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

Comparing deliantra/server/server/time.C (file contents):
Revision 1.91 by root, Sat Jun 27 03:51:05 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;
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->spellarg; 604 op->slaying = op->custom_name;
605 605
606 /* Reset these to defaults, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
607 op->spellarg = 0; 607 op->custom_name = 0;
608 op->stats.sp = 0; 608 op->stats.sp = 0;
609 op->stats.hp = 0; 609 op->stats.hp = 0;
610 op->stats.grace = 0; 610 op->stats.grace = 0;
611 op->level = 0; 611 op->level = 0;
612 op->face = op->arch->face; 612 op->face = op->arch->face;
646 if (op) 646 if (op)
647 merge_ob (op, 0); 647 merge_ob (op, 0);
648 } 648 }
649} 649}
650 650
651/* 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.
652 */ 652 */
653void 653void
654move_arrow (object *op) 654move_arrow (object *op)
655{ 655{
656 int was_reflected; 656 int was_reflected;
684 stop_arrow (op); 684 stop_arrow (op);
685 return; 685 return;
686 } 686 }
687 } 687 }
688 688
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
689 /* 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
690 values look rediculous. */ 695 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
692 { 697 {
693 stop_arrow (op); 698 stop_arrow (op);
694 return; 699 return;
695 } 700 }
696 701
709 if (pos->flags () & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
710 { 715 {
711 object *tmp; 716 object *tmp;
712 717
713 for (tmp = pos->bot; tmp; tmp = tmp->above) 718 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 719 if (tmp->flag [FLAG_ALIVE])
715 break; 720 break;
716 721
717 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
719 * move into it. 724 * move into it.
722 { 727 {
723 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
726 */ 731 */
727 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))
728 { 733 {
729 int number = op->face; 734 int number = op->face;
730 735
731 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
732 update_turn_face (op); 737 update_turn_face (op);
751 * 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
752 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
753 * 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
754 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
755 */ 760 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
757 { 762 {
758 stop_arrow (op); 763 stop_arrow (op);
759 return; 764 return;
760 } 765 }
761 else 766 else
815 if (op->has_anim ()) 820 if (op->has_anim ())
816 op->set_anim_frame (op->direction); 821 op->set_anim_frame (op->direction);
817 } /* object is reflected */ 822 } /* object is reflected */
818 } /* object ran into a wall */ 823 } /* object ran into a wall */
819 824
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */ 825 /* Move the arrow. */
826 op->move_to (pos); 826 op->move_to (pos);
827} 827}
828 828
829void 829static void
830change_object (object *op) 830change_object (object *op)
831{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
832 int i, j;
833
834 if (!op->other_arch) 832 if (!op->other_arch)
835 { 833 {
836 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 ());
837 return; 835 return;
838 } 836 }
839 837
840 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
841 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
842 { 840 {
843 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
844 return; 842 return;
845 843
846 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
847 } 845 }
848 846
849 object *env = op->env; 847 object *env = op->env;
850 848
851 op->remove (); 849 op->remove ();
852 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
853 { 851 {
854 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
855 853
856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857 855
858 if (env) 856 if (env)
859 env->insert (tmp); 857 env->insert (tmp);
860 else 858 else
861 { 859 {
862 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
863 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
864 tmp->destroy (); 863 tmp->destroy ();
865 else 864 else
866 { 865 {
867 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
892 891
893 if (op->head) 892 if (op->head)
894 head = op->head; 893 head = op->head;
895 894
896 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
898 break; 897 break;
899 898
900 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
902 return; 901 return;
903 902
904 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
905 { 904 {
906 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
941/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
942 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
943 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
944 can't be generalized. 943 can't be generalized.
945*/ 944*/
946void 945static void
947move_player_changer (object *op) 946move_player_changer (object *op)
948{ 947{
949 object *player;
950 object *walk;
951
952 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
953 return; 949 return;
954 950
955 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
956 * needs to be on top. 952 * needs to be on top.
957 */ 953 */
958 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
959 { 955 {
956 object *player = op->above;
957
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
961 return; 959 return;
962 960
963 player = op->above;
964
965 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
966 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
967 963
968 player->update_stats (); 964 player->update_stats ();
969 965
970 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1017 * 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.
1018 * 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,
1019 * 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,
1020 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1021 */ 1017 */
1022void 1018static void
1023move_player_mover (object *op) 1019move_player_mover (object *op)
1024{ 1020{
1025 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1026 sint16 nx, ny; 1022 sint16 nx, ny;
1027 maptile *m; 1023 maptile *m;
1030 if (!dir) 1026 if (!dir)
1031 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1032 1028
1033 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1034 { 1030 {
1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1036 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1037 { 1033 {
1038 1034
1039 if (victim->head) 1035 if (victim->head)
1040 victim = victim->head; 1036 victim = victim->head;
1041 1037
1042 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1043 { 1039 {
1044 op->remove (); 1040 op->remove ();
1045 return; 1041 return;
1046 } 1042 }
1047 1043
1060 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)
1061 { 1057 {
1062 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1063 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1064 1060
1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1066 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 */
1067 } 1063 }
1068 1064
1069 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1070 { 1066 {
1071 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1072 if (op->level) 1068 if (op->level)
1073 { 1069 {
1074 /* 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
1075 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1076 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1077 * get to this space. 1073 * get to this space.
1078 */ 1074 */
1079 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1080 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1081 move_player (victim, dir); 1077 move_player (victim, dir);
1082 } 1078 }
1083 else 1079 else
1084 return; 1080 return;
1085 } 1081 }
1086 else 1082 else
1087 move_object (victim, dir); 1083 victim->move (dir);
1088 1084
1089 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1090 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1091 1087
1092 if (op->attacktype) 1088 if (op->attacktype)
1093 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1094 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);
1095 } 1091 }
1096 } 1092 }
1097 } 1093 }
1098} 1094}
1099 1095
1155void 1151void
1156move_creator (object *creator) 1152move_creator (object *creator)
1157{ 1153{
1158 object *new_ob; 1154 object *new_ob;
1159 1155
1160 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1161 { 1157 {
1162 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1163 return; 1159 return;
1164 } 1160 }
1165 1161
1177 { 1173 {
1178 ob_to_copy = ob; 1174 ob_to_copy = ob;
1179 } 1175 }
1180 } 1176 }
1181 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1184 } 1180 }
1185 else 1181 else
1186 { 1182 {
1187 if (!creator->other_arch) 1183 if (!creator->other_arch)
1202 return; 1198 return;
1203 } 1199 }
1204 1200
1205 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1206 // 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
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 new_ob->set_flag (FLAG_IDENTIFIED);
1208 1204
1209 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);
1210 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1211 return; 1207 return;
1212 1208
1213 if (creator->slaying) 1209 if (creator->slaying)
1214 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1215} 1211}
1229 { 1225 {
1230 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1231 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1232 force->destroy (); 1228 force->destroy ();
1233 1229
1234 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1235 { 1231 {
1236 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1237 1233
1238 if (op->msg) 1234 if (op->msg)
1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1253 } 1249 }
1254} 1250}
1255 1251
1256// mapscript objects activate themselves (only) then their timer fires 1252// mapscript objects activate themselves (only) then their timer fires
1257// TODO: maybe they should simply trigger the link like any other object? 1253// TODO: maybe they should simply trigger the link like any other object?
1258void 1254static void
1259move_mapscript (object *op) 1255move_mapscript (object *op)
1260{ 1256{
1261 op->set_speed (0); 1257 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0); 1258 cfperl_mapscript_activate (op, true, op, 0);
1263} 1259}
1264 1260
1261static void
1265void move_lamp (object *op) 1262move_lamp (object *op)
1266{ 1263{
1267 // if the lamp/torch is off, we should disable it. 1264 // if the lamp/torch is off, we should disable it.
1268 if (!op->glow_radius) 1265 if (!op->glow_radius)
1269 { 1266 {
1270 op->set_speed (0); 1267 op->set_speed (0);
1271 return; 1268 return;
1272 } 1269 }
1273 else 1270 else
1274 { 1271 {
1275 // check whether the face might needs to be updated 1272 // check whether the face might need to be updated
1276 // (currently this is needed to have already switched on torches 1273 // (currently this is needed to have already switched on torches
1277 // on maps, as they just set the glow_radius in the archetype) 1274 // on maps, as they just set the glow_radius in the archetype)
1278 if (op->other_arch 1275 if (op->other_arch
1279 && ( 1276 && (
1280 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) 1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1281 || (op->flag [FLAG_ANIMATE] 1278 || (op->flag [FLAG_ANIMATE]
1282 ? (op->animation_id != op->other_arch->animation_id) 1279 ? (op->animation_id != op->other_arch->animation_id)
1283 : (op->face != op->other_arch->face)) 1280 : (op->face != op->other_arch->face))
1284 )) 1281 ))
1285 get_animation_from_arch (op, op->other_arch); 1282 get_animation_from_arch (op, op->other_arch);
1286 } 1283 }
1287 1284
1288 // lamps and torches auf maps don't use up their fuel 1285 // lamps and torches on maps don't use up their fuel
1289 if (op->is_on_map ()) 1286 if (op->is_on_map ())
1290 return; 1287 return;
1291 1288
1292 if (op->stats.food > 0) 1289 if (op->stats.food > 0)
1293 { 1290 {
1299} 1296}
1300 1297
1301void 1298void
1302process_object (object *op) 1299process_object (object *op)
1303{ 1300{
1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1305 return; 1302 return;
1306 1303
1307 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1305 return;
1309 1306
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1312 return; 1309 return;
1313 1310
1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1315 { 1312 {
1316 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1317 1314
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_seen (op); 1316 make_sure_seen (op);
1320 } 1317 }
1321 1318
1322 if (expect_false ( 1319 if (expect_false (
1323 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1326 )) 1323 ))
1327 { 1324 {
1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1329 { 1326 {
1330 change_object (op); 1327 change_object (op);
1331 return; 1328 return;
1332 } 1329 }
1333 1330
1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1335 generate_monster (op); 1332 generate_monster (op);
1336 1333
1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1338 { 1335 {
1339 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1340 remove_force (op); 1337 remove_force (op);
1341 else 1338 else
1342 { 1339 {
1343 op->remove (); // TODO: really necessary? 1340 op->remove (); // TODO: really necessary?
1344 1341
1345 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1346 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1347 1344
1348 op->drop_and_destroy (); 1345 op->drop_and_destroy ();
1349 } 1346 }
1350 1347

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines