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Comparing deliantra/server/server/time.C (file contents):
Revision 1.76 by root, Tue Aug 26 02:05:48 2008 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
49 } 50 }
50 } 51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
60 } 61 }
61 62
62 op->destroy (); 63 op->drop_and_destroy ();
63} 64}
64 65
65void 66void
66remove_door2 (object *op) 67remove_door2 (object *op)
67{ 68{
78 } 79 }
79 } 80 }
80 81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94void 95static void
95generate_monster (object *gen) 96generate_monster (object *gen)
96{ 97{
97 if (!gen->map) 98 if (!gen->map)
98 return; 99 return;
99 100
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return; 102 return;
102 103
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
103 object *op; 109 object *op;
104 int dir; 110 int dir;
105 111
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
107 { 113 {
108 // either copy one item from the inventory... 114 // either copy one item from the inventory...
109 if (!gen->inv) 115 if (!gen->inv)
110 return; 116 return;
111 117
119 if (dir < 0) 125 if (dir < 0)
120 return; 126 return;
121 127
122 op = op->deep_clone (); 128 op = op->deep_clone ();
123 129
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 } 132 }
127 else if (gen->other_arch) 133 else if (gen->other_arch)
128 { 134 {
129 // ...or use other_arch 135 // ...or use other_arch
130 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);
131 if (dir < 0) 137 if (dir < 0)
132 return; 138 return;
133 139
134 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
135 } 141 }
136 else 142 else
137 return; 143 return;
138 144
139 op->expand_tail (); 145 op->expand_tail ();
152 } 158 }
153 159
154 op->destroy (); 160 op->destroy ();
155} 161}
156 162
157void 163static void
158remove_force (object *op) 164remove_force (object *op)
159{ 165{
160 if (--op->duration > 0) 166 if (--op->duration > 0)
161 return; 167 return;
162 168
163 if (op->env) 169 if (op->env)
164 switch (op->subtype) 170 switch (op->subtype)
165 { 171 {
166 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
168 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");
169 175
170 default: 176 default:
171 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
172 change_abil (op->env, op); 178 change_abil (op->env, op);
173 op->env->update_stats (); 179 op->env->update_stats ();
174 } 180 }
175 181
176 op->destroy (); 182 op->destroy ();
177} 183}
178 184
179void 185static void
180remove_blindness (object *op) 186remove_blindness (object *op)
181{ 187{
182 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
183 return; 189 return;
184 190
185 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
186 192
187 if (op->env) 193 if (op->env)
188 { 194 {
189 change_abil (op->env, op); 195 change_abil (op->env, op);
190 op->env->update_stats (); 196 op->env->update_stats ();
191 } 197 }
192 198
193 op->destroy (); 199 op->destroy ();
194} 200}
195 201
196void 202static void
197poison_more (object *op) 203poison_more (object *op)
198{ 204{
199 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)
200 { 206 {
201 op->destroy (); 207 op->destroy ();
202 return; 208 return;
203 } 209 }
204 210
207 /* 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
208 * will not do anything. 214 * will not do anything.
209 */ 215 */
210 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
211 { 217 {
212 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
213 op->env->update_stats (); 219 op->env->update_stats ();
214 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.");
215 } 221 }
216 222
217 op->destroy (); 223 op->destroy ();
226 232
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228} 234}
229 235
230 236
231void 237static void
232move_gate (object *op) 238move_gate (object *op)
233{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
234 object *tmp; 240 object *tmp;
235 241
236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 if (op->value) 249 if (op->value)
244 { 250 {
245 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
247 op->stats.wc = 0; 253 op->stats.wc = 0;
248 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
249 op->value = 0; 255 op->value = 0;
250 else 256 else
251 op->set_speed (0); 257 op->set_speed (0);
252 } 258 }
253 259
254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 { 261 {
256 op->move_block = 0; 262 op->move_block = 0;
257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
258 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
259 } 265 }
260 266
261 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
262 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
274 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
275 * the gate slightly. 281 * the gate slightly.
276 */ 282 */
277 283
278 for (tmp = op->above; tmp; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
279 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])
280 break; 286 break;
281 287
282 if (!tmp) 288 if (!tmp)
283 { 289 {
284 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
285 op->value = 1; 291 op->value = 1;
286 else 292 else
287 op->set_speed (0); 293 op->set_speed (0);
288 294
289 return; 295 return;
315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ; 322 ;
317 323
318 if (tmp) 324 if (tmp)
319 { 325 {
320 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
321 { 327 {
322 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);
323 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
324 330
325 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
327 } 333 }
328 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
329 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
330 * off the gate. 336 * off the gate.
331 */ 337 */
332 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]))
333 { 339 {
334 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
335 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);
336 342
337 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
345 } 351 }
346 } 352 }
347 353
348 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
349 for (tmp = op->above; tmp; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
350 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])
351 break; 357 break;
352 358
353 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
354 if (tmp) 360 if (tmp)
355 op->stats.food = 1; 361 op->stats.food = 1;
356 else 362 else
357 { 363 {
358 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
359 365
360 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
361 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
362 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
363 } 369 }
364 } /* gate is halfway up */ 370 } /* gate is halfway up */
365 371
366 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
370 376
371/* hp : how long door is open/closed 377/* hp : how long door is open/closed
372 * maxhp : initial value for hp 378 * maxhp : initial value for hp
373 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
374 */ 380 */
375void 381static void
376move_timed_gate (object *op) 382move_timed_gate (object *op)
377{ 383{
378 int v = op->value; 384 int v = op->value;
379 385
380 if (op->stats.sp) 386 if (op->stats.sp)
399 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
400 * connected: connected value of detector 406 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
403 */ 409 */
404 410static void
405void
406move_detector (object *op) 411move_detector (object *op)
407{ 412{
408 object *tmp; 413 object *tmp;
409 int last = op->value; 414 int last = op->value;
410 int detected; 415 int detected;
437 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
438 { 443 {
439 if (detected && last == 0) 444 if (detected && last == 0)
440 { 445 {
441 op->value = 1; 446 op->value = 1;
442 push_button (op); 447 push_button (op, tmp);
443 } 448 }
444 449
445 if (!detected && last == 1) 450 if (!detected && last == 1)
446 { 451 {
447 op->value = 0; 452 op->value = 0;
448 push_button (op); 453 push_button (op, tmp);
449 } 454 }
450 } 455 }
451 else 456 else
452 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
453 if (detected && last == 1) 458 if (detected && last == 1)
454 { 459 {
455 op->value = 0; 460 op->value = 0;
456 push_button (op); 461 push_button (op, tmp);
457 } 462 }
458 463
459 if (!detected && last == 0) 464 if (!detected && last == 0)
460 { 465 {
461 op->value = 1; 466 op->value = 1;
462 push_button (op); 467 push_button (op, tmp);
463 } 468 }
464 } 469 }
465} 470}
466 471
467void 472void
477 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
478 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
479 } 484 }
480} 485}
481 486
482void 487static void
483move_hole (object *op) 488move_hole (object *op)
484{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
485 object *next, *tmp;
486
487 if (op->value) 490 if (op->value)
488 { /* We're opening */ 491 { /* We're opening */
489 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
490 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
491 op->stats.wc = 0; 494 op->stats.wc = 0;
492 op->set_speed (0); 495 op->set_speed (0);
493 496
494 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
495 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
496 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
497 { 500 {
498 next = tmp->above; 501 next = tmp->above;
499 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
500 } 503 }
501 } 504 }
543 { 546 {
544 object *payload = op->inv; 547 object *payload = op->inv;
545 548
546 if (payload == NULL) 549 if (payload == NULL)
547 return NULL; 550 return NULL;
551
548 payload->remove (); 552 payload->remove ();
549 op->destroy (); 553 op->destroy ();
550 return payload; 554 return payload;
551 } 555 }
552 556
569fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
570{ 574{
571 if (map == NULL) 575 if (map == NULL)
572 return; 576 return;
573 577
574 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
575 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
576 else if (op->type == ARROW) 580 else if (op->type == ARROW)
577 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
578} 582}
579 583
595 599
596 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
597 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
598 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
599 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
600 605
601 if (op->spellarg)
602 {
603 op->slaying = op->spellarg;
604 free (op->spellarg);
605 op->spellarg = 0;
606 }
607 else
608 op->slaying = 0;
609
610 /* 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 */
611 op->spellarg = NULL; 607 op->custom_name = 0;
612 op->stats.sp = 0; 608 op->stats.sp = 0;
613 op->stats.hp = 0; 609 op->stats.hp = 0;
614 op->stats.grace = 0; 610 op->stats.grace = 0;
615 op->level = 0; 611 op->level = 0;
616 op->face = op->arch->face; 612 op->face = op->arch->face;
617 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
618 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
619 return op; 617 return op;
620} 618}
621 619
622/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
623 * 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
632 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
633 return; 631 return;
634 632
635 if (op->inv) 633 if (op->inv)
636 { 634 {
635 // replace this by straightforward drop to ground?
637 object *payload = op->inv; 636 object *payload = op->inv;
638 637
639 payload->remove ();
640 payload->owner = 0; 638 payload->owner = 0;
641 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
642 op->destroy (); 640 op->destroy ();
643 } 641 }
644 else 642 else
648 if (op) 646 if (op)
649 merge_ob (op, 0); 647 merge_ob (op, 0);
650 } 648 }
651} 649}
652 650
653/* 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.
654 */ 652 */
655void 653void
656move_arrow (object *op) 654move_arrow (object *op)
657{ 655{
658 int was_reflected; 656 int was_reflected;
673 * 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,
674 * 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
675 * 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,
676 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
677 */ 675 */
678 if (op->inv == NULL) 676 if (!op->inv)
679 { 677 {
680 op->destroy (); 678 op->destroy ();
681 return; 679 return;
682 } 680 }
683 681
686 stop_arrow (op); 684 stop_arrow (op);
687 return; 685 return;
688 } 686 }
689 } 687 }
690 688
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
691 /* 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
692 values look rediculous. */ 695 values look rediculous. */
693 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
694 { 697 {
695 stop_arrow (op); 698 stop_arrow (op);
696 return; 699 return;
697 } 700 }
698 701
711 if (pos->flags () & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
712 { 715 {
713 object *tmp; 716 object *tmp;
714 717
715 for (tmp = pos->bot; tmp; tmp = tmp->above) 718 for (tmp = pos->bot; tmp; tmp = tmp->above)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 719 if (tmp->flag [FLAG_ALIVE])
717 break; 720 break;
718 721
719 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
721 * move into it. 724 * move into it.
724 { 727 {
725 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
728 */ 731 */
729 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))
730 { 733 {
731 int number = op->face; 734 int number = op->face;
732 735
733 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
734 update_turn_face (op); 737 update_turn_face (op);
753 * 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
754 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
755 * 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
756 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
757 */ 760 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 { 762 {
760 stop_arrow (op); 763 stop_arrow (op);
761 return; 764 return;
762 } 765 }
763 else 766 else
812 return; 815 return;
813 } 816 }
814 817
815 /* update object image for new facing */ 818 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
817 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
818 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
819 } /* object is reflected */ 822 } /* object is reflected */
820 } /* object ran into a wall */ 823 } /* object ran into a wall */
821 824
822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823 * about 17 squares. Tune as needed.
824 */
825 op->speed -= 0.05;
826
827 /* Move the arrow. */ 825 /* Move the arrow. */
828 op->move_to (pos); 826 op->move_to (pos);
829} 827}
830 828
831void 829static void
832change_object (object *op) 830change_object (object *op)
833{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
834 int i, j;
835
836 if (!op->other_arch) 832 if (!op->other_arch)
837 { 833 {
838 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 ());
839 return; 835 return;
840 } 836 }
841 837
842 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
843 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
844 { 840 {
845 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
846 return; 842 return;
847 843
848 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
849 } 845 }
850 846
851 object *env = op->env; 847 object *env = op->env;
852 848
853 op->remove (); 849 op->remove ();
854 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
855 { 851 {
856 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860 853
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 855
863 if (env) 856 if (env)
864 env->insert (tmp); 857 env->insert (tmp);
865 else 858 else
866 { 859 {
867 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
868 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
869 tmp->destroy (); 863 tmp->destroy ();
870 else 864 else
871 { 865 {
872 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
897 891
898 if (op->head) 892 if (op->head)
899 head = op->head; 893 head = op->head;
900 894
901 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
902 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
903 break; 897 break;
904 898
905 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
906 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
907 return; 901 return;
908 902
909 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
910 { 904 {
911 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
946/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
947 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
948 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
949 can't be generalized. 943 can't be generalized.
950*/ 944*/
951void 945static void
952move_player_changer (object *op) 946move_player_changer (object *op)
953{ 947{
954 object *player;
955 object *walk;
956
957 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
958 return; 949 return;
959 950
960 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
961 * needs to be on top. 952 * needs to be on top.
962 */ 953 */
963 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
964 { 955 {
956 object *player = op->above;
957
965 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
966 return; 959 return;
967 960
968 player = op->above;
969
970 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
971 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
972 963
973 player->update_stats (); 964 player->update_stats ();
974 965
975 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1022 * 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.
1023 * 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,
1024 * 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,
1025 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1026 */ 1017 */
1027void 1018static void
1028move_player_mover (object *op) 1019move_player_mover (object *op)
1029{ 1020{
1030 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1031 sint16 nx, ny; 1022 sint16 nx, ny;
1032 maptile *m; 1023 maptile *m;
1035 if (!dir) 1026 if (!dir)
1036 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1037 1028
1038 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1039 { 1030 {
1040 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1041 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1042 { 1033 {
1043 1034
1044 if (victim->head) 1035 if (victim->head)
1045 victim = victim->head; 1036 victim = victim->head;
1046 1037
1047 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1048 { 1039 {
1049 op->remove (); 1040 op->remove ();
1050 return; 1041 return;
1051 } 1042 }
1052 1043
1065 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)
1066 { 1057 {
1067 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1068 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1069 1060
1070 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1071 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 */
1072 } 1063 }
1073 1064
1074 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1075 { 1066 {
1076 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1077 if (op->level) 1068 if (op->level)
1078 { 1069 {
1079 /* 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
1080 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1081 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1082 * get to this space. 1073 * get to this space.
1083 */ 1074 */
1084 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1085 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1086 move_player (victim, dir); 1077 move_player (victim, dir);
1087 } 1078 }
1088 else 1079 else
1089 return; 1080 return;
1090 } 1081 }
1091 else 1082 else
1092 move_object (victim, dir); 1083 victim->move (dir);
1093 1084
1094 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1095 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1096 1087
1097 if (op->attacktype) 1088 if (op->attacktype)
1098 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1099 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);
1100 } 1091 }
1101 } 1092 }
1102 } 1093 }
1103} 1094}
1104 1095
1160void 1151void
1161move_creator (object *creator) 1152move_creator (object *creator)
1162{ 1153{
1163 object *new_ob; 1154 object *new_ob;
1164 1155
1165 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1166 { 1157 {
1167 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1168 return; 1159 return;
1169 } 1160 }
1170 1161
1171 if (creator->inv != NULL) 1162 if (creator->inv)
1172 { 1163 {
1173 object *ob; 1164 object *ob;
1174 int i; 1165 int i;
1175 object *ob_to_copy; 1166 object *ob_to_copy;
1176 1167
1182 { 1173 {
1183 ob_to_copy = ob; 1174 ob_to_copy = ob;
1184 } 1175 }
1185 } 1176 }
1186 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1187 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1188 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1189 } 1180 }
1190 else 1181 else
1191 { 1182 {
1192 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1193 { 1184 {
1194 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",
1195 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1196 return; 1187 return;
1197 } 1188 }
1207 return; 1198 return;
1208 } 1199 }
1209 1200
1210 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1211 // 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
1212 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 new_ob->set_flag (FLAG_IDENTIFIED);
1213 1204
1214 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);
1215 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1216 return; 1207 return;
1217 1208
1218 if (creator->slaying) 1209 if (creator->slaying)
1219 {
1220 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1221 }
1222} 1211}
1223 1212
1224/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1225 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1226 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1236 { 1225 {
1237 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1238 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1239 force->destroy (); 1228 force->destroy ();
1240 1229
1241 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1242 { 1231 {
1243 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1244 1233
1245 if (op->msg) 1234 if (op->msg)
1246 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1258 } 1247 }
1259 } 1248 }
1260 } 1249 }
1261} 1250}
1262 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
1263void 1298void
1264process_object (object *op) 1299process_object (object *op)
1265{ 1300{
1266 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1267 return; 1302 return;
1268 1303
1269 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1270 return; 1305 return;
1271 1306
1272 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1273 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1274 return; 1309 return;
1275 1310
1276 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1277 { 1312 {
1278 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1279 1314
1280 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1281 make_sure_seen (op); 1316 make_sure_seen (op);
1282 } 1317 }
1283 1318
1284 if (expect_false ( 1319 if (expect_false (
1285 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1286 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1287 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1288 )) 1323 ))
1289 { 1324 {
1290 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1291 { 1326 {
1292 change_object (op); 1327 change_object (op);
1293 return; 1328 return;
1294 } 1329 }
1295 1330
1296 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1297 generate_monster (op); 1332 generate_monster (op);
1298 1333
1299 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1300 { 1335 {
1301 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1302 remove_force (op); 1337 remove_force (op);
1303 else 1338 else
1304 { 1339 {
1305 op->remove (); 1340 op->remove (); // TODO: really necessary?
1306 1341
1307 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1308 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1309 1344
1310 op->destroy (); 1345 op->drop_and_destroy ();
1311 } 1346 }
1312 1347
1313 return; 1348 return;
1314 } 1349 }
1315 } 1350 }
1439 1474
1440 case PLAYER: 1475 case PLAYER:
1441 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1442 ++op->speed_left; 1477 ++op->speed_left;
1443 break; 1478 break;
1444 }
1445}
1446 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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