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Comparing deliantra/server/server/time.C (file contents):
Revision 1.69 by root, Sat Sep 15 15:58:06 2007 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 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 (©) 2005,2006,2007,2008,2009,2010 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 * 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 dir; 110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [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)
107 return; 116 return;
108 117
114 123
115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 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 op->clr_flag (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 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 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 ();
149 } 158 }
150 159
151 op->destroy (); 160 op->destroy ();
152} 161}
153 162
154void 163static void
155remove_force (object *op) 164remove_force (object *op)
156{ 165{
157 if (--op->duration > 0) 166 if (--op->duration > 0)
158 return; 167 return;
159 168
160 if (op->env) 169 if (op->env)
161 switch (op->subtype) 170 switch (op->subtype)
162 { 171 {
163 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
164 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
165 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");
166 175
167 default: 176 default:
168 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
169 change_abil (op->env, op); 178 change_abil (op->env, op);
170 op->env->update_stats (); 179 op->env->update_stats ();
171 } 180 }
172 181
173 op->destroy (); 182 op->destroy ();
174} 183}
175 184
176void 185static void
177remove_blindness (object *op) 186remove_blindness (object *op)
178{ 187{
179 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
180 return; 189 return;
181 190
182 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
183 192
184 if (op->env) 193 if (op->env)
185 { 194 {
186 change_abil (op->env, op); 195 change_abil (op->env, op);
187 op->env->update_stats (); 196 op->env->update_stats ();
188 } 197 }
189 198
190 op->destroy (); 199 op->destroy ();
191} 200}
192 201
193void 202static void
194poison_more (object *op) 203poison_more (object *op)
195{ 204{
196 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)
197 { 206 {
198 op->destroy (); 207 op->destroy ();
199 return; 208 return;
200 } 209 }
201 210
204 /* 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
205 * will not do anything. 214 * will not do anything.
206 */ 215 */
207 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
208 { 217 {
209 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
210 op->env->update_stats (); 219 op->env->update_stats ();
211 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.");
212 } 221 }
213 222
214 op->destroy (); 223 op->destroy ();
223 232
224 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
225} 234}
226 235
227 236
228void 237static void
229move_gate (object *op) 238move_gate (object *op)
230{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
231 object *tmp; 240 object *tmp;
232 241
233 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))
240 if (op->value) 249 if (op->value)
241 { 250 {
242 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
243 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
244 op->stats.wc = 0; 253 op->stats.wc = 0;
245 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
246 op->value = 0; 255 op->value = 0;
247 else 256 else
248 op->set_speed (0); 257 op->set_speed (0);
249 } 258 }
250 259
251 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
252 { 261 {
253 op->move_block = 0; 262 op->move_block = 0;
254 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
255 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
256 } 265 }
257 266
258 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
259 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
271 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
272 * the gate slightly. 281 * the gate slightly.
273 */ 282 */
274 283
275 for (tmp = op->above; tmp; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
276 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
277 break; 286 break;
278 287
279 if (!tmp) 288 if (!tmp)
280 { 289 {
281 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
282 op->value = 1; 291 op->value = 1;
283 else 292 else
284 op->set_speed (0); 293 op->set_speed (0);
285 294
286 return; 295 return;
312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ; 322 ;
314 323
315 if (tmp) 324 if (tmp)
316 { 325 {
317 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
318 { 327 {
319 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);
320 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
321 330
322 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
324 } 333 }
325 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
326 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
327 * off the gate. 336 * off the gate.
328 */ 337 */
329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
330 { 339 {
331 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
333 342
334 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
342 } 351 }
343 } 352 }
344 353
345 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
346 for (tmp = op->above; tmp; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
347 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
348 break; 357 break;
349 358
350 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
351 if (tmp) 360 if (tmp)
352 op->stats.food = 1; 361 op->stats.food = 1;
353 else 362 else
354 { 363 {
355 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
356 365
357 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
358 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
359 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
360 } 369 }
361 } /* gate is halfway up */ 370 } /* gate is halfway up */
362 371
363 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
367 376
368/* hp : how long door is open/closed 377/* hp : how long door is open/closed
369 * maxhp : initial value for hp 378 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
371 */ 380 */
372void 381static void
373move_timed_gate (object *op) 382move_timed_gate (object *op)
374{ 383{
375 int v = op->value; 384 int v = op->value;
376 385
377 if (op->stats.sp) 386 if (op->stats.sp)
396 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
397 * connected: connected value of detector 406 * connected: connected value of detector
398 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
399 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
400 */ 409 */
401 410static void
402void
403move_detector (object *op) 411move_detector (object *op)
404{ 412{
405 object *tmp; 413 object *tmp;
406 int last = op->value; 414 int last = op->value;
407 int detected; 415 int detected;
434 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
435 { 443 {
436 if (detected && last == 0) 444 if (detected && last == 0)
437 { 445 {
438 op->value = 1; 446 op->value = 1;
439 push_button (op); 447 push_button (op, tmp);
440 } 448 }
441 449
442 if (!detected && last == 1) 450 if (!detected && last == 1)
443 { 451 {
444 op->value = 0; 452 op->value = 0;
445 push_button (op); 453 push_button (op, tmp);
446 } 454 }
447 } 455 }
448 else 456 else
449 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
450 if (detected && last == 1) 458 if (detected && last == 1)
451 { 459 {
452 op->value = 0; 460 op->value = 0;
453 push_button (op); 461 push_button (op, tmp);
454 } 462 }
455 463
456 if (!detected && last == 0) 464 if (!detected && last == 0)
457 { 465 {
458 op->value = 1; 466 op->value = 1;
459 push_button (op); 467 push_button (op, tmp);
460 } 468 }
461 } 469 }
462} 470}
463 471
464void 472void
474 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
475 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
476 } 484 }
477} 485}
478 486
479void 487static void
480move_hole (object *op) 488move_hole (object *op)
481{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
482 object *next, *tmp;
483
484 if (op->value) 490 if (op->value)
485 { /* We're opening */ 491 { /* We're opening */
486 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
487 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
488 op->stats.wc = 0; 494 op->stats.wc = 0;
489 op->set_speed (0); 495 op->set_speed (0);
490 496
491 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
492 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
493 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
494 { 500 {
495 next = tmp->above; 501 next = tmp->above;
496 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
497 } 503 }
498 } 504 }
540 { 546 {
541 object *payload = op->inv; 547 object *payload = op->inv;
542 548
543 if (payload == NULL) 549 if (payload == NULL)
544 return NULL; 550 return NULL;
551
545 payload->remove (); 552 payload->remove ();
546 op->destroy (); 553 op->destroy ();
547 return payload; 554 return payload;
548 } 555 }
549 556
566fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
567{ 574{
568 if (map == NULL) 575 if (map == NULL)
569 return; 576 return;
570 577
571 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
572 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
573 else if (op->type == ARROW) 580 else if (op->type == ARROW)
574 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
575} 582}
576 583
592 599
593 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
594 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
595 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
596 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
597 605
598 if (op->spellarg)
599 {
600 op->slaying = op->spellarg;
601 free (op->spellarg);
602 op->spellarg = 0;
603 }
604 else
605 op->slaying = 0;
606
607 /* 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 */
608 op->spellarg = NULL; 607 op->custom_name = 0;
609 op->stats.sp = 0; 608 op->stats.sp = 0;
610 op->stats.hp = 0; 609 op->stats.hp = 0;
611 op->stats.grace = 0; 610 op->stats.grace = 0;
612 op->level = 0; 611 op->level = 0;
613 op->face = op->arch->face; 612 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
615 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
616 return op; 617 return op;
617} 618}
618 619
619/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
620 * 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
629 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
630 return; 631 return;
631 632
632 if (op->inv) 633 if (op->inv)
633 { 634 {
635 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 636 object *payload = op->inv;
635 637
636 payload->remove ();
637 payload->owner = 0; 638 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 640 op->destroy ();
640 } 641 }
641 else 642 else
645 if (op) 646 if (op)
646 merge_ob (op, 0); 647 merge_ob (op, 0);
647 } 648 }
648} 649}
649 650
650/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
651 */ 652 */
652void 653void
653move_arrow (object *op) 654move_arrow (object *op)
654{ 655{
655 int was_reflected; 656 int was_reflected;
670 * 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,
671 * 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
672 * 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,
673 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
674 */ 675 */
675 if (op->inv == NULL) 676 if (!op->inv)
676 { 677 {
677 op->destroy (); 678 op->destroy ();
678 return; 679 return;
679 } 680 }
680 681
683 stop_arrow (op); 684 stop_arrow (op);
684 return; 685 return;
685 } 686 }
686 } 687 }
687 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->speed -= 0.05;
693
688 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
689 values look rediculous. */ 695 values look rediculous. */
690 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
691 { 697 {
692 stop_arrow (op); 698 stop_arrow (op);
693 return; 699 return;
694 } 700 }
695 701
708 if (pos->flags () & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
709 { 715 {
710 object *tmp; 716 object *tmp;
711 717
712 for (tmp = pos->bot; tmp; tmp = tmp->above) 718 for (tmp = pos->bot; tmp; tmp = tmp->above)
713 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 719 if (tmp->flag [FLAG_ALIVE])
714 break; 720 break;
715 721
716 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
717 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
718 * move into it. 724 * move into it.
721 { 727 {
722 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
723 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
724 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
725 */ 731 */
726 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
727 { 733 {
728 int number = op->face; 734 int number = op->face;
729 735
730 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
731 update_turn_face (op); 737 update_turn_face (op);
750 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
751 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
752 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
753 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
754 */ 760 */
755 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
756 { 762 {
757 stop_arrow (op); 763 stop_arrow (op);
758 return; 764 return;
759 } 765 }
760 else 766 else
809 return; 815 return;
810 } 816 }
811 817
812 /* update object image for new facing */ 818 /* update object image for new facing */
813 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
814 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
815 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
816 } /* object is reflected */ 822 } /* object is reflected */
817 } /* object ran into a wall */ 823 } /* object ran into a wall */
818 824
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed.
821 */
822 op->speed -= 0.05;
823
824 /* Move the arrow. */ 825 /* Move the arrow. */
825 op->move_to (pos); 826 op->move_to (pos);
826} 827}
827 828
828void 829static void
829change_object (object *op) 830change_object (object *op)
830{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
831 int i, j;
832
833 if (!op->other_arch) 832 if (!op->other_arch)
834 { 833 {
835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
836 return; 835 return;
837 } 836 }
838 837
839 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
840 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
841 { 840 {
842 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
843 return; 842 return;
844 843
845 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
846 } 845 }
847 846
848 object *env = op->env; 847 object *env = op->env;
849 848
850 op->remove (); 849 op->remove ();
851 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
852 { 851 {
853 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
854
855 if (op->type == LAMP)
856 tmp->stats.food = op->stats.food - 1;
857 853
858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
859 if (env) 856 if (env)
860 {
861 tmp = env->insert (tmp); 857 env->insert (tmp);
862
863 /* If this object is the players inventory, we need to tell the
864 * client of the change. Insert_ob_in_map takes care of the
865 * updating the client, so we don't need to do that below.
866 */
867 if (object *pl = op->in_player ())
868 {
869 esrv_del_item (pl->contr, op->count);
870 esrv_send_item (pl, tmp);
871 }
872 }
873 else 858 else
874 { 859 {
875 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
876 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
877 tmp->destroy (); 863 tmp->destroy ();
878 else 864 else
879 { 865 {
880 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
905 891
906 if (op->head) 892 if (op->head)
907 head = op->head; 893 head = op->head;
908 894
909 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
911 break; 897 break;
912 898
913 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
915 return; 901 return;
916 902
917 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
918 { 904 {
919 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
944 else 930 else
945 { 931 {
946 /* Random teleporter */ 932 /* Random teleporter */
947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
948 return; 934 return;
935
949 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
950 } 937 }
951} 938}
952 939
953/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
954 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
955 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
956 can't be generalized. 943 can't be generalized.
957*/ 944*/
958void 945static void
959move_player_changer (object *op) 946move_player_changer (object *op)
960{ 947{
961 object *player;
962 object *walk;
963
964 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
965 return; 949 return;
966 950
967 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
968 * needs to be on top. 952 * needs to be on top.
969 */ 953 */
970 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
971 { 955 {
956 object *player = op->above;
957
972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
973 return; 959 return;
974 960
975 player = op->above;
976
977 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
978 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
979 963
980 player->update_stats (); 964 player->update_stats ();
981 965
982 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1029 * 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.
1030 * 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,
1031 * 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,
1032 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1033 */ 1017 */
1034void 1018static void
1035move_player_mover (object *op) 1019move_player_mover (object *op)
1036{ 1020{
1037 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1038 sint16 nx, ny; 1022 sint16 nx, ny;
1039 maptile *m; 1023 maptile *m;
1042 if (!dir) 1026 if (!dir)
1043 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1044 1028
1045 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 { 1030 {
1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1048 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1049 { 1033 {
1050 1034
1051 if (victim->head) 1035 if (victim->head)
1052 victim = victim->head; 1036 victim = victim->head;
1053 1037
1054 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1055 { 1039 {
1056 op->remove (); 1040 op->remove ();
1057 return; 1041 return;
1058 } 1042 }
1059 1043
1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1073 { 1057 {
1074 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1075 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1076 1060
1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1079 } 1063 }
1080 1064
1081 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1082 { 1066 {
1083 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1084 if (op->level) 1068 if (op->level)
1085 { 1069 {
1086 /* 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
1087 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1088 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1089 * get to this space. 1073 * get to this space.
1090 */ 1074 */
1091 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1092 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1093 move_player (victim, dir); 1077 move_player (victim, dir);
1094 } 1078 }
1095 else 1079 else
1096 return; 1080 return;
1097 } 1081 }
1098 else 1082 else
1099 move_object (victim, dir); 1083 victim->move (dir);
1100 1084
1101 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1102 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1103 1087
1104 if (op->attacktype) 1088 if (op->attacktype)
1105 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1106 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);
1107 } 1091 }
1108 } 1092 }
1109 } 1093 }
1110} 1094}
1111 1095
1167void 1151void
1168move_creator (object *creator) 1152move_creator (object *creator)
1169{ 1153{
1170 object *new_ob; 1154 object *new_ob;
1171 1155
1172 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1173 { 1157 {
1174 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1175 return; 1159 return;
1176 } 1160 }
1177 1161
1178 if (creator->inv != NULL) 1162 if (creator->inv)
1179 { 1163 {
1180 object *ob; 1164 object *ob;
1181 int i; 1165 int i;
1182 object *ob_to_copy; 1166 object *ob_to_copy;
1183 1167
1188 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1189 { 1173 {
1190 ob_to_copy = ob; 1174 ob_to_copy = ob;
1191 } 1175 }
1192 } 1176 }
1193 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1194 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1195 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1196 } 1180 }
1197 else 1181 else
1198 { 1182 {
1199 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1200 { 1184 {
1201 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",
1202 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1203 return; 1187 return;
1204 } 1188 }
1214 return; 1198 return;
1215 } 1199 }
1216 1200
1217 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes 1202 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 new_ob->set_flag (FLAG_IDENTIFIED);
1220 1204
1221 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);
1222 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1223 return; 1207 return;
1224 1208
1225 if (creator->slaying) 1209 if (creator->slaying)
1226 {
1227 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1228 }
1229} 1211}
1230 1212
1231/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1232 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1233 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1243 { 1225 {
1244 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1245 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1246 force->destroy (); 1228 force->destroy ();
1247 1229
1248 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1249 { 1231 {
1250 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1251 1233
1252 if (op->msg) 1234 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1265 } 1247 }
1266 } 1248 }
1267 } 1249 }
1268} 1250}
1269 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
1270void 1298void
1271process_object (object *op) 1299process_object (object *op)
1272{ 1300{
1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1274 return; 1302 return;
1275 1303
1276 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1277 return; 1305 return;
1278 1306
1279 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1281 return; 1309 return;
1282 1310
1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1284 { 1312 {
1285 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1286 1314
1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1288 make_sure_seen (op); 1316 make_sure_seen (op);
1289 } 1317 }
1290 1318
1291 if (expect_false ( 1319 if (expect_false (
1292 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1295 )) 1323 ))
1296 { 1324 {
1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1298 { 1326 {
1299 change_object (op); 1327 change_object (op);
1300 return; 1328 return;
1301 } 1329 }
1302 1330
1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1304 generate_monster (op); 1332 generate_monster (op);
1305 1333
1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1307 { 1335 {
1308 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1309 remove_force (op); 1337 remove_force (op);
1310 else 1338 else
1311 { 1339 {
1312 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1313 if (object *pl = op->in_player ())
1314 esrv_del_item (pl->contr, op->count);
1315 1341
1316 op->remove ();
1317
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1320 1344
1321 op->destroy (); 1345 op->drop_and_destroy ();
1322 } 1346 }
1323 1347
1324 return; 1348 return;
1325 } 1349 }
1326 } 1350 }
1450 1474
1451 case PLAYER: 1475 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left; 1477 ++op->speed_left;
1454 break; 1478 break;
1455 }
1456}
1457 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

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