ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.64 by root, Thu Aug 23 15:20:34 2007 UTC vs.
Revision 1.103 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
25 * 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
26 * collected in this file. 27 * collected in this file.
34 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
35 */ 36 */
36void 37void
37remove_door (object *op) 38remove_door (object *op)
38{ 39{
39 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
40 object *tmp; 42 object *tmp;
41 43 mapxy pos (op);
42 for (i = 1; i < 9; i += 2) 44 pos.move (i);
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
44 { 47 {
45 tmp->set_speed (0.1f); 48 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 49 tmp->speed_left = -0.2f;
47 } 50 }
51 }
48 52
49 if (op->other_arch) 53 if (op->other_arch)
50 { 54 {
51 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
52 tmp->x = op->x; 56 tmp->x = op->x;
53 tmp->y = op->y; 57 tmp->y = op->y;
54 tmp->map = op->map; 58 tmp->map = op->map;
55 tmp->level = op->level; 59 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
57 } 61 }
58 62
59 op->destroy (); 63 op->drop_and_destroy ();
60} 64}
61 65
62void 66void
63remove_door2 (object *op) 67remove_door2 (object *op)
64{ 68{
75 } 79 }
76 } 80 }
77 81
78 if (op->other_arch) 82 if (op->other_arch)
79 { 83 {
80 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
81 tmp->x = op->x; 85 tmp->x = op->x;
82 tmp->y = op->y; 86 tmp->y = op->y;
83 tmp->map = op->map; 87 tmp->map = op->map;
84 tmp->level = op->level; 88 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
86 } 90 }
87 91
88 op->destroy (); 92 op->drop_and_destroy ();
89} 93}
90 94
91void 95static void
92generate_monster (object *gen) 96generate_monster (object *gen)
93{ 97{
94 if (!gen->map) 98 if (!gen->map)
95 return; 99 return;
96 100
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 102 return;
99 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
100 object *op; 109 object *op;
101 int i; 110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 113 {
105 // either copy one item from the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (i < 0) 125 if (dir < 0)
117 return; 126 return;
118 127
119 op = object_create_clone (op); 128 op = op->deep_clone ();
120 129
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 132 }
124 else if (gen->other_arch) 133 else if (gen->other_arch)
125 { 134 {
126 // ...or use other_arch 135 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (i < 0) 137 if (dir < 0)
129 return; 138 return;
130 139
131 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
132 } 141 }
133 else 142 else
134 return; 143 return;
135 144
136 op->expand_tail (); 145 op->expand_tail ();
137 146
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
139 { 150 {
140 if (rndm (0, 9)) 151 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
142 153
143 if (op->has_random_items ()) 154 if (op->has_random_items ())
147 } 158 }
148 159
149 op->destroy (); 160 op->destroy ();
150} 161}
151 162
152void 163static void
153remove_force (object *op) 164remove_force (object *op)
154{ 165{
155 if (--op->duration > 0) 166 if (--op->duration > 0)
156 return; 167 return;
157 168
169 } 180 }
170 181
171 op->destroy (); 182 op->destroy ();
172} 183}
173 184
174void 185static void
175remove_blindness (object *op) 186remove_blindness (object *op)
176{ 187{
177 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
178 return; 189 return;
179 190
186 } 197 }
187 198
188 op->destroy (); 199 op->destroy ();
189} 200}
190 201
191void 202static void
192poison_more (object *op) 203poison_more (object *op)
193{ 204{
194 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
195 { 206 {
196 op->destroy (); 207 op->destroy ();
221 232
222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
223} 234}
224 235
225 236
226void 237static void
227move_gate (object *op) 238move_gate (object *op)
228{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
229 object *tmp; 240 object *tmp;
230 241
231 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))
238 if (op->value) 249 if (op->value)
239 { 250 {
240 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
241 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
242 op->stats.wc = 0; 253 op->stats.wc = 0;
243 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
244 op->value = 0; 255 op->value = 0;
245 else 256 else
246 op->set_speed (0); 257 op->set_speed (0);
247 } 258 }
248 259
268 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
269 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
270 * the gate slightly. 281 * the gate slightly.
271 */ 282 */
272 283
273 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
275 break; 286 break;
276 287
277 if (tmp == NULL) 288 if (!tmp)
278 { 289 {
279 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
280 op->value = 1; 291 op->value = 1;
281 else 292 else
282 op->set_speed (0); 293 op->set_speed (0);
283 294
284 return; 295 return;
295 } 306 }
296 else 307 else
297 { /* The gate is still going up */ 308 { /* The gate is still going up */
298 op->stats.wc++; 309 op->stats.wc++;
299 310
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
302 313
303 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
304 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
305 */ 316 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 { 318 {
308 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ; 322 ;
313 if (tmp) 324 if (tmp)
314 { 325 {
315 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
316 { 327 {
317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
318 330
319 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
320 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
321 } 333 }
322 else
323 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
324 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
325 * off the gate. 336 * off the gate.
326 */ 337 */
327 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
328 { 339 {
329 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
331 342
332 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
333 if (i != -1) 344 if (i > 0)
334 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
335 tmp->remove (); 349 tmp->move_to (pos);
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
337 insert_ob_in_map (tmp, op->map, op, 0);
338 } 350 }
339 } 351 }
340 } 352 }
341 353
342 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
343 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
345 break; 357 break;
346 358
347 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
348 if (tmp) 360 if (tmp)
349 {
350 op->stats.food = 1; 361 op->stats.food = 1;
351 }
352 else 362 else
353 { 363 {
354 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
355 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
356 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
357 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
358 } 369 }
359 } /* gate is halfway up */ 370 } /* gate is halfway up */
365 376
366/* hp : how long door is open/closed 377/* hp : how long door is open/closed
367 * maxhp : initial value for hp 378 * maxhp : initial value for hp
368 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
369 */ 380 */
370void 381static void
371move_timed_gate (object *op) 382move_timed_gate (object *op)
372{ 383{
373 int v = op->value; 384 int v = op->value;
374 385
375 if (op->stats.sp) 386 if (op->stats.sp)
376 { 387 {
377 move_gate (op); 388 move_gate (op);
389
378 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 391 op->stats.sp = 0;
380 return; 392 return;
381 } 393 }
394
382 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
383 { /* keep gate down */ 396 { /* keep gate down */
384 move_gate (op); 397 move_gate (op);
398
385 if (op->value != v) 399 if (op->value != v)
386 op->set_speed (0); 400 op->set_speed (0);
387 } 401 }
388} 402}
389 403
391 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
392 * connected: connected value of detector 406 * connected: connected value of detector
393 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
394 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
395 */ 409 */
396 410static void
397void
398move_detector (object *op) 411move_detector (object *op)
399{ 412{
400 object *tmp; 413 object *tmp;
401 int last = op->value; 414 int last = op->value;
402 int detected; 415 int detected;
403 416
404 detected = 0; 417 detected = 0;
405 418
406 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
407 { 420 {
408 object *tmp2; 421 object *tmp2;
409 422
410 if (op->stats.hp) 423 if (op->stats.hp)
411 { 424 {
429 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
430 { 443 {
431 if (detected && last == 0) 444 if (detected && last == 0)
432 { 445 {
433 op->value = 1; 446 op->value = 1;
434 push_button (op); 447 push_button (op, tmp);
435 } 448 }
449
436 if (!detected && last == 1) 450 if (!detected && last == 1)
437 { 451 {
438 op->value = 0; 452 op->value = 0;
439 push_button (op); 453 push_button (op, tmp);
440 } 454 }
441 } 455 }
442 else 456 else
443 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
444 if (detected && last == 1) 458 if (detected && last == 1)
445 { 459 {
446 op->value = 0; 460 op->value = 0;
447 push_button (op); 461 push_button (op, tmp);
448 } 462 }
463
449 if (!detected && last == 0) 464 if (!detected && last == 0)
450 { 465 {
451 op->value = 1; 466 op->value = 1;
452 push_button (op); 467 push_button (op, tmp);
453 } 468 }
454 } 469 }
455} 470}
456
457 471
458void 472void
459animate_trigger (object *op) 473animate_trigger (object *op)
460{ 474{
461 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
469 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
470 } 484 }
471} 485}
472 486
473void 487static void
474move_hole (object *op) 488move_hole (object *op)
475{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
476 object *next, *tmp;
477
478 if (op->value) 490 if (op->value)
479 { /* We're opening */ 491 { /* We're opening */
480 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
481 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
482 op->stats.wc = 0; 494 op->stats.wc = 0;
483 op->set_speed (0); 495 op->set_speed (0);
484 496
485 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
486 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
487 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
488 { 500 {
489 next = tmp->above; 501 next = tmp->above;
490 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
491 } 503 }
492 } 504 }
493 505
494 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
495 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
496 return; 508 return;
497 } 509 }
510
498 /* We're closing */ 511 /* We're closing */
499 op->move_on = 0; 512 op->move_on = 0;
500 513
501 op->stats.wc++; 514 op->stats.wc++;
502 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
533 { 546 {
534 object *payload = op->inv; 547 object *payload = op->inv;
535 548
536 if (payload == NULL) 549 if (payload == NULL)
537 return NULL; 550 return NULL;
551
538 payload->remove (); 552 payload->remove ();
539 op->destroy (); 553 op->destroy ();
540 return payload; 554 return payload;
541 } 555 }
542 556
585 599
586 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
587 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
588 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
589 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
590 605
591 if (op->spellarg)
592 {
593 op->slaying = op->spellarg;
594 free (op->spellarg);
595 op->spellarg = 0;
596 }
597 else
598 op->slaying = 0;
599
600 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
601 op->spellarg = NULL; 607 op->custom_name = 0;
602 op->stats.sp = 0; 608 op->stats.sp = 0;
603 op->stats.hp = 0; 609 op->stats.hp = 0;
604 op->stats.grace = 0; 610 op->stats.grace = 0;
605 op->level = 0; 611 op->level = 0;
606 op->face = op->arch->face; 612 op->face = op->arch->face;
607 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
608 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
609 return op; 617 return op;
610} 618}
611 619
612/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
613 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
622 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
623 return; 631 return;
624 632
625 if (op->inv) 633 if (op->inv)
626 { 634 {
635 // replace this by straightforward drop to ground?
627 object *payload = op->inv; 636 object *payload = op->inv;
628 637
629 payload->remove ();
630 payload->owner = 0; 638 payload->owner = 0;
631 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
632 op->destroy (); 640 op->destroy ();
633 } 641 }
634 else 642 else
643/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
644 */ 652 */
645void 653void
646move_arrow (object *op) 654move_arrow (object *op)
647{ 655{
648 object *tmp;
649 sint16 new_x, new_y;
650 int was_reflected, mflags; 656 int was_reflected;
651 maptile *m;
652 657
653 if (op->map == NULL) 658 if (!op->map)
654 { 659 {
655 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
656 op->destroy (); 661 op->destroy ();
657 return; 662 return;
658 } 663 }
666 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
667 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
668 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
669 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
670 */ 675 */
671 if (op->inv == NULL) 676 if (!op->inv)
672 { 677 {
673 op->destroy (); 678 op->destroy ();
674 return; 679 return;
675 } 680 }
676 681
688 stop_arrow (op); 693 stop_arrow (op);
689 return; 694 return;
690 } 695 }
691 696
692 /* Calculate target map square */ 697 /* Calculate target map square */
693 new_x = op->x + DIRX (op);
694 new_y = op->y + DIRY (op);
695 was_reflected = 0; 698 was_reflected = 0;
696 699
697 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
698 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
699 701
700 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
701 { 703 {
702 stop_arrow (op); 704 stop_arrow (op);
703 return; 705 return;
704 } 706 }
705 707
706 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
707 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
708 { 710 {
709 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
710 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
711 break; 715 break;
712 716
713 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
714 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
737 return; 741 return;
738 } 742 }
739 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
740 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
741 745
742 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
743 { 747 {
744 int retry = 0; 748 int retry = 0;
745 749
746 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
747 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
760 if (op->direction & 1) 764 if (op->direction & 1)
761 { 765 {
762 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
763 retry = 1; 767 retry = 1;
764 } 768 }
769
765 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
766 * use this retry here to make this one block 771 * use this retry here to make this one block
767 * that did the same thing. 772 * that did the same thing.
768 */ 773 */
769 while (retry < 2) 774 while (retry < 2)
770 { 775 {
771 int left, right, mflags;
772 maptile *m1;
773 sint16 x1, y1;
774
775 retry++; 776 retry++;
776 777
777 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
778 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
779 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
780 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
781 */ 782 */
782 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
783 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
784 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
785 785
786 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
787 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
789 788
790 if (left == right) 789 if (left == right)
791 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
792 else if (left) 791 else if (left)
793 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
794 else if (right) 793 else if (right)
795 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
796 795
797 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
798
799 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
800 * don't need to retry again. 797 * don't need to retry again.
801 */ 798 */
802 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
803 break; 801 break;
804
805 } 802 }
803
806 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
807 * top it from moving. 805 * stop it from moving.
808 */ 806 */
809 if (retry == 2) 807 if (retry == 2)
810 { 808 {
811 stop_arrow (op); 809 stop_arrow (op);
812 return; 810 return;
813 } 811 }
812
814 /* update object image for new facing */ 813 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
817 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 817 } /* object is reflected */
819 } /* object ran into a wall */ 818 } /* object ran into a wall */
820
821 /* Move the arrow. */
822 op->remove ();
823 op->x = new_x;
824 op->y = new_y;
825 819
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
828 */ 822 */
829 op->speed -= 0.05; 823 op->speed -= 0.05;
830 insert_ob_in_map (op, m, op, 0);
831}
832 824
833/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
834 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
835 * Modified this routine to allow held objects. b.t. */ 827}
836 828
837void 829static void
838change_object (object *op) 830change_object (object *op)
839{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
840 int i, j;
841
842 if (op->other_arch == NULL) 832 if (!op->other_arch)
843 { 833 {
844 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
845 return; 835 return;
846 } 836 }
847 837
848 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
849 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
850 { 840 {
851 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
852 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
853 else 858 else
854 op->stats.food = 1; /* so 1 other_arch is made */
855 }
856
857 object *pl = op->in_player ();
858 object *env = op->env;
859
860 op->remove ();
861 for (i = 0; i < NROFNEWOBJS (op); i++)
862 {
863 object *tmp = arch_to_object (op->other_arch);
864
865 if (op->type == LAMP)
866 tmp->stats.food = op->stats.food - 1;
867
868 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
869 if (env)
870 {
871 tmp->x = env->x, tmp->y = env->y;
872 tmp = insert_ob_in_ob (tmp, env);
873
874 /* If this object is the players inventory, we need to tell the
875 * client of the change. Insert_ob_in_map takes care of the
876 * updating the client, so we don't need to do that below.
877 */
878 if (pl)
879 {
880 esrv_del_item (pl->contr, op->count);
881 esrv_send_item (pl, tmp);
882 }
883 } 859 {
884 else
885 {
886 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
887 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
888 tmp->destroy (); 863 tmp->destroy ();
889 else 864 else
890 { 865 {
891 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
892 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
893 } 870 }
894 } 871 }
895 } 872 }
896 873
897 op->destroy (); 874 op->destroy ();
953 else 930 else
954 { 931 {
955 /* Random teleporter */ 932 /* Random teleporter */
956 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
957 return; 934 return;
935
958 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
959 } 937 }
960} 938}
961 939
962/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
963 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
964 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
965 can't be generalized. 943 can't be generalized.
966*/ 944*/
967void 945static void
968move_player_changer (object *op) 946move_player_changer (object *op)
969{ 947{
970 object *player;
971 object *walk;
972
973 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
974 return; 949 return;
975 950
976 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
977 * needs to be on top. 952 * needs to be on top.
978 */ 953 */
979 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
980 { 955 {
956 object *player = op->above;
957
981 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
982 return; 959 return;
983 960
984 player = op->above;
985
986 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
987 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
988 963
989 player->update_stats (); 964 player->update_stats ();
990 965
991 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1038 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1039 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1040 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1041 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1042 */ 1017 */
1043void 1018static void
1044move_player_mover (object *op) 1019move_player_mover (object *op)
1045{ 1020{
1046 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1047 sint16 nx, ny; 1022 sint16 nx, ny;
1048 maptile *m; 1023 maptile *m;
1092 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1093 if (op->level) 1068 if (op->level)
1094 { 1069 {
1095 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1096 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1098 * get to this space. 1073 * get to this space.
1099 */ 1074 */
1100 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1101 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1102 move_player (victim, dir); 1077 move_player (victim, dir);
1103 } 1078 }
1104 else 1079 else
1105 return; 1080 return;
1106 } 1081 }
1107 else 1082 else
1108 move_object (victim, dir); 1083 victim->move (dir);
1109 1084
1110 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1112 1087
1113 if (op->attacktype) 1088 if (op->attacktype)
1114 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1115 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1116 } 1091 }
1117 } 1092 }
1118 } 1093 }
1119} 1094}
1120 1095
1182 { 1157 {
1183 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1184 return; 1159 return;
1185 } 1160 }
1186 1161
1187 if (creator->inv != NULL) 1162 if (creator->inv)
1188 { 1163 {
1189 object *ob; 1164 object *ob;
1190 int i; 1165 int i;
1191 object *ob_to_copy; 1166 object *ob_to_copy;
1192 1167
1197 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1198 { 1173 {
1199 ob_to_copy = ob; 1174 ob_to_copy = ob;
1200 } 1175 }
1201 } 1176 }
1202 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1203 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1204 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1205 } 1180 }
1206 else 1181 else
1207 { 1182 {
1208 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1209 { 1184 {
1210 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1211 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1212 return; 1187 return;
1213 } 1188 }
1215 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1216 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1217 } 1192 }
1218 1193
1219 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1220 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1221 { 1196 {
1222 new_ob->destroy (); 1197 new_ob->destroy ();
1223 return; 1198 return;
1224 } 1199 }
1225 1200
1230 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);
1231 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1232 return; 1207 return;
1233 1208
1234 if (creator->slaying) 1209 if (creator->slaying)
1235 {
1236 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1237 }
1238} 1211}
1239 1212
1240/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1241 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1242 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1252 { 1225 {
1253 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1254 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1255 force->destroy (); 1228 force->destroy ();
1256 1229
1257 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1258 { 1231 {
1259 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1260 1233
1261 if (op->msg) 1234 if (op->msg)
1262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1274 } 1247 }
1275 } 1248 }
1276 } 1249 }
1277} 1250}
1278 1251
1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1279void 1298void
1280process_object (object *op) 1299process_object (object *op)
1281{ 1300{
1282 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1283 return; 1302 return;
1316 { 1335 {
1317 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1318 remove_force (op); 1337 remove_force (op);
1319 else 1338 else
1320 { 1339 {
1321 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1322 object *pl = op->in_player ();
1323
1324 if (pl)
1325 esrv_del_item (pl->contr, op->count);
1326
1327 op->remove ();
1328 1341
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1331 1344
1332 op->destroy (); 1345 op->drop_and_destroy ();
1333 } 1346 }
1334 1347
1335 return; 1348 return;
1336 } 1349 }
1337 } 1350 }
1461 1474
1462 case PLAYER: 1475 case PLAYER:
1463 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1464 ++op->speed_left; 1477 ++op->speed_left;
1465 break; 1478 break;
1466 }
1467}
1468 1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1489}
1490

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines