1 |
/* |
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* static char *rcsid_time_c = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
|
6 |
/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* |
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* Routines that is executed from objects based on their speed have been |
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* collected in this file. |
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*/ |
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|
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#include <global.h> |
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#include <spells.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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|
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/* The following removes doors. The functions check to see if similar |
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* doors are next to the one that is being removed, and if so, set it |
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* so those will be removed shortly (in a cascade like fashion.) |
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*/ |
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|
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void remove_door(object *op) { |
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int i; |
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object *tmp; |
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for(i=1;i<9;i+=2) |
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if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { |
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tmp->speed = 0.1; |
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update_ob_speed(tmp); |
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tmp->speed_left= -0.2; |
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} |
54 |
|
55 |
if(op->other_arch) |
56 |
{ |
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tmp=arch_to_object(op->other_arch); |
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tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; |
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insert_ob_in_map(tmp,op->map,op,0); |
60 |
} |
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remove_ob(op); |
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free_object(op); |
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} |
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|
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void remove_door2(object *op) { |
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int i; |
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object *tmp; |
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for(i=1;i<9;i+=2) { |
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tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); |
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if(tmp && tmp->slaying == op->slaying) {/* same key both doors */ |
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tmp->speed = 0.1; |
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update_ob_speed(tmp); |
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tmp->speed_left= -0.2; |
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} |
75 |
} |
76 |
if(op->other_arch) |
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{ |
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tmp=arch_to_object(op->other_arch); |
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tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; |
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insert_ob_in_map(tmp,op->map,op,0); |
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} |
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remove_ob(op); |
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free_object(op); |
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} |
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|
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/* Will generate a monster according to content |
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* of generator. |
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*/ |
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void generate_monster_inv(object *gen) { |
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int i; |
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object *op,*head=NULL; |
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|
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int qty=0; |
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/* Code below assumes the generator is on a map, as it tries |
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* to place the monster on the map. So if the generator |
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* isn't on a map, complain and exit. |
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*/ |
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if (gen->map == NULL) { |
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//LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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return; |
101 |
} |
102 |
/*First count numer of objects in inv*/ |
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for (op=gen->inv;op;op=op->below) |
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qty++; |
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if (!qty){ |
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LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); |
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return;/*No inventory*/ |
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} |
109 |
qty=rndm(0,qty-1); |
110 |
for (op=gen->inv;qty;qty--) |
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op=op->below; |
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i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); |
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if (i==-1) |
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return; |
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head=object_create_clone(op); |
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CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); |
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unflag_inv (head,FLAG_IS_A_TEMPLATE); |
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if (rndm(0, 9)) |
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generate_artifact(head, gen->map->difficulty); |
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insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]); |
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if (QUERY_FLAG(head, FLAG_FREED)) return; |
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if(HAS_RANDOM_ITEMS(head)) |
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create_treasure(head->randomitems,head,GT_APPLY, |
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gen->map->difficulty,0); |
125 |
} |
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|
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void generate_monster_arch(object *gen) { |
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int i; |
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object *op,*head=NULL,*prev=NULL; |
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archetype *at=gen->other_arch; |
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|
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if(gen->other_arch==NULL) { |
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//LOG(llevError,"Generator without other_arch: %s\n",gen->name); |
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return; |
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} |
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/* Code below assumes the generator is on a map, as it tries |
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* to place the monster on the map. So if the generator |
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* isn't on a map, complain and exit. |
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*/ |
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if (gen->map == NULL) { |
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//LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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return; |
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} |
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i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9); |
145 |
if (i==-1) return; |
146 |
while(at!=NULL) { |
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op=arch_to_object(at); |
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op->x=gen->x+freearr_x[i]+at->clone.x; |
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op->y=gen->y+freearr_y[i]+at->clone.y; |
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|
151 |
if(head!=NULL) |
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op->head=head,prev->more=op; |
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|
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if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty); |
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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) |
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head=op; |
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prev=op; |
163 |
at=at->more; |
164 |
} |
165 |
} |
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|
167 |
void 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); |
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else |
174 |
generate_monster_arch(gen); |
175 |
|
176 |
} |
177 |
|
178 |
void remove_force(object *op) { |
179 |
if (--op->duration > 0) return; |
180 |
|
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switch (op->subtype) { |
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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 |
|
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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 |
|
199 |
void 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 |
|
211 |
void 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 |
|
240 |
void 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)) { |
244 |
LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, |
245 |
NUM_ANIMATIONS(op)); |
246 |
dump_object(op); |
247 |
LOG(llevError,"%s\n",errmsg); |
248 |
op->stats.wc=0; |
249 |
} |
250 |
|
251 |
/* We're going down */ |
252 |
if(op->value) { |
253 |
if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ |
254 |
op->stats.wc=0; |
255 |
if(op->arch->clone.speed) |
256 |
op->value=0; |
257 |
else { |
258 |
op->speed = 0; |
259 |
update_ob_speed(op); |
260 |
} |
261 |
} |
262 |
if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { |
263 |
op->move_block = 0; |
264 |
CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
265 |
update_all_los(op->map, op->x, op->y); |
266 |
} |
267 |
SET_ANIMATION(op, op->stats.wc); |
268 |
update_object(op,UP_OBJ_CHANGE); |
269 |
return; |
270 |
} |
271 |
|
272 |
/* We're going up */ |
273 |
|
274 |
/* First, lets see if we are already at the top */ |
275 |
if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { |
276 |
|
277 |
/* Check to make sure that only non pickable and non rollable |
278 |
* objects are above the gate. If so, we finish closing the gate, |
279 |
* otherwise, we fall through to the code below which should lower |
280 |
* the gate slightly. |
281 |
*/ |
282 |
|
283 |
for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
284 |
if (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
285 |
|| QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
286 |
|| QUERY_FLAG(tmp, FLAG_ALIVE)) |
287 |
break; |
288 |
|
289 |
if (tmp==NULL) { |
290 |
if(op->arch->clone.speed) |
291 |
op->value=1; |
292 |
else { |
293 |
op->speed = 0; |
294 |
update_ob_speed(op); /* Reached top, let's stop */ |
295 |
} |
296 |
return; |
297 |
} |
298 |
} |
299 |
|
300 |
if(op->stats.food) { /* The gate is going temporarily down */ |
301 |
if(--op->stats.wc<=0) { /* Gone all the way down? */ |
302 |
op->stats.food=0; /* Then let's try again */ |
303 |
op->stats.wc=0; |
304 |
} |
305 |
} else { /* The gate is still going up */ |
306 |
op->stats.wc++; |
307 |
|
308 |
if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) |
309 |
op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; |
310 |
|
311 |
/* 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 |
313 |
*/ |
314 |
if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { |
315 |
/* Halfway or further, check blocks */ |
316 |
/* First, get the top object on the square. */ |
317 |
for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); |
318 |
|
319 |
if(tmp!=NULL) { |
320 |
if(QUERY_FLAG(tmp, FLAG_ALIVE)) { |
321 |
hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
322 |
if(tmp->type==PLAYER) |
323 |
new_draw_info_format(NDI_UNIQUE, 0, tmp, |
324 |
"You are crushed by the %s!",op->name); |
325 |
} else |
326 |
/* If the object is not alive, and the object either can |
327 |
* be picked up or the object rolls, move the object |
328 |
* off the gate. |
329 |
*/ |
330 |
if(!QUERY_FLAG(tmp, FLAG_ALIVE) |
331 |
&& (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
332 |
||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) { |
333 |
/* 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 |
|
336 |
/* If there is a free spot, move the object someplace */ |
337 |
if (i!=-1) { |
338 |
remove_ob(tmp); |
339 |
tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; |
340 |
insert_ob_in_map(tmp,op->map,op,0); |
341 |
} |
342 |
} |
343 |
} |
344 |
|
345 |
/* See if there is still anything blocking the gate */ |
346 |
for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
347 |
if (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
348 |
|| QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
349 |
|| QUERY_FLAG(tmp, FLAG_ALIVE)) |
350 |
break; |
351 |
|
352 |
/* IF there is, start putting the gate down */ |
353 |
if(tmp) { |
354 |
op->stats.food=1; |
355 |
} else { |
356 |
op->move_block = MOVE_ALL; |
357 |
if(!op->arch->clone.stats.ac) |
358 |
SET_FLAG(op, FLAG_BLOCKSVIEW); |
359 |
update_all_los(op->map, op->x, op->y); |
360 |
} |
361 |
} /* gate is halfway up */ |
362 |
|
363 |
SET_ANIMATION(op, op->stats.wc); |
364 |
update_object(op,UP_OBJ_CHANGE); |
365 |
} /* gate is going up */ |
366 |
} |
367 |
|
368 |
/* hp : how long door is open/closed |
369 |
* maxhp : initial value for hp |
370 |
* sp : 1 = open, 0 = close |
371 |
*/ |
372 |
void move_timed_gate(object *op) |
373 |
{ |
374 |
int v = op->value; |
375 |
|
376 |
if (op->stats.sp) { |
377 |
move_gate(op); |
378 |
if (op->value != v) /* change direction ? */ |
379 |
op->stats.sp = 0; |
380 |
return; |
381 |
} |
382 |
if (--op->stats.hp <= 0) { /* keep gate down */ |
383 |
move_gate(op); |
384 |
if (op->value != v) { /* ready ? */ |
385 |
op->speed = 0; |
386 |
update_ob_speed(op); |
387 |
} |
388 |
} |
389 |
} |
390 |
|
391 |
/* slaying: name of the thing the detector is to look for |
392 |
* speed: frequency of 'glances' |
393 |
* connected: connected value of detector |
394 |
* sp: 1 if detection sets buttons |
395 |
* -1 if detection unsets buttons |
396 |
*/ |
397 |
|
398 |
void move_detector(object *op) |
399 |
{ |
400 |
object *tmp; |
401 |
int last = op->value; |
402 |
int detected; |
403 |
detected = 0; |
404 |
|
405 |
for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { |
406 |
object *tmp2; |
407 |
if(op->stats.hp) { |
408 |
for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { |
409 |
if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; |
410 |
if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; |
411 |
} |
412 |
} |
413 |
if (op->slaying && !strcmp(op->slaying,tmp->name)) { |
414 |
detected = 1; |
415 |
} |
416 |
else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) |
417 |
detected=1; |
418 |
} |
419 |
|
420 |
/* the detector sets the button if detection is found */ |
421 |
if(op->stats.sp == 1) { |
422 |
if(detected && last == 0) { |
423 |
op->value = 1; |
424 |
push_button(op); |
425 |
} |
426 |
if(!detected && last == 1) { |
427 |
op->value = 0; |
428 |
push_button(op); |
429 |
} |
430 |
} |
431 |
else { /* in this case, we unset buttons */ |
432 |
if(detected && last == 1) { |
433 |
op->value = 0; |
434 |
push_button(op); |
435 |
} |
436 |
if(!detected && last == 0) { |
437 |
op->value = 1; |
438 |
push_button(op); |
439 |
} |
440 |
} |
441 |
} |
442 |
|
443 |
|
444 |
void animate_trigger (object *op) |
445 |
{ |
446 |
if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { |
447 |
op->stats.wc = 0; |
448 |
check_trigger(op,NULL); |
449 |
} else { |
450 |
SET_ANIMATION(op, op->stats.wc); |
451 |
update_object(op,UP_OBJ_FACE); |
452 |
} |
453 |
} |
454 |
|
455 |
void move_hole(object *op) { /* 1 = opening, 0 = closing */ |
456 |
object *next,*tmp; |
457 |
|
458 |
if(op->value) { /* We're opening */ |
459 |
if(--op->stats.wc<=0) { /* Opened, let's stop */ |
460 |
op->stats.wc=0; |
461 |
op->speed = 0; |
462 |
update_ob_speed(op); |
463 |
|
464 |
/* Hard coding this makes sense for holes I suppose */ |
465 |
op->move_on = MOVE_WALK; |
466 |
for (tmp=op->above; tmp!=NULL; tmp=next) { |
467 |
next=tmp->above; |
468 |
move_apply(op,tmp,tmp); |
469 |
} |
470 |
} |
471 |
SET_ANIMATION(op, op->stats.wc); |
472 |
update_object(op,UP_OBJ_FACE); |
473 |
return; |
474 |
} |
475 |
/* We're closing */ |
476 |
op->move_on = 0; |
477 |
|
478 |
op->stats.wc++; |
479 |
if((int)op->stats.wc >= NUM_ANIMATIONS(op)) |
480 |
op->stats.wc=NUM_ANIMATIONS(op)-1; |
481 |
SET_ANIMATION(op, op->stats.wc); |
482 |
update_object(op,UP_OBJ_FACE); |
483 |
if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { |
484 |
op->speed = 0; |
485 |
update_ob_speed(op); /* closed, let's stop */ |
486 |
return; |
487 |
} |
488 |
} |
489 |
|
490 |
|
491 |
/* 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 |
493 |
* have been merged with other items. |
494 |
* |
495 |
* This function assumes that only items on maps need special treatment. |
496 |
* |
497 |
* If the object can't be stopped, or it was destroyed while trying to stop |
498 |
* it, NULL is returned. |
499 |
* |
500 |
* fix_stopped_item() should be used if the stopped item should be put on |
501 |
* the map. |
502 |
*/ |
503 |
object *stop_item (object *op) |
504 |
{ |
505 |
if (op->map == NULL) |
506 |
return op; |
507 |
|
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: |
527 |
return op; |
528 |
} |
529 |
} |
530 |
|
531 |
/* 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. |
533 |
* |
534 |
* 'map' must be the value of op->map before stop_item() was called. |
535 |
*/ |
536 |
void fix_stopped_item (object *op, mapstruct *map, object *originator) |
537 |
{ |
538 |
if (map == NULL) |
539 |
return; |
540 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
541 |
insert_ob_in_map (op, map, originator,0); |
542 |
else if (op->type == ARROW) |
543 |
merge_ob (op, NULL); /* only some arrows actually need this */ |
544 |
} |
545 |
|
546 |
|
547 |
object *fix_stopped_arrow (object *op) |
548 |
{ |
549 |
if(rndm(0, 99) < op->stats.food) { |
550 |
/* Small chance of breaking */ |
551 |
remove_ob (op); |
552 |
free_object(op); |
553 |
return NULL; |
554 |
} |
555 |
|
556 |
op->direction=0; |
557 |
op->move_on=0; |
558 |
op->move_type=0; |
559 |
op->speed = 0; |
560 |
update_ob_speed(op); |
561 |
op->stats.wc = op->stats.sp; |
562 |
op->stats.dam= op->stats.hp; |
563 |
op->attacktype = op->stats.grace; |
564 |
if (op->slaying != NULL) |
565 |
FREE_AND_CLEAR_STR(op->slaying); |
566 |
|
567 |
if (op->skill != NULL) |
568 |
FREE_AND_CLEAR_STR(op->skill); |
569 |
|
570 |
if (op->spellarg != NULL) { |
571 |
op->slaying = add_string(op->spellarg); |
572 |
free(op->spellarg); |
573 |
op->spellarg = NULL; |
574 |
} else |
575 |
op->slaying = NULL; |
576 |
|
577 |
/* Reset these to zero, so that CAN_MERGE will work properly */ |
578 |
op->spellarg = NULL; |
579 |
op->stats.sp = 0; |
580 |
op->stats.hp = 0; |
581 |
op->stats.grace = 0; |
582 |
op->level = 0; |
583 |
op->face=op->arch->clone.face; |
584 |
op->owner=NULL; /* So that stopped arrows will be saved */ |
585 |
update_object (op,UP_OBJ_FACE); |
586 |
return op; |
587 |
} |
588 |
|
589 |
/* stop_arrow() - what to do when a non-living flying object |
590 |
* has to stop. Sept 96 - I added in thrown object code in |
591 |
* here too. -b.t. |
592 |
* |
593 |
* Returns a pointer to the stopped object (which will have been removed |
594 |
* from maps or inventories), or NULL if was destroyed. |
595 |
*/ |
596 |
|
597 |
static void stop_arrow (object *op) |
598 |
{ |
599 |
/* Lauwenmark: Handle for plugin stop event */ |
600 |
execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); |
601 |
if (op->inv) { |
602 |
object *payload = op->inv; |
603 |
remove_ob (payload); |
604 |
clear_owner(payload); |
605 |
insert_ob_in_map (payload, op->map, payload,0); |
606 |
remove_ob (op); |
607 |
free_object (op); |
608 |
} else { |
609 |
op = fix_stopped_arrow (op); |
610 |
if (op) |
611 |
merge_ob (op, NULL); |
612 |
} |
613 |
} |
614 |
|
615 |
/* Move an arrow along its course. op is the arrow or thrown object. |
616 |
*/ |
617 |
|
618 |
void move_arrow(object *op) { |
619 |
object *tmp; |
620 |
sint16 new_x, new_y; |
621 |
int was_reflected, mflags; |
622 |
mapstruct *m; |
623 |
|
624 |
if(op->map==NULL) { |
625 |
LOG (llevError, "BUG: Arrow had no map.\n"); |
626 |
remove_ob(op); |
627 |
free_object(op); |
628 |
return; |
629 |
} |
630 |
|
631 |
/* we need to stop thrown objects at some point. Like here. */ |
632 |
if(op->type==THROWN_OBJ) { |
633 |
/* If the object that the THROWN_OBJ encapsulates disappears, |
634 |
* we need to have this object go away also - otherwise, you get |
635 |
* left over remnants on the map. Where this currently happens |
636 |
* is if the player throws a bomb - the bomb explodes on its own, |
637 |
* but this object sticks around. We could handle the cleanup in the |
638 |
* bomb code, but there are potential other cases where that could happen, |
639 |
* and it is easy enough to clean it up here. |
640 |
*/ |
641 |
if (op->inv == NULL) { |
642 |
remove_ob(op); |
643 |
free_object(op); |
644 |
return; |
645 |
} |
646 |
if(op->last_sp-- < 0) { |
647 |
stop_arrow (op); |
648 |
return; |
649 |
} |
650 |
} |
651 |
|
652 |
/* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
653 |
values look rediculous. */ |
654 |
if (op->speed < 0.5 && op->type==ARROW) { |
655 |
stop_arrow(op); |
656 |
return; |
657 |
} |
658 |
|
659 |
/* Calculate target map square */ |
660 |
new_x = op->x + DIRX(op); |
661 |
new_y = op->y + DIRY(op); |
662 |
was_reflected = 0; |
663 |
|
664 |
m = op->map; |
665 |
mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); |
666 |
|
667 |
if (mflags & P_OUT_OF_MAP) { |
668 |
stop_arrow(op); |
669 |
return; |
670 |
} |
671 |
|
672 |
/* only need to look for living creatures if this flag is set */ |
673 |
if (mflags & P_IS_ALIVE) { |
674 |
for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above) |
675 |
if (QUERY_FLAG(tmp, FLAG_ALIVE)) break; |
676 |
|
677 |
|
678 |
/* Not really fair, but don't let monsters hit themselves with |
679 |
* their own arrow - this can be because they fire it then |
680 |
* move into it. |
681 |
*/ |
682 |
|
683 |
if (tmp != NULL && tmp != op->owner) { |
684 |
/* Found living object, but it is reflecting the missile. Update |
685 |
* as below. (Note that for living creatures there is a small |
686 |
* chance that reflect_missile fails.) |
687 |
*/ |
688 |
|
689 |
if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && |
690 |
(rndm(0, 99)) < (90-op->level/10)) { |
691 |
|
692 |
int number = op->face->number; |
693 |
|
694 |
op->direction = absdir (op->direction + 4); |
695 |
op->state = 0; |
696 |
if (GET_ANIM_ID (op)) { |
697 |
number += 4; |
698 |
if (number > GET_ANIMATION (op, 8)) |
699 |
number -= 8; |
700 |
op->face = &new_faces[number]; |
701 |
} |
702 |
was_reflected = 1; /* skip normal movement calculations */ |
703 |
} |
704 |
else { |
705 |
/* Attack the object. */ |
706 |
op = hit_with_arrow (op, tmp); |
707 |
if (op == NULL) |
708 |
return; |
709 |
} |
710 |
} /* if this is not hitting its owner */ |
711 |
} /* if there is something alive on this space */ |
712 |
|
713 |
|
714 |
if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { |
715 |
int retry=0; |
716 |
|
717 |
/* if the object doesn't reflect, stop the arrow from moving |
718 |
* note that this code will now catch cases where a monster is |
719 |
* on a wall but has reflecting - the arrow won't reflect. |
720 |
* Mapmakers shouldn't put monsters on top of wall in the first |
721 |
* place, so I don't consider that a problem. |
722 |
*/ |
723 |
if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { |
724 |
stop_arrow (op); |
725 |
return; |
726 |
} else { |
727 |
/* If one of the major directions (n,s,e,w), just reverse it */ |
728 |
if(op->direction&1) { |
729 |
op->direction=absdir(op->direction+4); |
730 |
retry=1; |
731 |
} |
732 |
/* There were two blocks with identical code - |
733 |
* use this retry here to make this one block |
734 |
* that did the same thing. |
735 |
*/ |
736 |
while (retry<2) { |
737 |
int left, right, mflags; |
738 |
mapstruct *m1; |
739 |
sint16 x1, y1; |
740 |
|
741 |
retry++; |
742 |
|
743 |
/* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
744 |
* over a corner in a tiled map, it is possible that |
745 |
* op->direction is within an adjacent map but either |
746 |
* op->direction-1 or op->direction+1 does not exist. |
747 |
*/ |
748 |
mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], |
749 |
op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); |
750 |
left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); |
751 |
|
752 |
mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], |
753 |
op->y+freearr_y[absdir(op->direction+1)], &x1, &y1); |
754 |
right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); |
755 |
|
756 |
if(left==right) |
757 |
op->direction=absdir(op->direction+4); |
758 |
else if(left) |
759 |
op->direction=absdir(op->direction+2); |
760 |
else if(right) |
761 |
op->direction=absdir(op->direction-2); |
762 |
|
763 |
mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); |
764 |
|
765 |
/* If this space is not out of the map and not blocked, valid space - |
766 |
* don't need to retry again. |
767 |
*/ |
768 |
if (!(mflags & P_OUT_OF_MAP) && |
769 |
!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; |
770 |
|
771 |
} |
772 |
/* Couldn't find a direction to move the arrow to - just |
773 |
* top it from moving. |
774 |
*/ |
775 |
if (retry==2) { |
776 |
stop_arrow (op); |
777 |
return; |
778 |
} |
779 |
/* update object image for new facing */ |
780 |
/* many thrown objects *don't* have more than one face */ |
781 |
if(GET_ANIM_ID(op)) |
782 |
SET_ANIMATION(op, op->direction); |
783 |
} /* object is reflected */ |
784 |
} /* object ran into a wall */ |
785 |
|
786 |
/* Move the arrow. */ |
787 |
remove_ob (op); |
788 |
op->x = new_x; |
789 |
op->y = new_y; |
790 |
|
791 |
/* decrease the speed as it flies. 0.05 means a standard bow will shoot |
792 |
* about 17 squares. Tune as needed. |
793 |
*/ |
794 |
op->speed -= 0.05; |
795 |
insert_ob_in_map (op, m, op,0); |
796 |
} |
797 |
|
798 |
/* This routine doesnt seem to work for "inanimate" objects that |
799 |
* are being carried, ie a held torch leaps from your hands!. |
800 |
* Modified this routine to allow held objects. b.t. */ |
801 |
|
802 |
void change_object(object *op) { /* Doesn`t handle linked objs yet */ |
803 |
object *tmp,*env,*pl; |
804 |
int i,j; |
805 |
|
806 |
if(op->other_arch==NULL) { |
807 |
LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); |
808 |
return; |
809 |
} |
810 |
|
811 |
/* In non-living items only change when food value is 0 */ |
812 |
if(!QUERY_FLAG(op,FLAG_ALIVE)) { |
813 |
if(op->stats.food-- > 0) return; |
814 |
else op->stats.food=1; /* so 1 other_arch is made */ |
815 |
} |
816 |
env=op->env; |
817 |
remove_ob(op); |
818 |
for(i=0;i<NROFNEWOBJS(op);i++) { |
819 |
tmp=arch_to_object(op->other_arch); |
820 |
if (op->type == LAMP) |
821 |
tmp->stats.food = op->stats.food-1; |
822 |
tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */ |
823 |
if(env) { |
824 |
tmp->x=env->x,tmp->y=env->y; |
825 |
tmp=insert_ob_in_ob(tmp,env); |
826 |
/* If this object is the players inventory, we need to tell the |
827 |
* client of the change. Insert_ob_in_map takes care of the |
828 |
* updating the client, so we don't need to do that below. |
829 |
*/ |
830 |
if ((pl=is_player_inv(env))!=NULL) { |
831 |
esrv_del_item(pl->contr, op->count); |
832 |
esrv_send_item(pl, tmp); |
833 |
} |
834 |
} else { |
835 |
j=find_first_free_spot(tmp,op->map,op->x,op->y); |
836 |
if (j==-1) /* No free spot */ |
837 |
free_object(tmp); |
838 |
else { |
839 |
tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
840 |
insert_ob_in_map(tmp,op->map,op,0); |
841 |
} |
842 |
} |
843 |
} |
844 |
free_object(op); |
845 |
} |
846 |
|
847 |
void move_teleporter(object *op) { |
848 |
object *tmp, *head=op; |
849 |
|
850 |
/* if this is a multipart teleporter, handle the other parts |
851 |
* The check for speed isn't strictly needed - basically, if |
852 |
* there is an old multipart teleporter in which the other parts |
853 |
* have speed, we don't really want to call it twice for the same |
854 |
* function - in fact, as written below, part N would get called |
855 |
* N times without the speed check. |
856 |
*/ |
857 |
if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more); |
858 |
|
859 |
if (op->head) head=op->head; |
860 |
|
861 |
for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
862 |
if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break; |
863 |
|
864 |
/* If nothing above us to move, nothing to do */ |
865 |
if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return; |
866 |
|
867 |
if(EXIT_PATH(head)) { |
868 |
if(tmp->type==PLAYER) { |
869 |
/* Lauwenmark: Handle for plugin TRIGGER event */ |
870 |
if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) |
871 |
return; |
872 |
enter_exit(tmp, head); |
873 |
} |
874 |
else |
875 |
/* Currently only players can transfer maps */ |
876 |
return; |
877 |
} |
878 |
else if(EXIT_X(head)||EXIT_Y(head)) { |
879 |
if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { |
880 |
LOG(llevError, "Removed illegal teleporter.\n"); |
881 |
remove_ob(head); |
882 |
free_object(head); |
883 |
return; |
884 |
} |
885 |
/* Lauwenmark: Handle for plugin TRIGGER event */ |
886 |
if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) |
887 |
return; |
888 |
transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); |
889 |
} |
890 |
else { |
891 |
/* Random teleporter */ |
892 |
/* Lauwenmark: Handle for plugin TRIGGER event */ |
893 |
if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) |
894 |
return; |
895 |
teleport(head, TELEPORTER, tmp); |
896 |
} |
897 |
} |
898 |
|
899 |
|
900 |
/* This object will teleport someone to a different map |
901 |
and will also apply changes to the player from its inventory. |
902 |
This was invented for giving classes, but there's no reason it |
903 |
can't be generalized. |
904 |
*/ |
905 |
|
906 |
void move_player_changer(object *op) { |
907 |
object *player; |
908 |
object *walk; |
909 |
char c; |
910 |
|
911 |
if (!op->above || !EXIT_PATH(op)) return; |
912 |
|
913 |
/* This isn't all that great - means that the player_mover |
914 |
* needs to be on top. |
915 |
*/ |
916 |
if(op->above->type==PLAYER) { |
917 |
/* Lauwenmark: Handle for plugin TRIGGER event */ |
918 |
if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0) |
919 |
return; |
920 |
player=op->above; |
921 |
for(walk=op->inv;walk!=NULL;walk=walk->below) |
922 |
apply_changes_to_player(player,walk); |
923 |
|
924 |
fix_player(player); |
925 |
esrv_send_inventory(op->above,op->above); |
926 |
esrv_update_item(UPD_FACE, op->above, op->above); |
927 |
|
928 |
/* update players death & WoR home-position */ |
929 |
sscanf(EXIT_PATH(op), "%c", &c); |
930 |
if (c == '/') { |
931 |
strcpy(player->contr->savebed_map, EXIT_PATH(op)); |
932 |
player->contr->bed_x = EXIT_X(op); |
933 |
player->contr->bed_y = EXIT_Y(op); |
934 |
} |
935 |
else |
936 |
LOG(llevDebug, |
937 |
"WARNING: destination '%s' in player_changer must be an absolute path!\n", |
938 |
EXIT_PATH(op)); |
939 |
|
940 |
enter_exit(op->above,op); |
941 |
save_player(player, 1); |
942 |
} |
943 |
} |
944 |
|
945 |
/* firewalls fire other spells. |
946 |
* The direction of the wall is stored in op->stats.sp. |
947 |
* walls can have hp, so they can be torn down. |
948 |
*/ |
949 |
void move_firewall(object *op) { |
950 |
object *spell; |
951 |
|
952 |
if ( ! op->map) |
953 |
return; /* dm has created a firewall in his inventory */ |
954 |
|
955 |
spell = op->inv; |
956 |
if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; |
957 |
if (!spell) { |
958 |
LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", |
959 |
op->name, op->map->name, op->x, op->y); |
960 |
return; |
961 |
} |
962 |
|
963 |
cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); |
964 |
} |
965 |
|
966 |
|
967 |
/* move_player_mover: this function takes a "player mover" as an |
968 |
* argument, and performs the function of a player mover, which is: |
969 |
* |
970 |
* a player mover finds any players that are sitting on it. It |
971 |
* moves them in the op->stats.sp direction. speed is how often it'll move. |
972 |
* If attacktype is nonzero it will paralyze the player. If lifesave is set, |
973 |
* it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
974 |
* it'll paralyze the victim for hp*his speed/op->speed |
975 |
*/ |
976 |
void move_player_mover(object *op) { |
977 |
object *victim, *nextmover; |
978 |
int dir = op->stats.sp; |
979 |
sint16 nx, ny; |
980 |
mapstruct *m; |
981 |
|
982 |
/* Determine direction now for random movers so we do the right thing */ |
983 |
if (!dir) dir=rndm(1, 8); |
984 |
|
985 |
for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { |
986 |
if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && |
987 |
(victim->move_type & op->move_type || !victim->move_type)) { |
988 |
|
989 |
if (victim->head) victim = victim->head; |
990 |
|
991 |
if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { |
992 |
remove_ob(op); |
993 |
free_object(op); |
994 |
return; |
995 |
} |
996 |
nx = op->x+freearr_x[dir]; |
997 |
ny = op->y+freearr_y[dir]; |
998 |
m = op->map; |
999 |
if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { |
1000 |
LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", |
1001 |
m->path, op->x, op->y); |
1002 |
return ; |
1003 |
} |
1004 |
|
1005 |
if (should_director_abort(op, victim)) return ; |
1006 |
|
1007 |
for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { |
1008 |
if(nextmover->type == PLAYERMOVER) |
1009 |
nextmover->speed_left=-.99; |
1010 |
if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { |
1011 |
op->speed_left=-1.1; /* wait until the next thing gets out of the way */ |
1012 |
} |
1013 |
} |
1014 |
|
1015 |
if(victim->type==PLAYER) { |
1016 |
/* only level >=1 movers move people */ |
1017 |
if(op->level) { |
1018 |
/* Following is a bit of hack. We need to make sure it |
1019 |
* is cleared, otherwise the player will get stuck in |
1020 |
* place. This can happen if the player used a spell to |
1021 |
* get to this space. |
1022 |
*/ |
1023 |
victim->contr->fire_on=0; |
1024 |
victim->speed_left=-FABS(victim->speed); |
1025 |
move_player(victim, dir); |
1026 |
} |
1027 |
else return; |
1028 |
} |
1029 |
else move_object(victim,dir); |
1030 |
|
1031 |
if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2.0; |
1032 |
|
1033 |
if(op->attacktype) { /* flag to paralyze the player */ |
1034 |
|
1035 |
victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); |
1036 |
/* Not sure why, but for some chars on metalforge, they |
1037 |
* would sometimes get -inf speed_left, and from the |
1038 |
* description, it could only happen here, so just put |
1039 |
* a lower sanity limit. My only guess is that the |
1040 |
* mover has 0 speed. |
1041 |
*/ |
1042 |
if (victim->speed_left < -5.0) victim->speed_left=-5.0; |
1043 |
} |
1044 |
} |
1045 |
} |
1046 |
} |
1047 |
|
1048 |
/* |
1049 |
* Will duplicate a specified object placed on top of it. |
1050 |
* connected: what will trigger it. |
1051 |
* level: multiplier. 0 to destroy. |
1052 |
* other_arch: the object to look for and duplicate. |
1053 |
*/ |
1054 |
|
1055 |
void move_duplicator(object *op) { |
1056 |
object *tmp; |
1057 |
|
1058 |
if ( !op->other_arch ) { |
1059 |
LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); |
1060 |
return; |
1061 |
} |
1062 |
|
1063 |
if (op->above == NULL) |
1064 |
return; |
1065 |
for (tmp=op->above; tmp != NULL; tmp=tmp->above) { |
1066 |
if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { |
1067 |
if (op->level <= 0) { |
1068 |
remove_ob(tmp); |
1069 |
free_object(tmp); |
1070 |
} else { |
1071 |
uint64 new_nrof = (uint64)tmp->nrof*op->level; |
1072 |
if (new_nrof >= 1UL<<31) |
1073 |
new_nrof = 1UL<<31; |
1074 |
tmp->nrof = new_nrof; |
1075 |
} |
1076 |
break; |
1077 |
} |
1078 |
} |
1079 |
} |
1080 |
|
1081 |
/* move_creator (by peterm) |
1082 |
* it has the creator object create it's other_arch right on top of it. |
1083 |
* connected: what will trigger it |
1084 |
* hp: how many times it may create before stopping |
1085 |
* lifesave: if set, it'll never disappear but will go on creating |
1086 |
* everytime it's triggered |
1087 |
* other_arch: the object to create |
1088 |
* Note this can create large objects, however, in that case, it |
1089 |
* has to make sure that there is in fact space for the object. |
1090 |
* It should really do this for small objects also, but there is |
1091 |
* more concern with large objects, most notably a part being placed |
1092 |
* outside of the map which would cause the server to crash |
1093 |
*/ |
1094 |
|
1095 |
void move_creator(object *creator) { |
1096 |
object *new_ob; |
1097 |
|
1098 |
if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { |
1099 |
creator->stats.hp=-1; |
1100 |
return; |
1101 |
} |
1102 |
|
1103 |
if (creator->inv != NULL) { |
1104 |
object *ob; |
1105 |
int i; |
1106 |
object *ob_to_copy; |
1107 |
|
1108 |
/* select random object from inventory to copy */ |
1109 |
ob_to_copy = creator->inv; |
1110 |
for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
1111 |
if (rndm(0, i) == 0) { |
1112 |
ob_to_copy = ob; |
1113 |
} |
1114 |
} |
1115 |
new_ob = object_create_clone(ob_to_copy); |
1116 |
CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); |
1117 |
unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); |
1118 |
} else { |
1119 |
if (creator->other_arch == NULL) { |
1120 |
LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); |
1121 |
return; |
1122 |
} |
1123 |
|
1124 |
new_ob = object_create_arch(creator->other_arch); |
1125 |
fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); |
1126 |
} |
1127 |
|
1128 |
/* Make sure this multipart object fits */ |
1129 |
if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { |
1130 |
free_object(new_ob); |
1131 |
return; |
1132 |
} |
1133 |
|
1134 |
insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); |
1135 |
if (QUERY_FLAG(new_ob, FLAG_FREED)) |
1136 |
return; |
1137 |
|
1138 |
if (creator->slaying) { |
1139 |
FREE_AND_COPY(new_ob->name, creator->slaying); |
1140 |
FREE_AND_COPY(new_ob->title, creator->slaying); |
1141 |
} |
1142 |
} |
1143 |
|
1144 |
/* move_marker --peterm@soda.csua.berkeley.edu |
1145 |
when moved, a marker will search for a player sitting above |
1146 |
it, and insert an invisible, weightless force into him |
1147 |
with a specific code as the slaying field. |
1148 |
At that time, it writes the contents of its own message |
1149 |
field to the player. The marker will decrement hp to |
1150 |
0 and then delete itself every time it grants a mark. |
1151 |
unless hp was zero to start with, in which case it is infinite.*/ |
1152 |
|
1153 |
void move_marker(object *op) { |
1154 |
object *tmp,*tmp2; |
1155 |
|
1156 |
for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
1157 |
if(tmp->type == PLAYER) { /* we've got someone to MARK */ |
1158 |
|
1159 |
if ( quest_on_activate(op, tmp->contr) ) |
1160 |
return; |
1161 |
|
1162 |
/* remove an old force with a slaying field == op->name */ |
1163 |
for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { |
1164 |
if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; |
1165 |
} |
1166 |
|
1167 |
if(tmp2) { |
1168 |
remove_ob(tmp2); |
1169 |
free_object(tmp2); |
1170 |
} |
1171 |
|
1172 |
/* cycle through his inventory to look for the MARK we want to |
1173 |
* place |
1174 |
*/ |
1175 |
for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { |
1176 |
if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; |
1177 |
} |
1178 |
|
1179 |
/* if we didn't find our own MARK */ |
1180 |
if(tmp2==NULL) { |
1181 |
object *force = get_archetype(FORCE_NAME); |
1182 |
|
1183 |
force->speed = 0; |
1184 |
if(op->stats.food) { |
1185 |
force->speed = 0.01; |
1186 |
force->speed_left = -op->stats.food; |
1187 |
} |
1188 |
update_ob_speed (force); |
1189 |
/* put in the lock code */ |
1190 |
force->slaying = add_string(op->slaying); |
1191 |
|
1192 |
if ( op->lore ) |
1193 |
force->lore = add_string( op->lore ); |
1194 |
|
1195 |
insert_ob_in_ob(force,tmp); |
1196 |
if(op->msg) |
1197 |
new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); |
1198 |
|
1199 |
if(op->stats.hp > 0) { |
1200 |
op->stats.hp--; |
1201 |
if(op->stats.hp==0) { |
1202 |
/* marker expires--granted mark number limit */ |
1203 |
remove_ob(op); |
1204 |
free_object(op); |
1205 |
return; |
1206 |
} |
1207 |
} |
1208 |
} /* if tmp2 == NULL */ |
1209 |
} /* if tmp->type == PLAYER */ |
1210 |
} /* For all objects on this space */ |
1211 |
} |
1212 |
|
1213 |
int process_object(object *op) { |
1214 |
if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) |
1215 |
return 0; |
1216 |
|
1217 |
if(QUERY_FLAG(op, FLAG_MONSTER)) |
1218 |
if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) |
1219 |
return 1; |
1220 |
|
1221 |
if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { |
1222 |
if (op->type == PLAYER) |
1223 |
animate_object(op, op->facing); |
1224 |
else |
1225 |
animate_object(op, op->direction); |
1226 |
|
1227 |
if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) |
1228 |
make_sure_seen(op); |
1229 |
} |
1230 |
if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { |
1231 |
change_object(op); |
1232 |
return 1; |
1233 |
} |
1234 |
if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) |
1235 |
generate_monster(op); |
1236 |
|
1237 |
if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { |
1238 |
if(QUERY_FLAG(op, FLAG_APPLIED)) |
1239 |
remove_force(op); |
1240 |
else { |
1241 |
/* IF necessary, delete the item from the players inventory */ |
1242 |
object *pl=is_player_inv(op); |
1243 |
if (pl) |
1244 |
esrv_del_item(pl->contr, op->count); |
1245 |
remove_ob(op); |
1246 |
if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) |
1247 |
make_sure_not_seen(op); |
1248 |
free_object(op); |
1249 |
} |
1250 |
return 1; |
1251 |
} |
1252 |
/* Lauwenmark: Handle for plugin time event */ |
1253 |
execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING); |
1254 |
switch(op->type) { |
1255 |
case TRANSPORT: |
1256 |
/* Transports are directed by players - thus, their |
1257 |
* speed is reduced when the player moves them about. |
1258 |
* So give them back there speed here, since process_objects() |
1259 |
* has decremented it. |
1260 |
*/ |
1261 |
if (op->speed_left < 0.0) op->speed_left += 1.0; |
1262 |
return 1; |
1263 |
|
1264 |
case SPELL_EFFECT: |
1265 |
move_spell_effect(op); |
1266 |
return 1; |
1267 |
|
1268 |
case ROD: |
1269 |
case HORN: |
1270 |
regenerate_rod(op); |
1271 |
return 1; |
1272 |
|
1273 |
case FORCE: |
1274 |
case POTION_EFFECT: |
1275 |
remove_force(op); |
1276 |
return 1; |
1277 |
|
1278 |
case BLINDNESS: |
1279 |
remove_blindness(op); |
1280 |
return 0; |
1281 |
|
1282 |
case POISONING: |
1283 |
poison_more(op); |
1284 |
return 0; |
1285 |
|
1286 |
case DISEASE: |
1287 |
move_disease(op); |
1288 |
return 0; |
1289 |
|
1290 |
case SYMPTOM: |
1291 |
move_symptom(op); |
1292 |
return 0; |
1293 |
|
1294 |
case THROWN_OBJ: |
1295 |
case ARROW: |
1296 |
move_arrow(op); |
1297 |
return 0; |
1298 |
|
1299 |
case LIGHTNING: /* It now moves twice as fast */ |
1300 |
move_bolt(op); |
1301 |
return 0; |
1302 |
|
1303 |
case DOOR: |
1304 |
remove_door(op); |
1305 |
return 0; |
1306 |
|
1307 |
case LOCKED_DOOR: |
1308 |
remove_door2(op); |
1309 |
return 0; |
1310 |
|
1311 |
case TELEPORTER: |
1312 |
move_teleporter(op); |
1313 |
return 0; |
1314 |
|
1315 |
case GOLEM: |
1316 |
move_golem(op); |
1317 |
return 0; |
1318 |
|
1319 |
case EARTHWALL: |
1320 |
hit_player(op, 2, op, AT_PHYSICAL, 1); |
1321 |
return 0; |
1322 |
|
1323 |
case FIREWALL: |
1324 |
move_firewall(op); |
1325 |
if (op->stats.maxsp) |
1326 |
animate_turning(op); |
1327 |
return 0; |
1328 |
|
1329 |
case MOOD_FLOOR: |
1330 |
do_mood_floor(op, op); |
1331 |
return 0; |
1332 |
|
1333 |
case GATE: |
1334 |
move_gate(op); |
1335 |
return 0; |
1336 |
|
1337 |
case TIMED_GATE: |
1338 |
move_timed_gate(op); |
1339 |
return 0; |
1340 |
|
1341 |
case TRIGGER: |
1342 |
case TRIGGER_BUTTON: |
1343 |
case TRIGGER_PEDESTAL: |
1344 |
case TRIGGER_ALTAR: |
1345 |
animate_trigger(op); |
1346 |
return 0; |
1347 |
|
1348 |
case DETECTOR: |
1349 |
move_detector(op); |
1350 |
|
1351 |
case DIRECTOR: |
1352 |
if (op->stats.maxsp) |
1353 |
animate_turning(op); |
1354 |
return 0; |
1355 |
|
1356 |
case HOLE: |
1357 |
move_hole(op); |
1358 |
return 0; |
1359 |
|
1360 |
case DEEP_SWAMP: |
1361 |
move_deep_swamp(op); |
1362 |
return 0; |
1363 |
|
1364 |
case RUNE: |
1365 |
case TRAP: |
1366 |
move_rune(op); |
1367 |
return 0; |
1368 |
|
1369 |
case PLAYERMOVER: |
1370 |
move_player_mover(op); |
1371 |
return 0; |
1372 |
|
1373 |
case CREATOR: |
1374 |
move_creator(op); |
1375 |
return 0; |
1376 |
|
1377 |
case MARKER: |
1378 |
move_marker(op); |
1379 |
return 0; |
1380 |
|
1381 |
case PLAYER_CHANGER: |
1382 |
move_player_changer(op); |
1383 |
return 0; |
1384 |
|
1385 |
case PEACEMAKER: |
1386 |
move_peacemaker(op); |
1387 |
return 0; |
1388 |
} |
1389 |
|
1390 |
return 0; |
1391 |
} |