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Comparing deliantra/server/server/time.C (file contents):
Revision 1.97 by root, Fri Nov 6 12:49:19 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
50 } 50 }
51 } 51 }
52 52
53 if (op->other_arch) 53 if (op->other_arch)
54 { 54 {
55 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
56 tmp->x = op->x; 56 tmp->x = op->x;
57 tmp->y = op->y; 57 tmp->y = op->y;
58 tmp->map = op->map; 58 tmp->map = op->map;
59 tmp->level = op->level; 59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
79 } 79 }
80 } 80 }
81 81
82 if (op->other_arch) 82 if (op->other_arch)
83 { 83 {
84 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
85 tmp->x = op->x; 85 tmp->x = op->x;
86 tmp->y = op->y; 86 tmp->y = op->y;
87 tmp->map = op->map; 87 tmp->map = op->map;
88 tmp->level = op->level; 88 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
90 } 90 }
91 91
92 op->drop_and_destroy (); 92 op->drop_and_destroy ();
93} 93}
94 94
95void 95static void
96generate_monster (object *gen) 96generate_monster (object *gen)
97{ 97{
98 if (!gen->map) 98 if (!gen->map)
99 return; 99 return;
100 100
107 return; 107 return;
108 108
109 object *op; 109 object *op;
110 int dir; 110 int dir;
111 111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 { 113 {
114 // either copy one item from the inventory... 114 // either copy one item from the inventory...
115 if (!gen->inv) 115 if (!gen->inv)
116 return; 116 return;
117 117
125 if (dir < 0) 125 if (dir < 0)
126 return; 126 return;
127 127
128 op = op->deep_clone (); 128 op = op->deep_clone ();
129 129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 } 132 }
133 else if (gen->other_arch) 133 else if (gen->other_arch)
134 { 134 {
135 // ...or use other_arch 135 // ...or use other_arch
136 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);
137 if (dir < 0) 137 if (dir < 0)
138 return; 138 return;
139 139
140 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
141 } 141 }
142 else 142 else
143 return; 143 return;
144 144
145 op->expand_tail (); 145 op->expand_tail ();
158 } 158 }
159 159
160 op->destroy (); 160 op->destroy ();
161} 161}
162 162
163void 163static void
164remove_force (object *op) 164remove_force (object *op)
165{ 165{
166 if (--op->duration > 0) 166 if (--op->duration > 0)
167 return; 167 return;
168 168
169 if (op->env) 169 if (op->env)
170 switch (op->subtype) 170 switch (op->subtype)
171 { 171 {
172 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
174 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");
175 175
176 default: 176 default:
177 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
178 change_abil (op->env, op); 178 change_abil (op->env, op);
179 op->env->update_stats (); 179 op->env->update_stats ();
180 } 180 }
181 181
182 op->destroy (); 182 op->destroy ();
183} 183}
184 184
185void 185static void
186remove_blindness (object *op) 186remove_blindness (object *op)
187{ 187{
188 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
189 return; 189 return;
190 190
191 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
192 192
193 if (op->env) 193 if (op->env)
194 { 194 {
195 change_abil (op->env, op); 195 change_abil (op->env, op);
196 op->env->update_stats (); 196 op->env->update_stats ();
197 } 197 }
198 198
199 op->destroy (); 199 op->destroy ();
200} 200}
201 201
202void 202static void
203poison_more (object *op) 203poison_more (object *op)
204{ 204{
205 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)
206 { 206 {
207 op->destroy (); 207 op->destroy ();
208 return; 208 return;
209 } 209 }
210 210
213 /* 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
214 * will not do anything. 214 * will not do anything.
215 */ 215 */
216 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
217 { 217 {
218 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
219 op->env->update_stats (); 219 op->env->update_stats ();
220 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.");
221 } 221 }
222 222
223 op->destroy (); 223 op->destroy ();
232 232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234} 234}
235 235
236 236
237void 237static void
238move_gate (object *op) 238move_gate (object *op)
239{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
240 object *tmp; 240 object *tmp;
241 241
242 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))
249 if (op->value) 249 if (op->value)
250 { 250 {
251 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
253 op->stats.wc = 0; 253 op->stats.wc = 0;
254 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
255 op->value = 0; 255 op->value = 0;
256 else 256 else
257 op->set_speed (0); 257 op->set_speed (0);
258 } 258 }
259 259
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 { 261 {
262 op->move_block = 0; 262 op->move_block = 0;
263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
265 } 265 }
266 266
267 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
268 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
280 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
281 * the gate slightly. 281 * the gate slightly.
282 */ 282 */
283 283
284 for (tmp = op->above; tmp; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
285 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])
286 break; 286 break;
287 287
288 if (!tmp) 288 if (!tmp)
289 { 289 {
290 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
291 op->value = 1; 291 op->value = 1;
292 else 292 else
293 op->set_speed (0); 293 op->set_speed (0);
294 294
295 return; 295 return;
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ; 322 ;
323 323
324 if (tmp) 324 if (tmp)
325 { 325 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
327 { 327 {
328 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);
329 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
330 330
331 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
333 } 333 }
334 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
336 * off the gate. 336 * off the gate.
337 */ 337 */
338 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]))
339 { 339 {
340 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
342 342
343 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
351 } 351 }
352 } 352 }
353 353
354 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
356 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])
357 break; 357 break;
358 358
359 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
360 if (tmp) 360 if (tmp)
361 op->stats.food = 1; 361 op->stats.food = 1;
362 else 362 else
363 { 363 {
364 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365 365
366 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
369 } 369 }
370 } /* gate is halfway up */ 370 } /* gate is halfway up */
371 371
372 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
376 376
377/* hp : how long door is open/closed 377/* hp : how long door is open/closed
378 * maxhp : initial value for hp 378 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
380 */ 380 */
381void 381static void
382move_timed_gate (object *op) 382move_timed_gate (object *op)
383{ 383{
384 int v = op->value; 384 int v = op->value;
385 385
386 if (op->stats.sp) 386 if (op->stats.sp)
405 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
406 * connected: connected value of detector 406 * connected: connected value of detector
407 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
408 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
409 */ 409 */
410 410static void
411void
412move_detector (object *op) 411move_detector (object *op)
413{ 412{
414 object *tmp; 413 object *tmp;
415 int last = op->value; 414 int last = op->value;
416 int detected; 415 int detected;
483 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
484 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
485 } 484 }
486} 485}
487 486
488void 487static void
489move_hole (object *op) 488move_hole (object *op)
490{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
491 if (op->value) 490 if (op->value)
492 { /* We're opening */ 491 { /* We're opening */
493 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
574fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
575{ 574{
576 if (map == NULL) 575 if (map == NULL)
577 return; 576 return;
578 577
579 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
580 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
581 else if (op->type == ARROW) 580 else if (op->type == ARROW)
582 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
583} 582}
584 583
647 if (op) 646 if (op)
648 merge_ob (op, 0); 647 merge_ob (op, 0);
649 } 648 }
650} 649}
651 650
652/* 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.
653 */ 652 */
654void 653void
655move_arrow (object *op) 654move_arrow (object *op)
656{ 655{
657 int was_reflected; 656 int was_reflected;
685 stop_arrow (op); 684 stop_arrow (op);
686 return; 685 return;
687 } 686 }
688 } 687 }
689 688
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
690 /* 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
691 values look rediculous. */ 695 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
693 { 697 {
694 stop_arrow (op); 698 stop_arrow (op);
695 return; 699 return;
696 } 700 }
697 701
710 if (pos->flags () & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
711 { 715 {
712 object *tmp; 716 object *tmp;
713 717
714 for (tmp = pos->bot; tmp; tmp = tmp->above) 718 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 719 if (tmp->flag [FLAG_ALIVE])
716 break; 720 break;
717 721
718 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
720 * move into it. 724 * move into it.
723 { 727 {
724 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
727 */ 731 */
728 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))
729 { 733 {
730 int number = op->face; 734 int number = op->face;
731 735
732 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
733 update_turn_face (op); 737 update_turn_face (op);
752 * 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
753 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
754 * 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
755 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
756 */ 760 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
758 { 762 {
759 stop_arrow (op); 763 stop_arrow (op);
760 return; 764 return;
761 } 765 }
762 else 766 else
816 if (op->has_anim ()) 820 if (op->has_anim ())
817 op->set_anim_frame (op->direction); 821 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 822 } /* object is reflected */
819 } /* object ran into a wall */ 823 } /* object ran into a wall */
820 824
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */ 825 /* Move the arrow. */
827 op->move_to (pos); 826 op->move_to (pos);
828} 827}
829 828
830static void 829static void
831change_object (object *op) 830change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch) 832 if (!op->other_arch)
836 { 833 {
837 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 ());
838 return; 835 return;
839 } 836 }
840 837
841 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
843 { 840 {
844 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
845 return; 842 return;
846 843
847 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
848 } 845 }
849 846
850 object *env = op->env; 847 object *env = op->env;
851 848
852 op->remove (); 849 op->remove ();
853 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
854 { 851 {
855 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
856 853
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858 855
859 if (env) 856 if (env)
860 env->insert (tmp); 857 env->insert (tmp);
861 else 858 else
862 { 859 {
863 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
864 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
865 tmp->destroy (); 863 tmp->destroy ();
866 else 864 else
867 { 865 {
868 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
893 891
894 if (op->head) 892 if (op->head)
895 head = op->head; 893 head = op->head;
896 894
897 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
899 break; 897 break;
900 898
901 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
903 return; 901 return;
904 902
905 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
906 { 904 {
907 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
942/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
943 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
944 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
945 can't be generalized. 943 can't be generalized.
946*/ 944*/
947void 945static void
948move_player_changer (object *op) 946move_player_changer (object *op)
949{ 947{
950 object *player;
951 object *walk;
952
953 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
954 return; 949 return;
955 950
956 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
957 * needs to be on top. 952 * needs to be on top.
958 */ 953 */
959 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
960 { 955 {
956 object *player = op->above;
957
961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
962 return; 959 return;
963 960
964 player = op->above;
965
966 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
967 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
968 963
969 player->update_stats (); 964 player->update_stats ();
970 965
971 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1018 * 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.
1019 * 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,
1020 * 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,
1021 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1022 */ 1017 */
1023void 1018static void
1024move_player_mover (object *op) 1019move_player_mover (object *op)
1025{ 1020{
1026 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1027 sint16 nx, ny; 1022 sint16 nx, ny;
1028 maptile *m; 1023 maptile *m;
1031 if (!dir) 1026 if (!dir)
1032 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1033 1028
1034 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1035 { 1030 {
1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1037 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1038 { 1033 {
1039 1034
1040 if (victim->head) 1035 if (victim->head)
1041 victim = victim->head; 1036 victim = victim->head;
1042 1037
1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1044 { 1039 {
1045 op->remove (); 1040 op->remove ();
1046 return; 1041 return;
1047 } 1042 }
1048 1043
1061 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)
1062 { 1057 {
1063 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1064 nextmover->speed_left = -.99f; 1059 nextmover->speed_left = -.99f;
1065 1060
1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1067 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 */
1068 } 1063 }
1069 1064
1070 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1071 { 1066 {
1083 } 1078 }
1084 else 1079 else
1085 return; 1080 return;
1086 } 1081 }
1087 else 1082 else
1088 move_object (victim, dir); 1083 victim->move (dir);
1089 1084
1090 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1092 1087
1093 if (op->attacktype) 1088 if (op->attacktype)
1094 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1095 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);
1096 } 1091 }
1097 } 1092 }
1098 } 1093 }
1099} 1094}
1100 1095
1156void 1151void
1157move_creator (object *creator) 1152move_creator (object *creator)
1158{ 1153{
1159 object *new_ob; 1154 object *new_ob;
1160 1155
1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1162 { 1157 {
1163 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1164 return; 1159 return;
1165 } 1160 }
1166 1161
1178 { 1173 {
1179 ob_to_copy = ob; 1174 ob_to_copy = ob;
1180 } 1175 }
1181 } 1176 }
1182 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1185 } 1180 }
1186 else 1181 else
1187 { 1182 {
1188 if (!creator->other_arch) 1183 if (!creator->other_arch)
1203 return; 1198 return;
1204 } 1199 }
1205 1200
1206 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1207 // 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
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 new_ob->set_flag (FLAG_IDENTIFIED);
1209 1204
1210 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);
1211 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1212 return; 1207 return;
1213 1208
1214 if (creator->slaying) 1209 if (creator->slaying)
1215 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1216} 1211}
1254 } 1249 }
1255} 1250}
1256 1251
1257// mapscript objects activate themselves (only) then their timer fires 1252// mapscript objects activate themselves (only) then their timer fires
1258// 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?
1259void 1254static void
1260move_mapscript (object *op) 1255move_mapscript (object *op)
1261{ 1256{
1262 op->set_speed (0); 1257 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0); 1258 cfperl_mapscript_activate (op, true, op, 0);
1264} 1259}
1265 1260
1261static void
1266void move_lamp (object *op) 1262move_lamp (object *op)
1267{ 1263{
1268 // if the lamp/torch is off, we should disable it. 1264 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius) 1265 if (!op->glow_radius)
1270 { 1266 {
1271 op->set_speed (0); 1267 op->set_speed (0);
1300} 1296}
1301 1297
1302void 1298void
1303process_object (object *op) 1299process_object (object *op)
1304{ 1300{
1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1306 return; 1302 return;
1307 1303
1308 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1305 return;
1310 1306
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1313 return; 1309 return;
1314 1310
1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1316 { 1312 {
1317 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1318 1314
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1320 make_sure_seen (op); 1316 make_sure_seen (op);
1321 } 1317 }
1322 1318
1323 if (expect_false ( 1319 if (expect_false (
1324 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1327 )) 1323 ))
1328 { 1324 {
1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1330 { 1326 {
1331 change_object (op); 1327 change_object (op);
1332 return; 1328 return;
1333 } 1329 }
1334 1330
1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1336 generate_monster (op); 1332 generate_monster (op);
1337 1333
1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1339 { 1335 {
1340 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1341 remove_force (op); 1337 remove_force (op);
1342 else 1338 else
1343 { 1339 {
1344 op->remove (); // TODO: really necessary? 1340 op->remove (); // TODO: really necessary?
1345 1341
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1347 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1348 1344
1349 op->drop_and_destroy (); 1345 op->drop_and_destroy ();
1350 } 1346 }
1351 1347

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