIVE_SPEED) 611 if (op->speed >= MIN_ACTIVE_SPEED)
523 op = fix_stopped_arrow (op); 612 op = fix_stopped_arrow (op);
524 return op; 613 return op;
525 614
526 default: 615 default:
527 return op; 616 return op;
528 } 617 }
529} 618}
530 619
531/* fix_stopped_item() - put stopped item where stop_item() had found it. 620/* 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. 621 * Inserts item into the old map, or merges it if it already is on the map.
533 * 622 *
534 * 'map' must be the value of op->map before stop_item() was called. 623 * 'map' must be the value of op->map before stop_item() was called.
535 */ 624 */
625void
536void fix_stopped_item (object *op, mapstruct *map, object *originator) 626fix_stopped_item (object *op, mapstruct *map, object *originator)
537{ 627{
538 if (map == NULL) 628 if (map == NULL)
539 return; 629 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED)) 630 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0); 631 insert_ob_in_map (op, map, originator, 0);
542 else if (op->type == ARROW) 632 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */ 633 merge_ob (op, NULL); /* only some arrows actually need this */
544} 634}
545 635
546 636
637object *
547object *fix_stopped_arrow (object *op) 638fix_stopped_arrow (object *op)
548{ 639{
549 if(rndm(0, 99) < op->stats.food) { 640 if (rndm (0, 99) < op->stats.food)
641 {
550 /* Small chance of breaking */ 642 /* Small chance of breaking */
551 remove_ob (op); 643 remove_ob (op);
552 free_object(op); 644 free_object (op);
553 return NULL; 645 return NULL;
554 } 646 }
555 647
556 op->direction=0; 648 op->direction = 0;
557 op->move_on=0; 649 op->move_on = 0;
558 op->move_type=0; 650 op->move_type = 0;
559 op->speed = 0; 651 op->speed = 0;
560 update_ob_speed(op); 652 update_ob_speed (op);
561 op->stats.wc = op->stats.sp; 653 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp; 654 op->stats.dam = op->stats.hp;
563 op->attacktype = op->stats.grace; 655 op->attacktype = op->stats.grace;
564 op->slaying = 0; 656 op->slaying = 0;
565 op->skill = 0; 657 op->skill = 0;
566 658
567 if (op->spellarg != NULL) { 659 if (op->spellarg != NULL)
660 {
568 op->slaying = op->spellarg; 661 op->slaying = op->spellarg;
569 free(op->spellarg); 662 free (op->spellarg);
570 op->spellarg = NULL; 663 op->spellarg = NULL;
664 }
571 } else 665 else
572 op->slaying = NULL; 666 op->slaying = NULL;
573 667
574 /* Reset these to zero, so that CAN_MERGE will work properly */ 668 /* Reset these to zero, so that CAN_MERGE will work properly */
575 op->spellarg = NULL; 669 op->spellarg = NULL;
576 op->stats.sp = 0; 670 op->stats.sp = 0;
577 op->stats.hp = 0; 671 op->stats.hp = 0;
578 op->stats.grace = 0; 672 op->stats.grace = 0;
579 op->level = 0; 673 op->level = 0;
580 op->face=op->arch->clone.face; 674 op->face = op->arch->clone.face;
581 op->owner=NULL; /* So that stopped arrows will be saved */ 675 op->owner = NULL; /* So that stopped arrows will be saved */
582 update_object (op,UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
583 return op; 677 return op;
584} 678}
585 679
586/* stop_arrow() - what to do when a non-living flying object 680/* stop_arrow() - what to do when a non-living flying object
587 * has to stop. Sept 96 - I added in thrown object code in 681 * has to stop. Sept 96 - I added in thrown object code in
588 * here too. -b.t. 682 * here too. -b.t.
589 * 683 *
590 * Returns a pointer to the stopped object (which will have been removed 684 * Returns a pointer to the stopped object (which will have been removed
591 * from maps or inventories), or NULL if was destroyed. 685 * from maps or inventories), or NULL if was destroyed.
592 */ 686 */
593 687
688static void
594static void stop_arrow (object *op) 689stop_arrow (object *op)
595{ 690{
596 if (INVOKE_OBJECT (STOP, op)) 691 if (INVOKE_OBJECT (STOP, op))
597 return; 692 return;
598 693
599 if (op->inv) { 694 if (op->inv)
695 {
600 object *payload = op->inv; 696 object *payload = op->inv;
697
601 remove_ob (payload); 698 remove_ob (payload);
602 clear_owner(payload); 699 clear_owner (payload);
603 insert_ob_in_map (payload, op->map, payload,0); 700 insert_ob_in_map (payload, op->map, payload, 0);
604 remove_ob (op); 701 remove_ob (op);
605 free_object (op); 702 free_object (op);
606 } else { 703 }
704 else
705 {
607 op = fix_stopped_arrow (op); 706 op = fix_stopped_arrow (op);
608 if (op) 707 if (op)
609 merge_ob (op, NULL); 708 merge_ob (op, NULL);
610 } 709 }
611} 710}
612 711
613/* Move an arrow along its course. op is the arrow or thrown object. 712/* Move an arrow along its course. op is the arrow or thrown object.
614 */ 713 */
615 714
715void
616void move_arrow(object *op) { 716move_arrow (object *op)
717{
617 object *tmp; 718 object *tmp;
618 sint16 new_x, new_y; 719 sint16 new_x, new_y;
619 int was_reflected, mflags; 720 int was_reflected, mflags;
620 mapstruct *m; 721 mapstruct *m;
621 722
622 if(op->map==NULL) { 723 if (op->map == NULL)
724 {
623 LOG (llevError, "BUG: Arrow had no map.\n"); 725 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op); 726 remove_ob (op);
625 free_object(op); 727 free_object (op);
626 return; 728 return;
627 } 729 }
628 730
629 /* we need to stop thrown objects at some point. Like here. */ 731 /* we need to stop thrown objects at some point. Like here. */
630 if(op->type==THROWN_OBJ) { 732 if (op->type == THROWN_OBJ)
733 {
631 /* If the object that the THROWN_OBJ encapsulates disappears, 734 /* If the object that the THROWN_OBJ encapsulates disappears,
632 * we need to have this object go away also - otherwise, you get 735 * we need to have this object go away also - otherwise, you get
633 * left over remnants on the map. Where this currently happens 736 * left over remnants on the map. Where this currently happens
634 * is if the player throws a bomb - the bomb explodes on its own, 737 * is if the player throws a bomb - the bomb explodes on its own,
635 * but this object sticks around. We could handle the cleanup in the 738 * but this object sticks around. We could handle the cleanup in the
636 * bomb code, but there are potential other cases where that could happen, 739 * bomb code, but there are potential other cases where that could happen,
637 * and it is easy enough to clean it up here. 740 * and it is easy enough to clean it up here.
638 */ 741 */
639 if (op->inv == NULL) { 742 if (op->inv == NULL)
743 {
640 remove_ob(op); 744 remove_ob (op);
641 free_object(op); 745 free_object (op);
642 return; 746 return;
643 } 747 }
644 if(op->last_sp-- < 0) { 748 if (op->last_sp-- < 0)
749 {
645 stop_arrow (op); 750 stop_arrow (op);
646 return; 751 return;
647 } 752 }
648 } 753 }
649 754
650 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 755 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
651 values look rediculous. */ 756 values look rediculous. */
652 if (op->speed < 0.5 && op->type==ARROW) { 757 if (op->speed < 0.5 && op->type == ARROW)
758 {
653 stop_arrow(op); 759 stop_arrow (op);
654 return; 760 return;
655 } 761 }
656 762
657 /* Calculate target map square */ 763 /* Calculate target map square */
658 new_x = op->x + DIRX(op); 764 new_x = op->x + DIRX (op);
659 new_y = op->y + DIRY(op); 765 new_y = op->y + DIRY (op);
660 was_reflected = 0; 766 was_reflected = 0;
661 767
662 m = op->map; 768 m = op->map;
663 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
664 770
665 if (mflags & P_OUT_OF_MAP) { 771 if (mflags & P_OUT_OF_MAP)
772 {
666 stop_arrow(op); 773 stop_arrow (op);
667 return; 774 return;
668 } 775 }
669 776
670 /* only need to look for living creatures if this flag is set */ 777 /* only need to look for living creatures if this flag is set */
671 if (mflags & P_IS_ALIVE) { 778 if (mflags & P_IS_ALIVE)
779 {
672 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above) 780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
673 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break; 781 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break;
674 783
675 784
676 /* Not really fair, but don't let monsters hit themselves with 785 /* Not really fair, but don't let monsters hit themselves with
677 * their own arrow - this can be because they fire it then 786 * their own arrow - this can be because they fire it then
678 * move into it. 787 * move into it.
679 */ 788 */
680 789
681 if (tmp != NULL && tmp != op->owner) { 790 if (tmp != NULL && tmp != op->owner)
791 {
682 /* Found living object, but it is reflecting the missile. Update 792 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small 793 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.) 794 * chance that reflect_missile fails.)
685 */ 795 */
686 796
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && 797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
688 (rndm(0, 99)) < (90-op->level/10)) { 798 {
689 799
690 int number = op->face->number; 800 int number = op->face->number;
801
802 op->direction = absdir (op->direction + 4);
803 op->state = 0;
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */
691 812 }
813 else
814 {
815 /* Attack the object. */
816 op = hit_with_arrow (op, tmp);
817 if (op == NULL)
818 return;
819 }
820 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */
822
823
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 {
826 int retry = 0;
827
828 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is
830 * on a wall but has reflecting - the arrow won't reflect.
831 * Mapmakers shouldn't put monsters on top of wall in the first
832 * place, so I don't consider that a problem.
833 */
834 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
835 {
836 stop_arrow (op);
837 return;
838 }
839 else
840 {
841 /* If one of the major directions (n,s,e,w), just reverse it */
842 if (op->direction & 1)
843 {
844 op->direction = absdir (op->direction + 4);
845 retry = 1;
846 }
847 /* There were two blocks with identical code -
848 * use this retry here to make this one block
849 * that did the same thing.
850 */
851 while (retry < 2)
852 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++;
858
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
860 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist.
863 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871
872 if (left == right)
692 op->direction = absdir (op->direction + 4); 873 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) 874 else if (left)
757 op->direction=absdir(op->direction+2); 875 op->direction = absdir (op->direction + 2);
758 else if(right) 876 else if (right)
759 op->direction=absdir(op->direction-2); 877 op->direction = absdir (op->direction - 2);
760 878
761 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); 879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
762 880
763 /* If this space is not out of the map and not blocked, valid space - 881 /* If this space is not out of the map and not blocked, valid space -
764 * don't need to retry again. 882 * don't need to retry again.
765 */ 883 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; 884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
885 break;
768 886
769 } 887 }
770 /* Couldn't find a direction to move the arrow to - just 888 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving. 889 * top it from moving.
772 */ 890 */
773 if (retry==2) { 891 if (retry == 2)
892 {
774 stop_arrow (op); 893 stop_arrow (op);
775 return; 894 return;
776 } 895 }
777 /* update object image for new facing */ 896 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */ 897 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op)) 898 if (GET_ANIM_ID (op))
780 SET_ANIMATION(op, op->direction); 899 SET_ANIMATION (op, op->direction);
781 } /* object is reflected */ 900 } /* object is reflected */
782 } /* object ran into a wall */ 901 } /* object ran into a wall */
783 902
784 /* Move the arrow. */ 903 /* Move the arrow. */
785 remove_ob (op); 904 remove_ob (op);
786 op->x = new_x; 905 op->x = new_x;
787 op->y = new_y; 906 op->y = new_y;
788 907
789 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
790 * about 17 squares. Tune as needed. 909 * about 17 squares. Tune as needed.
791 */ 910 */
792 op->speed -= 0.05; 911 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0); 912 insert_ob_in_map (op, m, op, 0);
794} 913}
795 914
796/* This routine doesnt seem to work for "inanimate" objects that 915/* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!. 916 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */ 917 * Modified this routine to allow held objects. b.t. */
799 918
800void change_object(object *op) { /* Doesn`t handle linked objs yet */ 919void
920change_object (object *op)
921{ /* Doesn`t handle linked objs yet */
801 object *tmp,*env,*pl; 922 object *tmp, *env, *pl;
802 int i,j; 923 int i, j;
803 924
804 if(op->other_arch==NULL) { 925 if (op->other_arch == NULL)
926 {
805 LOG(llevError,"Change object (%s) without other_arch error.\n", &op->name); 927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 return;
929 }
930
931 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 {
934 if (op->stats.food-- > 0)
935 return;
936 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 }
961 else
962 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */
965 free_object (tmp);
966 else
967 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
969 insert_ob_in_map (tmp, op->map, op, 0);
970 }
971 }
972 }
973 free_object (op);
974}
975
976void
977move_teleporter (object *op)
978{
979 object *tmp, *head = op;
980
981 /* if this is a multipart teleporter, handle the other parts
982 * The check for speed isn't strictly needed - basically, if
983 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called
986 * N times without the speed check.
987 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
989 move_teleporter (op->more);
990
991 if (op->head)
992 head = op->head;
993
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break;
997
998 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
806 return; 1000 return;
807 }
808 1001
809 /* In non-living items only change when food value is 0 */ 1002 if (EXIT_PATH (head))
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) { 1003 {
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) 1004 if (tmp->type == PLAYER)
819 tmp->stats.food = op->stats.food-1;
820 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
821 if(env) {
822 tmp->x=env->x,tmp->y=env->y;
823 tmp=insert_ob_in_ob(tmp,env);
824 /* If this object is the players inventory, we need to tell the
825 * client of the change. Insert_ob_in_map takes care of the
826 * updating the client, so we don't need to do that below.
827 */
828 if ((pl=is_player_inv(env))!=NULL) {
829 esrv_del_item(pl->contr, op->count);
830 esrv_send_item(pl, tmp);
831 } 1005 {
832 } else {
833 j=find_first_free_spot(tmp,op->map,op->x,op->y);
834 if (j==-1) /* No free spot */
835 free_object(tmp);
836 else {
837 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
838 insert_ob_in_map(tmp,op->map,op,0);
839 }
840 }
841 }
842 free_object(op);
843}
844
845void move_teleporter(object *op) {
846 object *tmp, *head=op;
847
848 /* if this is a multipart teleporter, handle the other parts
849 * The check for speed isn't strictly needed - basically, if
850 * there is an old multipart teleporter in which the other parts
851 * have speed, we don't really want to call it twice for the same
852 * function - in fact, as written below, part N would get called
853 * N times without the speed check.
854 */
855 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
856
857 if (op->head) head=op->head;
858
859 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
860 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
861
862 /* If nothing above us to move, nothing to do */
863 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
864
865 if(EXIT_PATH(head)) {
866 if(tmp->type==PLAYER) {
867 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1006 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; 1007 return;
1008
1009 enter_exit (tmp, head);
1010 }
1011 else
1012 /* Currently only players can transfer maps */
1013 return;
875 } 1014 }
876 else if(EXIT_X(head)||EXIT_Y(head)) { 1015 else if (EXIT_X (head) || EXIT_Y (head))
1016 {
877 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { 1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 {
878 LOG(llevError, "Removed illegal teleporter.\n"); 1019 LOG (llevError, "Removed illegal teleporter.\n");
879 remove_ob(head); 1020 remove_ob (head);
880 free_object(head); 1021 free_object (head);
881 return; 1022 return;
882 } 1023 }
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return; 1025 return;
885 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); 1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 }
1028 else
886 } 1029 {
887 else {
888 /* Random teleporter */ 1030 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return; 1032 return;
891 teleport(head, TELEPORTER, tmp); 1033 teleport (head, TELEPORTER, tmp);
892 } 1034 }
893} 1035}
894 1036
895 1037
896/* This object will teleport someone to a different map 1038/* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory. 1039 and will also apply changes to the player from its inventory.
898 This was invented for giving classes, but there's no reason it 1040 This was invented for giving classes, but there's no reason it
899 can't be generalized. 1041 can't be generalized.
900*/ 1042*/
901 1043
1044void
902void move_player_changer(object *op) { 1045move_player_changer (object *op)
1046{
903 object *player; 1047 object *player;
904 object *walk; 1048 object *walk;
905 char c; 1049 char c;
906 1050
907 if (!op->above || !EXIT_PATH(op)) return; 1051 if (!op->above || !EXIT_PATH (op))
1052 return;
908 1053
909 /* This isn't all that great - means that the player_mover 1054 /* This isn't all that great - means that the player_mover
910 * needs to be on top. 1055 * needs to be on top.
911 */ 1056 */
912 if(op->above->type==PLAYER) { 1057 if (op->above->type == PLAYER)
1058 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return; 1060 return;
915 player=op->above; 1061 player = op->above;
1062
916 for(walk=op->inv;walk!=NULL;walk=walk->below) 1063 for (walk = op->inv; walk != NULL; walk = walk->below)
917 apply_changes_to_player(player,walk); 1064 apply_changes_to_player (player, walk);
918 1065
919 fix_player(player); 1066 fix_player (player);
1067
920 esrv_send_inventory(op->above,op->above); 1068 esrv_send_inventory (op->above, op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above); 1069 esrv_update_item (UPD_FACE, op->above, op->above);
922 1070
923 /* update players death & WoR home-position */ 1071 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c); 1072 sscanf (EXIT_PATH (op), "%c", &c);
925 if (c == '/') { 1073 if (c == '/')
1074 {
926 strcpy(player->contr->savebed_map, EXIT_PATH(op)); 1075 strcpy (player->contr->savebed_map, EXIT_PATH (op));
927 player->contr->bed_x = EXIT_X(op); 1076 player->contr->bed_x = EXIT_X (op);
928 player->contr->bed_y = EXIT_Y(op); 1077 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 1078 }
1079 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081
935 enter_exit(op->above,op); 1082 enter_exit (op->above, op);
936 save_player(player, 1); 1083 save_player (player, 1);
937 } 1084 }
938} 1085}
939 1086
940/* firewalls fire other spells. 1087/* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp. 1088 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down. 1089 * walls can have hp, so they can be torn down.
943 */ 1090 */
1091void
944void move_firewall(object *op) { 1092move_firewall (object *op)
1093{
945 object *spell; 1094 object *spell;
946 1095
947 if ( ! op->map) 1096 if (!op->map)
948 return; /* dm has created a firewall in his inventory */ 1097 return; /* dm has created a firewall in his inventory */
949 1098
950 spell = op->inv; 1099 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; 1100 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone;
952 if (!spell) { 1102 if (!spell)
1103 {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", 1104 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; 1105 return;
956 } 1106 }
957 1107
958 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); 1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
959} 1109}
960 1110
961 1111
962/* move_player_mover: this function takes a "player mover" as an 1112/* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is: 1113 * argument, and performs the function of a player mover, which is:
966 * moves them in the op->stats.sp direction. speed is how often it'll move. 1116 * 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, 1117 * 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, 1118 * 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 1119 * it'll paralyze the victim for hp*his speed/op->speed
970 */ 1120 */
1121void
971void move_player_mover(object *op) { 1122move_player_mover (object *op)
1123{
972 object *victim, *nextmover; 1124 object *victim, *nextmover;
973 int dir = op->stats.sp; 1125 int dir = op->stats.sp;
974 sint16 nx, ny; 1126 sint16 nx, ny;
975 mapstruct *m; 1127 mapstruct *m;
976 1128
977 /* Determine direction now for random movers so we do the right thing */ 1129 /* Determine direction now for random movers so we do the right thing */
978 if (!dir) dir=rndm(1, 8); 1130 if (!dir)
1131 dir = rndm (1, 8);
979 1132
980 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { 1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1134 {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && 1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) { 1136 (victim->move_type & op->move_type || !victim->move_type))
1137 {
983 1138
1139 if (victim->head)
984 if (victim->head) victim = victim->head; 1140 victim = victim->head;
985 1141
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { 1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 {
987 remove_ob(op); 1144 remove_ob (op);
988 free_object(op); 1145 free_object (op);
1146 return;
1147 }
1148 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir];
1150 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1154 return;
1155 }
1156
1157 if (should_director_abort (op, victim))
1158 return;
1159
1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1161 {
1162 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99;
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1167 }
1168 }
1169
1170 if (victim->type == PLAYER)
1171 {
1172 /* only level >=1 movers move people */
1173 if (op->level)
1174 {
1175 /* Following is a bit of hack. We need to make sure it
1176 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to
1178 * get to this space.
1179 */
1180 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed);
1182 move_player (victim, dir);
1183 }
1184 else
989 return; 1185 return;
990 } 1186 }
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 1187 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); 1188 move_object (victim, dir);
1025 1189
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; 1190 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2;
1027 1192
1028 if(op->attacktype) { /* flag to paralyze the player */ 1193 if (op->attacktype)
1194 { /* flag to paralyze the player */
1029 1195
1030 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); 1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1031 /* Not sure why, but for some chars on metalforge, they 1197 /* Not sure why, but for some chars on metalforge, they
1032 * would sometimes get -inf speed_left, and from the 1198 * would sometimes get -inf speed_left, and from the
1033 * description, it could only happen here, so just put 1199 * description, it could only happen here, so just put
1034 * a lower sanity limit. My only guess is that the 1200 * a lower sanity limit. My only guess is that the
1035 * mover has 0 speed. 1201 * mover has 0 speed.
1036 */ 1202 */
1037 if (victim->speed_left < -5.0) victim->speed_left=-5.0; 1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1038 } 1205 }
1039 } 1206 }
1040 } 1207 }
1041} 1208}
1042 1209
1045 * connected: what will trigger it. 1212 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy. 1213 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate. 1214 * other_arch: the object to look for and duplicate.
1048 */ 1215 */
1049 1216
1217void
1050void move_duplicator(object *op) { 1218move_duplicator (object *op)
1219{
1051 object *tmp; 1220 object *tmp;
1052 1221
1053 if ( !op->other_arch ) { 1222 if (!op->other_arch)
1223 {
1054 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1055 return; 1225 return;
1056 } 1226 }
1057 1227
1058 if (op->above == NULL) 1228 if (op->above == NULL)
1059 return; 1229 return;
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) { 1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1231 {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { 1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1233 {
1062 if (op->level <= 0) { 1234 if (op->level <= 0)
1235 {
1063 remove_ob(tmp); 1236 remove_ob (tmp);
1064 free_object(tmp); 1237 free_object (tmp);
1238 }
1065 } else { 1239 else
1240 {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level; 1241 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242
1067 if (new_nrof >= 1UL<<31) 1243 if (new_nrof >= 1UL << 31)
1068 new_nrof = 1UL<<31; 1244 new_nrof = 1UL << 31;
1069 tmp->nrof = new_nrof; 1245 tmp->nrof = new_nrof;
1070 } 1246 }
1071 break; 1247 break;
1072 } 1248 }
1073 } 1249 }
1074} 1250}
1075 1251
1076/* move_creator (by peterm) 1252/* move_creator (by peterm)
1085 * It should really do this for small objects also, but there is 1261 * It should really do this for small objects also, but there is
1086 * more concern with large objects, most notably a part being placed 1262 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash 1263 * outside of the map which would cause the server to crash
1088*/ 1264*/
1089 1265
1266void
1090void move_creator(object *creator) { 1267move_creator (object *creator)
1268{
1091 object *new_ob; 1269 object *new_ob;
1092 1270
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { 1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1272 {
1094 creator->stats.hp=-1; 1273 creator->stats.hp = -1;
1095 return; 1274 return;
1096 } 1275 }
1097 1276
1098 if (creator->inv != NULL) { 1277 if (creator->inv != NULL)
1278 {
1099 object *ob; 1279 object *ob;
1100 int i; 1280 int i;
1101 object *ob_to_copy; 1281 object *ob_to_copy;
1102 1282
1103 /* select random object from inventory to copy */ 1283 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv; 1284 ob_to_copy = creator->inv;
1105 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1286 {
1106 if (rndm(0, i) == 0) { 1287 if (rndm (0, i) == 0)
1288 {
1107 ob_to_copy = ob; 1289 ob_to_copy = ob;
1108 }
1109 } 1290 }
1291 }
1110 new_ob = object_create_clone(ob_to_copy); 1292 new_ob = object_create_clone (ob_to_copy);
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); 1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); 1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1113 } else { 1295 }
1296 else
1297 {
1114 if (creator->other_arch == NULL) { 1298 if (creator->other_arch == NULL)
1299 {
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); 1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1301 creator->x, creator->y);
1116 return; 1302 return;
1117 } 1303 }
1118 1304
1119 new_ob = object_create_arch(creator->other_arch); 1305 new_ob = object_create_arch (creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); 1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1121 } 1307 }
1122 1308
1123 /* Make sure this multipart object fits */ 1309 /* Make sure this multipart object fits */
1124 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { 1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1311 {
1125 free_object(new_ob); 1312 free_object (new_ob);
1126 return; 1313 return;
1127 } 1314 }
1128 1315
1129 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); 1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1130 if (QUERY_FLAG(new_ob, FLAG_FREED)) 1317 if (QUERY_FLAG (new_ob, FLAG_FREED))
1131 return; 1318 return;
1132 1319
1133 if (creator->slaying) { 1320 if (creator->slaying)
1321 {
1134 new_ob->name = new_ob->title = creator->slaying; 1322 new_ob->name = new_ob->title = creator->slaying;
1135 } 1323 }
1136} 1324}
1137 1325
1138/* move_marker --peterm@soda.csua.berkeley.edu 1326/* move_marker --peterm@soda.csua.berkeley.edu
1139 when moved, a marker will search for a player sitting above 1327 when moved, a marker will search for a player sitting above
1142 At that time, it writes the contents of its own message 1330 At that time, it writes the contents of its own message
1143 field to the player. The marker will decrement hp to 1331 field to the player. The marker will decrement hp to
1144 0 and then delete itself every time it grants a mark. 1332 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.*/ 1333 unless hp was zero to start with, in which case it is infinite.*/
1146 1334
1335void
1147void move_marker(object *op) { 1336move_marker (object *op)
1337{
1148 object *tmp,*tmp2; 1338 object *tmp, *tmp2;
1149 1339
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */ 1341 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1152 1344
1153 /* remove an old force with a slaying field == op->name */ 1345 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1347 {
1155 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; 1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1349 break;
1350 }
1351
1352 if (tmp2)
1156 } 1353 {
1157
1158 if(tmp2) {
1159 remove_ob(tmp2); 1354 remove_ob (tmp2);
1160 free_object(tmp2); 1355 free_object (tmp2);
1161 } 1356 }
1162 1357
1163 /* cycle through his inventory to look for the MARK we want to 1358 /* cycle through his inventory to look for the MARK we want to
1164 * place 1359 * place
1165 */ 1360 */
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { 1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; 1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1168 } 1365 }
1169 1366
1170 /* if we didn't find our own MARK */ 1367 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) { 1368 if (tmp2 == NULL)
1369 {
1172 object *force = get_archetype(FORCE_NAME); 1370 object *force = get_archetype (FORCE_NAME);
1173 1371
1174 force->speed = 0; 1372 force->speed = 0;
1175 if(op->stats.food) { 1373 if (op->stats.food)
1374 {
1176 force->speed = 0.01; 1375 force->speed = 0.01;
1177 force->speed_left = -op->stats.food; 1376 force->speed_left = -op->stats.food;
1178 } 1377 }
1179 update_ob_speed (force); 1378 update_ob_speed (force);
1180 /* put in the lock code */ 1379 /* put in the lock code */
1181 force->slaying = op->slaying; 1380 force->slaying = op->slaying;
1182 1381
1183 if (op->lore) 1382 if (op->lore)
1184 force->lore = op->lore; 1383 force->lore = op->lore;
1185 1384
1186 insert_ob_in_ob(force,tmp); 1385 insert_ob_in_ob (force, tmp);
1187 if(op->msg) 1386 if (op->msg)
1188 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); 1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1189 1388
1190 if(op->stats.hp > 0) { 1389 if (op->stats.hp > 0)
1390 {
1191 op->stats.hp--; 1391 op->stats.hp--;
1192 if(op->stats.hp==0) { 1392 if (op->stats.hp == 0)
1393 {
1193 /* marker expires--granted mark number limit */ 1394 /* marker expires--granted mark number limit */
1194 remove_ob(op); 1395 remove_ob (op);
1195 free_object(op); 1396 free_object (op);
1196 return; 1397 return;
1197 } 1398 }
1198 } 1399 }
1199 } /* if tmp2 == NULL */ 1400 } /* if tmp2 == NULL */
1200 } /* if tmp->type == PLAYER */ 1401 } /* if tmp->type == PLAYER */
1201 } /* For all objects on this space */ 1402 } /* For all objects on this space */
1202} 1403}
1203 1404
1405int
1204int process_object(object *op) { 1406process_object (object *op)
1407{
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) 1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1206 return 0; 1409 return 0;
1207 1410
1208 if (INVOKE_OBJECT (TICK, op)) 1411 if (INVOKE_OBJECT (TICK, op))
1209 return 0; 1412 return 0;
1210 1413
1211 if(QUERY_FLAG(op, FLAG_MONSTER)) 1414 if (QUERY_FLAG (op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) 1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1213 return 1; 1416 return 1;
1214 1417
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { 1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 {
1216 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1217 animate_object(op, op->facing); 1421 animate_object (op, op->facing);
1218 else 1422 else
1219 animate_object(op, op->direction); 1423 animate_object (op, op->direction);
1220 1424
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op); 1426 make_sure_seen (op);
1223 } 1427 }
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { 1428 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1429 {
1225 change_object(op); 1430 change_object (op);
1226 return 1; 1431 return 1;
1227 } 1432 }
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) 1433 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1229 generate_monster(op); 1434 generate_monster (op);
1230 1435
1231 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { 1436 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1437 {
1232 if(QUERY_FLAG(op, FLAG_APPLIED)) 1438 if (QUERY_FLAG (op, FLAG_APPLIED))
1233 remove_force(op); 1439 remove_force (op);
1234 else { 1440 else
1441 {
1235 /* IF necessary, delete the item from the players inventory */ 1442 /* IF necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op); 1443 object *pl = is_player_inv (op);
1444
1237 if (pl) 1445 if (pl)
1238 esrv_del_item(pl->contr, op->count); 1446 esrv_del_item (pl->contr, op->count);
1239 remove_ob(op); 1447 remove_ob (op);
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) 1448 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op); 1449 make_sure_not_seen (op);
1242 free_object(op); 1450 free_object (op);
1243 } 1451 }
1244 return 1; 1452 return 1;
1245 } 1453 }
1246 switch(op->type) { 1454 switch (op->type)
1455 {
1247 1456
1248 case SPELL_EFFECT: 1457 case SPELL_EFFECT:
1249 move_spell_effect(op); 1458 move_spell_effect (op);
1250 return 1; 1459 return 1;
1251 1460
1252 case ROD: 1461 case ROD:
1253 case HORN: 1462 case HORN:
1254 regenerate_rod(op); 1463 regenerate_rod (op);
1255 return 1; 1464 return 1;
1256 1465
1257 case FORCE: 1466 case FORCE:
1258 case POTION_EFFECT: 1467 case POTION_EFFECT:
1259 remove_force(op); 1468 remove_force (op);
1260 return 1; 1469 return 1;
1261 1470
1262 case BLINDNESS: 1471 case BLINDNESS:
1263 remove_blindness(op); 1472 remove_blindness (op);
1264 return 0; 1473 return 0;
1265 1474
1266 case POISONING: 1475 case POISONING:
1267 poison_more(op); 1476 poison_more (op);
1268 return 0; 1477 return 0;
1269 1478
1270 case DISEASE: 1479 case DISEASE:
1271 move_disease(op); 1480 move_disease (op);
1272 return 0; 1481 return 0;
1273 1482
1274 case SYMPTOM: 1483 case SYMPTOM:
1275 move_symptom(op); 1484 move_symptom (op);
1276 return 0; 1485 return 0;
1277 1486
1278 case THROWN_OBJ: 1487 case THROWN_OBJ:
1279 case ARROW: 1488 case ARROW:
1280 move_arrow(op); 1489 move_arrow (op);
1281 return 0; 1490 return 0;
1282 1491
1283 case LIGHTNING: /* It now moves twice as fast */ 1492 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op); 1493 move_bolt (op);
1285 return 0; 1494 return 0;
1286 1495
1287 case DOOR: 1496 case DOOR:
1288 remove_door(op); 1497 remove_door (op);
1289 return 0; 1498 return 0;
1290 1499
1291 case LOCKED_DOOR: 1500 case LOCKED_DOOR:
1292 remove_door2(op); 1501 remove_door2 (op);
1293 return 0; 1502 return 0;
1294 1503
1295 case TELEPORTER: 1504 case TELEPORTER:
1296 move_teleporter(op); 1505 move_teleporter (op);
1297 return 0; 1506 return 0;
1298 1507
1299 case GOLEM: 1508 case GOLEM:
1300 move_golem(op); 1509 move_golem (op);
1301 return 0; 1510 return 0;
1302 1511
1303 case EARTHWALL: 1512 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1); 1513 hit_player (op, 2, op, AT_PHYSICAL, 1);
1305 return 0; 1514 return 0;
1306 1515
1307 case FIREWALL: 1516 case FIREWALL:
1308 move_firewall(op); 1517 move_firewall (op);
1309 if (op->stats.maxsp) 1518 if (op->stats.maxsp)
1310 animate_turning(op); 1519 animate_turning (op);
1311 return 0; 1520 return 0;
1312 1521
1313 case MOOD_FLOOR: 1522 case MOOD_FLOOR:
1314 do_mood_floor(op); 1523 do_mood_floor (op);
1315 return 0; 1524 return 0;
1316 1525
1317 case GATE: 1526 case GATE:
1318 move_gate(op); 1527 move_gate (op);
1319 return 0; 1528 return 0;
1320 1529
1321 case TIMED_GATE: 1530 case TIMED_GATE:
1322 move_timed_gate(op); 1531 move_timed_gate (op);
1323 return 0; 1532 return 0;
1324 1533
1325 case TRIGGER: 1534 case TRIGGER:
1326 case TRIGGER_BUTTON: 1535 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL: 1536 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR: 1537 case TRIGGER_ALTAR:
1329 animate_trigger(op); 1538 animate_trigger (op);
1330 return 0; 1539 return 0;
1331 1540
1332 case DETECTOR: 1541 case DETECTOR:
1333 move_detector(op); 1542 move_detector (op);
1334 1543
1335 case DIRECTOR: 1544 case DIRECTOR:
1336 if (op->stats.maxsp) 1545 if (op->stats.maxsp)
1337 animate_turning(op); 1546 animate_turning (op);
1338 return 0; 1547 return 0;
1339 1548
1340 case HOLE: 1549 case HOLE:
1341 move_hole(op); 1550 move_hole (op);
1342 return 0; 1551 return 0;
1343 1552
1344 case DEEP_SWAMP: 1553 case DEEP_SWAMP:
1345 move_deep_swamp(op); 1554 move_deep_swamp (op);
1346 return 0; 1555 return 0;
1347 1556
1348 case RUNE: 1557 case RUNE:
1349 case TRAP: 1558 case TRAP:
1350 move_rune(op); 1559 move_rune (op);
1351 return 0; 1560 return 0;
1352 1561
1353 case PLAYERMOVER: 1562 case PLAYERMOVER:
1354 move_player_mover(op); 1563 move_player_mover (op);
1355 return 0; 1564 return 0;
1356 1565
1357 case CREATOR: 1566 case CREATOR:
1358 move_creator(op); 1567 move_creator (op);
1359 return 0; 1568 return 0;
1360 1569
1361 case MARKER: 1570 case MARKER:
1362 move_marker(op); 1571 move_marker (op);
1363 return 0; 1572 return 0;
1364 1573
1365 case PLAYER_CHANGER: 1574 case PLAYER_CHANGER:
1366 move_player_changer(op); 1575 move_player_changer (op);
1367 return 0; 1576 return 0;
1368 1577
1369 case PEACEMAKER: 1578 case PEACEMAKER:
1370 move_peacemaker(op); 1579 move_peacemaker (op);
1371 return 0; 1580 return 0;
1372 } 1581 }
1373 1582
1374 return 0; 1583 return 0;
1375} 1584}

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