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Comparing deliantra/server/server/time.C (file contents):
Revision 1.83 by elmex, Thu Jan 1 15:48:57 2009 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);
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->drop_and_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
106 return; 107 return;
107 108
108 object *op; 109 object *op;
109 int dir; 110 int dir;
110 111
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
112 { 113 {
113 // either copy one item from the inventory... 114 // either copy one item from the inventory...
114 if (!gen->inv) 115 if (!gen->inv)
115 return; 116 return;
116 117
124 if (dir < 0) 125 if (dir < 0)
125 return; 126 return;
126 127
127 op = op->deep_clone (); 128 op = op->deep_clone ();
128 129
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
131 } 132 }
132 else if (gen->other_arch) 133 else if (gen->other_arch)
133 { 134 {
134 // ...or use other_arch 135 // ...or use other_arch
135 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);
136 if (dir < 0) 137 if (dir < 0)
137 return; 138 return;
138 139
139 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
140 } 141 }
141 else 142 else
142 return; 143 return;
143 144
144 op->expand_tail (); 145 op->expand_tail ();
157 } 158 }
158 159
159 op->destroy (); 160 op->destroy ();
160} 161}
161 162
162void 163static void
163remove_force (object *op) 164remove_force (object *op)
164{ 165{
165 if (--op->duration > 0) 166 if (--op->duration > 0)
166 return; 167 return;
167 168
168 if (op->env) 169 if (op->env)
169 switch (op->subtype) 170 switch (op->subtype)
170 { 171 {
171 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
173 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");
174 175
175 default: 176 default:
176 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
177 change_abil (op->env, op); 178 change_abil (op->env, op);
178 op->env->update_stats (); 179 op->env->update_stats ();
179 } 180 }
180 181
181 op->destroy (); 182 op->destroy ();
182} 183}
183 184
184void 185static void
185remove_blindness (object *op) 186remove_blindness (object *op)
186{ 187{
187 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
188 return; 189 return;
189 190
190 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
191 192
192 if (op->env) 193 if (op->env)
193 { 194 {
194 change_abil (op->env, op); 195 change_abil (op->env, op);
195 op->env->update_stats (); 196 op->env->update_stats ();
196 } 197 }
197 198
198 op->destroy (); 199 op->destroy ();
199} 200}
200 201
201void 202static void
202poison_more (object *op) 203poison_more (object *op)
203{ 204{
204 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)
205 { 206 {
206 op->destroy (); 207 op->destroy ();
207 return; 208 return;
208 } 209 }
209 210
212 /* 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
213 * will not do anything. 214 * will not do anything.
214 */ 215 */
215 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
216 { 217 {
217 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
218 op->env->update_stats (); 219 op->env->update_stats ();
219 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.");
220 } 221 }
221 222
222 op->destroy (); 223 op->destroy ();
231 232
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233} 234}
234 235
235 236
236void 237static void
237move_gate (object *op) 238move_gate (object *op)
238{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
239 object *tmp; 240 object *tmp;
240 241
241 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))
248 if (op->value) 249 if (op->value)
249 { 250 {
250 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 253 op->stats.wc = 0;
253 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
254 op->value = 0; 255 op->value = 0;
255 else 256 else
256 op->set_speed (0); 257 op->set_speed (0);
257 } 258 }
258 259
259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
260 { 261 {
261 op->move_block = 0; 262 op->move_block = 0;
262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
263 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
264 } 265 }
265 266
266 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
267 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
279 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 281 * the gate slightly.
281 */ 282 */
282 283
283 for (tmp = op->above; tmp; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
284 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])
285 break; 286 break;
286 287
287 if (!tmp) 288 if (!tmp)
288 { 289 {
289 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
290 op->value = 1; 291 op->value = 1;
291 else 292 else
292 op->set_speed (0); 293 op->set_speed (0);
293 294
294 return; 295 return;
320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ; 322 ;
322 323
323 if (tmp) 324 if (tmp)
324 { 325 {
325 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
326 { 327 {
327 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);
328 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
329 330
330 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
332 } 333 }
333 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
334 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
335 * off the gate. 336 * off the gate.
336 */ 337 */
337 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]))
338 { 339 {
339 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
340 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);
341 342
342 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
350 } 351 }
351 } 352 }
352 353
353 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
354 for (tmp = op->above; tmp; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
355 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])
356 break; 357 break;
357 358
358 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
359 if (tmp) 360 if (tmp)
360 op->stats.food = 1; 361 op->stats.food = 1;
361 else 362 else
362 { 363 {
363 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
364 365
365 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
366 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
367 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
368 } 369 }
369 } /* gate is halfway up */ 370 } /* gate is halfway up */
370 371
371 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
375 376
376/* hp : how long door is open/closed 377/* hp : how long door is open/closed
377 * maxhp : initial value for hp 378 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
379 */ 380 */
380void 381static void
381move_timed_gate (object *op) 382move_timed_gate (object *op)
382{ 383{
383 int v = op->value; 384 int v = op->value;
384 385
385 if (op->stats.sp) 386 if (op->stats.sp)
404 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
405 * connected: connected value of detector 406 * connected: connected value of detector
406 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
408 */ 409 */
409 410static void
410void
411move_detector (object *op) 411move_detector (object *op)
412{ 412{
413 object *tmp; 413 object *tmp;
414 int last = op->value; 414 int last = op->value;
415 int detected; 415 int detected;
442 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
443 { 443 {
444 if (detected && last == 0) 444 if (detected && last == 0)
445 { 445 {
446 op->value = 1; 446 op->value = 1;
447 push_button (op); 447 push_button (op, tmp);
448 } 448 }
449 449
450 if (!detected && last == 1) 450 if (!detected && last == 1)
451 { 451 {
452 op->value = 0; 452 op->value = 0;
453 push_button (op); 453 push_button (op, tmp);
454 } 454 }
455 } 455 }
456 else 456 else
457 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
458 if (detected && last == 1) 458 if (detected && last == 1)
459 { 459 {
460 op->value = 0; 460 op->value = 0;
461 push_button (op); 461 push_button (op, tmp);
462 } 462 }
463 463
464 if (!detected && last == 0) 464 if (!detected && last == 0)
465 { 465 {
466 op->value = 1; 466 op->value = 1;
467 push_button (op); 467 push_button (op, tmp);
468 } 468 }
469 } 469 }
470} 470}
471 471
472void 472void
482 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484 } 484 }
485} 485}
486 486
487void 487static void
488move_hole (object *op) 488move_hole (object *op)
489{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
490 if (op->value) 490 if (op->value)
491 { /* We're opening */ 491 { /* We're opening */
492 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
573fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
574{ 574{
575 if (map == NULL) 575 if (map == NULL)
576 return; 576 return;
577 577
578 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
579 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW) 580 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
582} 582}
583 583
599 599
600 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
604 605
605 if (op->spellarg)
606 {
607 op->slaying = op->spellarg;
608 free (op->spellarg);
609 op->spellarg = 0;
610 }
611 else
612 op->slaying = 0;
613
614 /* 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 */
615 op->spellarg = NULL; 607 op->custom_name = 0;
616 op->stats.sp = 0; 608 op->stats.sp = 0;
617 op->stats.hp = 0; 609 op->stats.hp = 0;
618 op->stats.grace = 0; 610 op->stats.grace = 0;
619 op->level = 0; 611 op->level = 0;
620 op->face = op->arch->face; 612 op->face = op->arch->face;
621 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
622 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
623 return op; 617 return op;
624} 618}
625 619
626/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
627 * 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
652 if (op) 646 if (op)
653 merge_ob (op, 0); 647 merge_ob (op, 0);
654 } 648 }
655} 649}
656 650
657/* 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.
658 */ 652 */
659void 653void
660move_arrow (object *op) 654move_arrow (object *op)
661{ 655{
662 int was_reflected; 656 int was_reflected;
690 stop_arrow (op); 684 stop_arrow (op);
691 return; 685 return;
692 } 686 }
693 } 687 }
694 688
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
695 /* 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
696 values look rediculous. */ 695 values look rediculous. */
697 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
698 { 697 {
699 stop_arrow (op); 698 stop_arrow (op);
700 return; 699 return;
701 } 700 }
702 701
715 if (pos->flags () & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
716 { 715 {
717 object *tmp; 716 object *tmp;
718 717
719 for (tmp = pos->bot; tmp; tmp = tmp->above) 718 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 719 if (tmp->flag [FLAG_ALIVE])
721 break; 720 break;
722 721
723 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
724 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
725 * move into it. 724 * move into it.
728 { 727 {
729 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
730 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
731 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
732 */ 731 */
733 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))
734 { 733 {
735 int number = op->face; 734 int number = op->face;
736 735
737 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
738 update_turn_face (op); 737 update_turn_face (op);
757 * 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
758 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
759 * 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
760 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
761 */ 760 */
762 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
763 { 762 {
764 stop_arrow (op); 763 stop_arrow (op);
765 return; 764 return;
766 } 765 }
767 else 766 else
816 return; 815 return;
817 } 816 }
818 817
819 /* update object image for new facing */ 818 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
822 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
823 } /* object is reflected */ 822 } /* object is reflected */
824 } /* object ran into a wall */ 823 } /* object ran into a wall */
825 824
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed.
828 */
829 op->speed -= 0.05;
830
831 /* Move the arrow. */ 825 /* Move the arrow. */
832 op->move_to (pos); 826 op->move_to (pos);
833} 827}
834 828
835void 829static void
836change_object (object *op) 830change_object (object *op)
837{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
838 int i, j;
839
840 if (!op->other_arch) 832 if (!op->other_arch)
841 { 833 {
842 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 ());
843 return; 835 return;
844 } 836 }
845 837
846 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
847 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
848 { 840 {
849 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
850 return; 842 return;
851 843
852 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
853 } 845 }
854 846
855 object *env = op->env; 847 object *env = op->env;
856 848
857 op->remove (); 849 op->remove ();
858 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
859 { 851 {
860 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864 853
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 855
867 if (env) 856 if (env)
868 env->insert (tmp); 857 env->insert (tmp);
869 else 858 else
870 { 859 {
871 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
872 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
873 tmp->destroy (); 863 tmp->destroy ();
874 else 864 else
875 { 865 {
876 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
901 891
902 if (op->head) 892 if (op->head)
903 head = op->head; 893 head = op->head;
904 894
905 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
906 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
907 break; 897 break;
908 898
909 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
910 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
911 return; 901 return;
912 902
913 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
914 { 904 {
915 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
950/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
951 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
952 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
953 can't be generalized. 943 can't be generalized.
954*/ 944*/
955void 945static void
956move_player_changer (object *op) 946move_player_changer (object *op)
957{ 947{
958 object *player;
959 object *walk;
960
961 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
962 return; 949 return;
963 950
964 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
965 * needs to be on top. 952 * needs to be on top.
966 */ 953 */
967 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
968 { 955 {
956 object *player = op->above;
957
969 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
970 return; 959 return;
971 960
972 player = op->above;
973
974 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
975 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
976 963
977 player->update_stats (); 964 player->update_stats ();
978 965
979 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1026 * 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.
1027 * 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,
1028 * 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,
1029 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1030 */ 1017 */
1031void 1018static void
1032move_player_mover (object *op) 1019move_player_mover (object *op)
1033{ 1020{
1034 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1035 sint16 nx, ny; 1022 sint16 nx, ny;
1036 maptile *m; 1023 maptile *m;
1039 if (!dir) 1026 if (!dir)
1040 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1041 1028
1042 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1043 { 1030 {
1044 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1045 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1046 { 1033 {
1047 1034
1048 if (victim->head) 1035 if (victim->head)
1049 victim = victim->head; 1036 victim = victim->head;
1050 1037
1051 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1052 { 1039 {
1053 op->remove (); 1040 op->remove ();
1054 return; 1041 return;
1055 } 1042 }
1056 1043
1069 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)
1070 { 1057 {
1071 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1072 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1073 1060
1074 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1075 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 */
1076 } 1063 }
1077 1064
1078 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1079 { 1066 {
1080 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1081 if (op->level) 1068 if (op->level)
1082 { 1069 {
1083 /* 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
1084 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1085 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1086 * get to this space. 1073 * get to this space.
1087 */ 1074 */
1088 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1089 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1090 move_player (victim, dir); 1077 move_player (victim, dir);
1091 } 1078 }
1092 else 1079 else
1093 return; 1080 return;
1094 } 1081 }
1095 else 1082 else
1096 move_object (victim, dir); 1083 victim->move (dir);
1097 1084
1098 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1099 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1100 1087
1101 if (op->attacktype) 1088 if (op->attacktype)
1102 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1103 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);
1104 } 1091 }
1105 } 1092 }
1106 } 1093 }
1107} 1094}
1108 1095
1164void 1151void
1165move_creator (object *creator) 1152move_creator (object *creator)
1166{ 1153{
1167 object *new_ob; 1154 object *new_ob;
1168 1155
1169 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1170 { 1157 {
1171 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1172 return; 1159 return;
1173 } 1160 }
1174 1161
1186 { 1173 {
1187 ob_to_copy = ob; 1174 ob_to_copy = ob;
1188 } 1175 }
1189 } 1176 }
1190 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1191 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1192 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1193 } 1180 }
1194 else 1181 else
1195 { 1182 {
1196 if (!creator->other_arch) 1183 if (!creator->other_arch)
1211 return; 1198 return;
1212 } 1199 }
1213 1200
1214 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1215 // 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
1216 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 new_ob->set_flag (FLAG_IDENTIFIED);
1217 1204
1218 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);
1219 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1220 return; 1207 return;
1221 1208
1222 if (creator->slaying) 1209 if (creator->slaying)
1223 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1224} 1211}
1238 { 1225 {
1239 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1240 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1241 force->destroy (); 1228 force->destroy ();
1242 1229
1243 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1244 { 1231 {
1245 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1246 1233
1247 if (op->msg) 1234 if (op->msg)
1248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1260 } 1247 }
1261 } 1248 }
1262 } 1249 }
1263} 1250}
1264 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
1265void 1298void
1266process_object (object *op) 1299process_object (object *op)
1267{ 1300{
1268 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1269 return; 1302 return;
1270 1303
1271 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1272 return; 1305 return;
1273 1306
1274 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1275 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1276 return; 1309 return;
1277 1310
1278 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1279 { 1312 {
1280 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1281 1314
1282 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1283 make_sure_seen (op); 1316 make_sure_seen (op);
1284 } 1317 }
1285 1318
1286 if (expect_false ( 1319 if (expect_false (
1287 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1288 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1289 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1290 )) 1323 ))
1291 { 1324 {
1292 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1293 { 1326 {
1294 change_object (op); 1327 change_object (op);
1295 return; 1328 return;
1296 } 1329 }
1297 1330
1298 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1299 generate_monster (op); 1332 generate_monster (op);
1300 1333
1301 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1302 { 1335 {
1303 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1304 remove_force (op); 1337 remove_force (op);
1305 else 1338 else
1306 { 1339 {
1307 op->remove (); // TODO: really necessary? 1340 op->remove (); // TODO: really necessary?
1308 1341
1309 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1310 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1311 1344
1312 op->drop_and_destroy (); 1345 op->drop_and_destroy ();
1313 } 1346 }
1314 1347
1441 1474
1442 case PLAYER: 1475 case PLAYER:
1443 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1444 ++op->speed_left; 1477 ++op->speed_left;
1445 break; 1478 break;
1446 }
1447}
1448 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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