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Comparing deliantra/server/server/time.C (file contents):
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* 26/*
26 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
28 */ 29 */
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* The following removes doors. The functions check to see if similar 34/* 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 35 * 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.) 36 * so those will be removed shortly (in a cascade like fashion.)
36 */ 37 */
37void 38void
38remove_door (object *op) 39remove_door (object *op)
69 int i; 70 int i;
70 object *tmp; 71 object *tmp;
71 72
72 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
73 { 74 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
75 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */ 77 { /* same key both doors */
77 tmp->set_speed (0.1f); 78 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2f; 79 tmp->speed_left = -0.2f;
79 } 80 }
237static void 238static void
238move_gate (object *op) 239move_gate (object *op)
239{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
240 object *tmp; 241 object *tmp;
241 242
242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
243 { 244 {
244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
245 op->stats.wc = 0; 246 op->stats.wc = 0;
246 } 247 }
247 248
248 /* We're going down */
249 if (op->value) 249 if (op->value)
250 { 250 {
251 /* We're going down */
251 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
253 op->stats.wc = 0; 254 op->stats.wc = 0;
254 if (op->arch->has_active_speed ()) 255 if (op->arch->has_active_speed ())
255 op->value = 0; 256 op->value = 0;
256 else 257 else
257 op->set_speed (0); 258 op->set_speed (0);
258 } 259 }
259 260
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
261 { 262 {
262 op->move_block = 0; 263 op->move_block = 0;
263 op->clr_flag (FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
265 } 266 }
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
278 /* Check to make sure that only non pickable and non rollable
279 * objects are above the gate. If so, we finish closing the gate,
280 * otherwise, we fall through to the code below which should lower
281 * the gate slightly.
282 */
283
284 for (tmp = op->above; tmp; tmp = tmp->above)
285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
286 break;
287
288 if (!tmp)
289 {
290 if (op->arch->has_active_speed ())
291 op->value = 1;
292 else
293 op->set_speed (0);
294
295 return;
296 }
297 }
298
299 if (op->stats.food)
300 { /* The gate is going temporarily down */
301 if (--op->stats.wc <= 0)
302 { /* Gone all the way down? */
303 op->stats.food = 0; /* Then let's try again */
304 op->stats.wc = 0;
305 }
306 } 267 }
307 else 268 else
308 { /* The gate is still going up */ 269 {
309 op->stats.wc++; 270 /* We're going up */
310 271
311 if (op->stats.wc >= NUM_ANIMATIONS (op)) 272 /* First, lets see if we are already at the top */
312 op->stats.wc = NUM_ANIMATIONS (op) - 1; 273 if (op->stats.wc == op->anim_frames () - 1)
313
314 /* If there is something on top of the gate, we try to roll it off.
315 * If a player/monster, we don't roll, we just hit them with damage
316 */ 274 {
317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) 275 /* Check to make sure that only non pickable and non rollable
318 { 276 * objects are above the gate. If so, we finish closing the gate,
319 /* Halfway or further, check blocks */ 277 * otherwise, we fall through to the code below which should lower
320 /* First, get the top object on the square. */ 278 * the gate slightly.
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ; 279 */
323 280
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
327 {
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"));
330
331 if (tmp->type == PLAYER)
332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
333 }
334 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object
336 * off the gate.
337 */
338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
339 {
340 /* 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);
342
343 /* If there is a free spot, move the object someplace */
344 if (i > 0)
345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
349 tmp->move_to (pos);
350 }
351 }
352 }
353
354 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above) 281 for (tmp = op->above; tmp; tmp = tmp->above)
356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) 282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
357 break; 283 break;
358 284
359 /* IF there is, start putting the gate down */
360 if (tmp) 285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
305 { /* The gate is still going up */
306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
308
309 /* If there is something on top of the gate, we try to roll it off.
310 * If a player/monster, we don't roll, we just hit them with damage
311 */
312 if (op->stats.wc >= op->anim_frames () / 2)
313 {
314 /* Halfway or further, check blocks */
315 /* First, get the top object on the square. */
316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
317 ;
318
319 if (tmp)
320 {
321 if (tmp->flag [FLAG_ALIVE])
322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
341 mapxy pos (tmp);
342 pos.move (i);
343 if (pos.normalise ())
344 tmp->move_to (pos);
345 }
346 }
347 }
348
349 /* See if there is still anything blocking the gate */
350 for (tmp = op->above; tmp; tmp = tmp->above)
351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
352 break;
353
354 /* IF there is, start putting the gate down */
355 if (tmp)
361 op->stats.food = 1; 356 op->stats.food = 1;
362 else 357 else
363 { 358 {
364 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
365 360
366 if (!op->arch->stats.ac) 361 if (!op->arch->stats.ac)
367 op->set_flag (FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
368 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
369 } 365 }
370 } /* gate is halfway up */ 366 } /* gate is halfway up */
371
372 SET_ANIMATION (op, op->stats.wc);
373 update_object (op, UP_OBJ_CHANGE);
374 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
375} 371}
376 372
377/* hp : how long door is open/closed 373/* hp : how long door is open/closed
378 * maxhp : initial value for hp 374 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
470} 466}
471 467
472void 468void
473animate_trigger (object *op) 469animate_trigger (object *op)
474{ 470{
475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
476 { 472 {
477 op->stats.wc = 0; 473 op->stats.wc = 0;
478 check_trigger (op, NULL); 474 check_trigger (op, NULL);
479 } 475 }
480 else 476 else
481 { 477 op->update_anim_frame (op->stats.wc);
482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE);
484 }
485} 478}
486 479
487static void 480static void
488move_hole (object *op) 481move_hole (object *op)
489{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
490 if (op->value) 483 if (op->value)
491 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
492 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
493 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
494 op->stats.wc = 0; 489 op->stats.wc = 0;
495 op->set_speed (0); 490 op->set_speed (0);
496 491
497 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
500 { 495 {
501 next = tmp->above; 496 next = tmp->above;
502 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
503 } 498 }
504 } 499 }
505 500 }
506 SET_ANIMATION (op, op->stats.wc); 501 else
507 update_object (op, UP_OBJ_FACE);
508 return;
509 } 502 {
510
511 /* We're closing */ 503 /* We're closing */
512 op->move_on = 0; 504 op->move_on = 0;
513 505
514 op->stats.wc++; 506 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
516 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
517 509 op->stats.wc = op->anim_frames () - 1;
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
511 }
512 }
513
514 op->update_anim_frame (op->stats.wc);
522} 515}
523 516
524 517
525/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
526 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
610 op->stats.grace = 0; 603 op->stats.grace = 0;
611 op->level = 0; 604 op->level = 0;
612 op->face = op->arch->face; 605 op->face = op->arch->face;
613 op->owner = 0; 606 op->owner = 0;
614 607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
615 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
616 611
617 return op; 612 return op;
618} 613}
619 614
655{ 650{
656 int was_reflected; 651 int was_reflected;
657 652
658 if (!op->map) 653 if (!op->map)
659 { 654 {
660 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
661 op->destroy (); 656 op->destroy ();
662 return; 657 return;
663 } 658 }
664 659
665 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
687 } 682 }
688 683
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed. 685 * about 17 squares. Tune as needed.
691 */ 686 */
692 op->speed -= 0.05; 687 op->set_speed (op->speed - 0.05);
693 688
694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
695 values look rediculous. */ 690 values look ridiculous. */
696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED)) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
697 { 692 {
698 stop_arrow (op); 693 stop_arrow (op);
699 return; 694 return;
700 } 695 }
701 696
714 if (pos->flags () & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
715 { 710 {
716 object *tmp; 711 object *tmp;
717 712
718 for (tmp = pos->bot; tmp; tmp = tmp->above) 713 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE]) 714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
720 break; 715 {
721
722 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
723 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
724 * move into it. 718 * move into it.
725 */ 719 */
726 if (tmp && tmp != op->owner) 720
727 {
728 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
729 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
730 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
731 */ 724 */
732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
733 { 726 {
734 int number = op->face;
735
736 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
737 update_turn_face (op); 728 update_turn_face (op);
738 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
739 } 730 }
740 else 731 else
741 { 732 {
742 /* Attack the object. */ 733 /* Attack the object. */
743 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
744 735
745 if (!op) 736 if (!op)
746 return; 737 return;
747 } 738 }
748 } /* if this is not hitting its owner */ 739
749 } /* if there is something alive on this space */ 740 break;
741 }
742 }
750 743
751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
752 { 745 {
753 int retry = 0; 746 int retry = 0;
754 747
1004 } 997 }
1005 998
1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1007} 1000}
1008 1001
1009/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1010 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1011 * 1004 *
1012 * a player mover finds any players that are sitting on it. It 1005 * 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. 1006 * 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, 1007 * 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 1009 * it'll paralyze the victim for hp*his speed/op->speed
1017 */ 1010 */
1018static void 1011static void
1019move_player_mover (object *op) 1012move_player_mover (object *op)
1020{ 1013{
1021 int dir = op->stats.sp; 1014 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 1015
1029 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1030 { 1017 {
1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1032 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1033 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1034 1041
1035 if (victim->head) 1042 if (victim->head)
1036 victim = victim->head; 1043 victim = victim->head;
1037
1038 if (op->flag [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 1044
1053 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1054 return; 1046 return;
1055 1047
1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1133 break; 1125 break;
1134 } 1126 }
1135 } 1127 }
1136} 1128}
1137 1129
1138/* move_creator (by peterm) 1130/* move_creator (by peterm)
1139 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1140 * connected: what will trigger it 1132 * connected: what will trigger it
1141 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1142 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1143 * everytime it's triggered 1135 * everytime it's triggered
1165 int i; 1157 int i;
1166 object *ob_to_copy; 1158 object *ob_to_copy;
1167 1159
1168 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1169 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1170 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1171 { 1163 {
1172 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1173 { 1165 {
1174 ob_to_copy = ob; 1166 ob_to_copy = ob;
1175 } 1167 }
1176 } 1168 }
1169
1177 new_ob = ob_to_copy->deep_clone (); 1170 new_ob = ob_to_copy->deep_clone ();
1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE); 1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1180 } 1173 }
1181 else 1174 else
1198 return; 1191 return;
1199 } 1192 }
1200 1193
1201 // for now lets try to identify everything generated here, it mostly 1194 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes 1195 // happens automated, so this will at least fix many identify-experience holes
1196 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED); 1197 new_ob->set_flag (FLAG_IDENTIFIED);
1204 1198
1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1206 if (new_ob->flag [FLAG_FREED]) 1200 if (new_ob->flag [FLAG_FREED])
1207 return; 1201 return;
1208 1202
1296} 1290}
1297 1291
1298void 1292void
1299process_object (object *op) 1293process_object (object *op)
1300{ 1294{
1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1302 return; 1296 return;
1303 1297
1304 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1305 return; 1299 return;
1306 1300
1307 if (op->flag [FLAG_MONSTER]) 1301 if (op->flag [FLAG_MONSTER])
1308 if (move_monster (op) || op->flag [FLAG_FREED]) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1309 return; 1303 return;
1314 1308
1315 if (op->flag [FLAG_SEE_ANYWHERE]) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1316 make_sure_seen (op); 1310 make_sure_seen (op);
1317 } 1311 }
1318 1312
1319 if (expect_false ( 1313 if (ecb_expect_false (
1320 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1323 )) 1317 ))
1324 { 1318 {
1483 1477
1484 case LAMP: 1478 case LAMP:
1485 case TORCH: 1479 case TORCH:
1486 move_lamp (op); 1480 move_lamp (op);
1487 break; 1481 break;
1488 }
1489}
1490 1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1487}
1488

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