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Comparing deliantra/server/server/time.C (file contents):
Revision 1.103 by root, Fri Mar 26 00:53:26 2010 UTC vs.
Revision 1.124 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
28 */ 28 */
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
107 return; 107 return;
108 108
109 object *op; 109 object *op;
110 int dir; 110 int dir;
111 111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 { 113 {
114 // either copy one item from the inventory... 114 // either copy one item from the inventory...
115 if (!gen->inv) 115 if (!gen->inv)
116 return; 116 return;
117 117
125 if (dir < 0) 125 if (dir < 0)
126 return; 126 return;
127 127
128 op = op->deep_clone (); 128 op = op->deep_clone ();
129 129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 } 132 }
133 else if (gen->other_arch) 133 else if (gen->other_arch)
134 { 134 {
135 // ...or use other_arch 135 // ...or use other_arch
168 168
169 if (op->env) 169 if (op->env)
170 switch (op->subtype) 170 switch (op->subtype)
171 { 171 {
172 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175 175
176 default: 176 default:
177 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
178 change_abil (op->env, op); 178 change_abil (op->env, op);
179 op->env->update_stats (); 179 op->env->update_stats ();
180 } 180 }
181 181
182 op->destroy (); 182 op->destroy ();
186remove_blindness (object *op) 186remove_blindness (object *op)
187{ 187{
188 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
189 return; 189 return;
190 190
191 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
192 192
193 if (op->env) 193 if (op->env)
194 { 194 {
195 change_abil (op->env, op); 195 change_abil (op->env, op);
196 op->env->update_stats (); 196 op->env->update_stats ();
200} 200}
201 201
202static void 202static void
203poison_more (object *op) 203poison_more (object *op)
204{ 204{
205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
206 { 206 {
207 op->destroy (); 207 op->destroy ();
208 return; 208 return;
209 } 209 }
210 210
213 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything. 214 * will not do anything.
215 */ 215 */
216 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
217 { 217 {
218 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
219 op->env->update_stats (); 219 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 } 221 }
222 222
223 op->destroy (); 223 op->destroy ();
239{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
240 object *tmp; 240 object *tmp;
241 241
242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 { 243 {
244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
245 op->stats.wc = 0; 245 op->stats.wc = 0;
246 } 246 }
247 247
248 /* We're going down */ 248 /* We're going down */
249 if (op->value) 249 if (op->value)
258 } 258 }
259 259
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 { 261 {
262 op->move_block = 0; 262 op->move_block = 0;
263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
265 } 265 }
266 266
267 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
268 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
272 /* We're going up */ 272 /* We're going up */
273 273
274 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 { 276 {
277
278 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
279 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
280 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
281 * the gate slightly. 280 * the gate slightly.
282 */ 281 */
283 282
284 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
286 break; 285 break;
287 286
288 if (!tmp) 287 if (!tmp)
289 { 288 {
290 if (op->arch->has_active_speed ()) 289 if (op->arch->has_active_speed ())
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ; 321 ;
323 322
324 if (tmp) 323 if (tmp)
325 { 324 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
327 { 326 {
328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
330 329
331 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
333 } 332 }
334 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
336 * off the gate. 335 * off the gate.
337 */ 336 */
338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
339 { 338 {
340 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
342 341
343 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
351 } 350 }
352 } 351 }
353 352
354 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
357 break; 356 break;
358 357
359 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
360 if (tmp) 359 if (tmp)
361 op->stats.food = 1; 360 op->stats.food = 1;
362 else 361 else
363 { 362 {
364 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
365 364
366 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
369 } 368 }
370 } /* gate is halfway up */ 369 } /* gate is halfway up */
371 370
372 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
502 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
503 } 502 }
504 } 503 }
505 504
506 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
508 return; 507 return;
509 } 508 }
510 509
511 /* We're closing */ 510 /* We're closing */
512 op->move_on = 0; 511 op->move_on = 0;
513 512
514 op->stats.wc++; 513 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517 516
518 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
522} 521}
523 522
524 523
525/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
573fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
574{ 573{
575 if (map == NULL) 574 if (map == NULL)
576 return; 575 return;
577 576
578 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
579 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW) 579 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
582} 581}
583 582
609 op->stats.hp = 0; 608 op->stats.hp = 0;
610 op->stats.grace = 0; 609 op->stats.grace = 0;
611 op->level = 0; 610 op->level = 0;
612 op->face = op->arch->face; 611 op->face = op->arch->face;
613 op->owner = 0; 612 op->owner = 0;
613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
614 615
615 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
616 617
617 return op; 618 return op;
618} 619}
646 if (op) 647 if (op)
647 merge_ob (op, 0); 648 merge_ob (op, 0);
648 } 649 }
649} 650}
650 651
651/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
652 */ 653 */
653void 654void
654move_arrow (object *op) 655move_arrow (object *op)
655{ 656{
656 int was_reflected; 657 int was_reflected;
657 658
658 if (!op->map) 659 if (!op->map)
659 { 660 {
660 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
661 op->destroy (); 662 op->destroy ();
662 return; 663 return;
663 } 664 }
664 665
665 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
684 stop_arrow (op); 685 stop_arrow (op);
685 return; 686 return;
686 } 687 }
687 } 688 }
688 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look rediculous. */ 696 values look ridiculous. */
691 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
692 { 698 {
693 stop_arrow (op); 699 stop_arrow (op);
694 return; 700 return;
695 } 701 }
696 702
709 if (pos->flags () & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
710 { 716 {
711 object *tmp; 717 object *tmp;
712 718
713 for (tmp = pos->bot; tmp; tmp = tmp->above) 719 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 break; 721 {
716
717 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
719 * move into it. 724 * move into it.
720 */ 725 */
721 if (tmp && tmp != op->owner) 726
722 {
723 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
726 */ 730 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
728 { 732 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
732 update_turn_face (op); 734 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
734 } 736 }
735 else 737 else
736 { 738 {
737 /* Attack the object. */ 739 /* Attack the object. */
738 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
739 741
740 if (!op) 742 if (!op)
741 return; 743 return;
742 } 744 }
743 } /* if this is not hitting its owner */ 745
744 } /* if there is something alive on this space */ 746 break;
747 }
748 }
745 749
746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 { 751 {
748 int retry = 0; 752 int retry = 0;
749 753
751 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
755 */ 759 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
757 { 761 {
758 stop_arrow (op); 762 stop_arrow (op);
759 return; 763 return;
760 } 764 }
761 else 765 else
815 if (op->has_anim ()) 819 if (op->has_anim ())
816 op->set_anim_frame (op->direction); 820 op->set_anim_frame (op->direction);
817 } /* object is reflected */ 821 } /* object is reflected */
818 } /* object ran into a wall */ 822 } /* object ran into a wall */
819 823
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */ 824 /* Move the arrow. */
826 op->move_to (pos); 825 op->move_to (pos);
827} 826}
828 827
829static void 828static void
834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
835 return; 834 return;
836 } 835 }
837 836
838 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
839 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
840 { 839 {
841 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
842 return; 841 return;
843 842
844 op->stats.food = 1; /* so 1 other_arch is made */ 843 op->stats.food = 1; /* so 1 other_arch is made */
891 890
892 if (op->head) 891 if (op->head)
893 head = op->head; 892 head = op->head;
894 893
895 for (tmp = op->above; tmp; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
897 break; 896 break;
898 897
899 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
901 return; 900 return;
902 901
903 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
904 { 903 {
905 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
1004 } 1003 }
1005 1004
1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1007} 1006}
1008 1007
1009/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1010 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1011 * 1010 *
1012 * a player mover finds any players that are sitting on it. It 1011 * a player mover finds any players that are sitting on it. It
1013 * moves them in the op->stats.sp direction. speed is how often it'll move. 1012 * moves them in the op->stats.sp direction. speed is how often it'll move.
1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1013 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1016 * it'll paralyze the victim for hp*his speed/op->speed 1015 * it'll paralyze the victim for hp*his speed/op->speed
1017 */ 1016 */
1018static void 1017static void
1019move_player_mover (object *op) 1018move_player_mover (object *op)
1020{ 1019{
1021 int dir = op->stats.sp; 1020 int dir = 0;
1022 sint16 nx, ny;
1023 maptile *m;
1024
1025 /* Determine direction now for random movers so we do the right thing */
1026 if (!dir)
1027 dir = rndm (1, 8);
1028 1021
1029 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1030 { 1023 {
1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1032 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1033 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1034 1047
1035 if (victim->head) 1048 if (victim->head)
1036 victim = victim->head; 1049 victim = victim->head;
1037 1050
1038 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1039 {
1040 op->remove ();
1041 return;
1042 }
1043
1044 nx = op->x + freearr_x[dir];
1045 ny = op->y + freearr_y[dir];
1046 m = op->map;
1047 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1048 {
1049 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1050 return;
1051 }
1052
1053 if (should_director_abort (op, victim)) 1051 if (should_director_abort (op, victim))
1054 return; 1052 return;
1055 1053
1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1057 { 1055 {
1058 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1059 nextmover->speed_left = -.99f; 1057 nextmover->speed_left = -.99f;
1060 1058
1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1063 } 1061 }
1064 1062
1065 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1066 { 1064 {
1133 break; 1131 break;
1134 } 1132 }
1135 } 1133 }
1136} 1134}
1137 1135
1138/* move_creator (by peterm) 1136/* move_creator (by peterm)
1139 * it has the creator object create it's other_arch right on top of it. 1137 * it has the creator object create it's other_arch right on top of it.
1140 * connected: what will trigger it 1138 * connected: what will trigger it
1141 * hp: how many times it may create before stopping 1139 * hp: how many times it may create before stopping
1142 * lifesave: if set, it'll never disappear but will go on creating 1140 * lifesave: if set, it'll never disappear but will go on creating
1143 * everytime it's triggered 1141 * everytime it's triggered
1151void 1149void
1152move_creator (object *creator) 1150move_creator (object *creator)
1153{ 1151{
1154 object *new_ob; 1152 object *new_ob;
1155 1153
1156 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1157 { 1155 {
1158 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1159 return; 1157 return;
1160 } 1158 }
1161 1159
1165 int i; 1163 int i;
1166 object *ob_to_copy; 1164 object *ob_to_copy;
1167 1165
1168 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1169 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1170 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1171 { 1169 {
1172 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1173 { 1171 {
1174 ob_to_copy = ob; 1172 ob_to_copy = ob;
1175 } 1173 }
1176 } 1174 }
1175
1177 new_ob = ob_to_copy->deep_clone (); 1176 new_ob = ob_to_copy->deep_clone ();
1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1180 } 1179 }
1181 else 1180 else
1182 { 1181 {
1183 if (!creator->other_arch) 1182 if (!creator->other_arch)
1198 return; 1197 return;
1199 } 1198 }
1200 1199
1201 // for now lets try to identify everything generated here, it mostly 1200 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes 1201 // happens automated, so this will at least fix many identify-experience holes
1203 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1204 1204
1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1206 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1207 return; 1207 return;
1208 1208
1209 if (creator->slaying) 1209 if (creator->slaying)
1210 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1211} 1211}
1296} 1296}
1297 1297
1298void 1298void
1299process_object (object *op) 1299process_object (object *op)
1300{ 1300{
1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1302 return; 1302 return;
1303 1303
1304 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1305 return; 1305 return;
1306 1306
1307 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1309 return; 1309 return;
1310 1310
1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1312 { 1312 {
1313 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1314 1314
1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1316 make_sure_seen (op); 1316 make_sure_seen (op);
1317 } 1317 }
1318 1318
1319 if (expect_false ( 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1323 )) 1323 ))
1324 { 1324 {
1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 { 1326 {
1327 change_object (op); 1327 change_object (op);
1328 return; 1328 return;
1329 } 1329 }
1330 1330
1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1332 generate_monster (op); 1332 generate_monster (op);
1333 1333
1334 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1335 { 1335 {
1336 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1337 remove_force (op); 1337 remove_force (op);
1338 else 1338 else
1339 { 1339 {
1340 op->remove (); // TODO: really necessary? 1340 op->remove (); // TODO: really necessary?
1341 1341
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1343 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1344 1344
1345 op->drop_and_destroy (); 1345 op->drop_and_destroy ();
1346 } 1346 }
1347 1347
1483 1483
1484 case LAMP: 1484 case LAMP:
1485 case TORCH: 1485 case TORCH:
1486 move_lamp (op); 1486 move_lamp (op);
1487 break; 1487 break;
1488 }
1489}
1490 1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1493}
1494

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