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Comparing deliantra/server/server/time.C (file contents):
Revision 1.92 by root, Sat Jun 27 08:25:36 2009 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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))
242 { 243 {
243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
244 op->stats.wc = 0; 245 op->stats.wc = 0;
245 } 246 }
246 247
247 /* We're going down */ 248 /* We're going down */
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);
271 /* We're going up */ 272 /* We're going up */
272 273
273 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 { 276 {
276
277 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp = op->above; tmp; tmp = tmp->above) 283 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)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 break; 285 break;
286 286
287 if (!tmp) 287 if (!tmp)
288 { 288 {
289 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
290 op->value = 1; 290 op->value = 1;
291 else 291 else
292 op->set_speed (0); 292 op->set_speed (0);
293 293
294 return; 294 return;
320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ; 321 ;
322 322
323 if (tmp) 323 if (tmp)
324 { 324 {
325 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
326 { 326 {
327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
329 329
330 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
332 } 332 }
333 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
334 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
335 * off the gate. 335 * off the gate.
336 */ 336 */
337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
338 { 338 {
339 /* If it has speed, it should move itself, otherwise: */ 339 /* 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); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
341 341
342 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
350 } 350 }
351 } 351 }
352 352
353 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
354 for (tmp = op->above; tmp; tmp = tmp->above) 354 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)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
356 break; 356 break;
357 357
358 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
359 if (tmp) 359 if (tmp)
360 op->stats.food = 1; 360 op->stats.food = 1;
361 else 361 else
362 { 362 {
363 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364 364
365 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
366 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
367 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
368 } 368 }
369 } /* gate is halfway up */ 369 } /* gate is halfway up */
370 370
371 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
375 375
376/* hp : how long door is open/closed 376/* hp : how long door is open/closed
377 * maxhp : initial value for hp 377 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
379 */ 379 */
380void 380static void
381move_timed_gate (object *op) 381move_timed_gate (object *op)
382{ 382{
383 int v = op->value; 383 int v = op->value;
384 384
385 if (op->stats.sp) 385 if (op->stats.sp)
404 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
405 * connected: connected value of detector 405 * connected: connected value of detector
406 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
408 */ 408 */
409 409static void
410void
411move_detector (object *op) 410move_detector (object *op)
412{ 411{
413 object *tmp; 412 object *tmp;
414 int last = op->value; 413 int last = op->value;
415 int detected; 414 int detected;
482 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
484 } 483 }
485} 484}
486 485
487void 486static void
488move_hole (object *op) 487move_hole (object *op)
489{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
490 if (op->value) 489 if (op->value)
491 { /* We're opening */ 490 { /* We're opening */
492 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
502 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
503 } 502 }
504 } 503 }
505 504
506 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
508 return; 507 return;
509 } 508 }
510 509
511 /* We're closing */ 510 /* We're closing */
512 op->move_on = 0; 511 op->move_on = 0;
513 512
514 op->stats.wc++; 513 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517 516
518 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
522} 521}
523 522
524 523
525/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
573fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
574{ 573{
575 if (map == NULL) 574 if (map == NULL)
576 return; 575 return;
577 576
578 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
579 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW) 579 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
582} 581}
583 582
646 if (op) 645 if (op)
647 merge_ob (op, 0); 646 merge_ob (op, 0);
648 } 647 }
649} 648}
650 649
651/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
652 */ 651 */
653void 652void
654move_arrow (object *op) 653move_arrow (object *op)
655{ 654{
656 int was_reflected; 655 int was_reflected;
657 656
658 if (!op->map) 657 if (!op->map)
659 { 658 {
660 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
661 op->destroy (); 660 op->destroy ();
662 return; 661 return;
663 } 662 }
664 663
665 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
684 stop_arrow (op); 683 stop_arrow (op);
685 return; 684 return;
686 } 685 }
687 } 686 }
688 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look rediculous. */ 694 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
692 { 696 {
693 stop_arrow (op); 697 stop_arrow (op);
694 return; 698 return;
695 } 699 }
696 700
709 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
710 { 714 {
711 object *tmp; 715 object *tmp;
712 716
713 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
715 break; 719 break;
716 720
717 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
719 * move into it. 723 * move into it.
722 { 726 {
723 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
726 */ 730 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
728 { 732 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
732 update_turn_face (op); 734 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
734 } 736 }
735 else 737 else
751 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
755 */ 757 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
757 { 759 {
758 stop_arrow (op); 760 stop_arrow (op);
759 return; 761 return;
760 } 762 }
761 else 763 else
815 if (op->has_anim ()) 817 if (op->has_anim ())
816 op->set_anim_frame (op->direction); 818 op->set_anim_frame (op->direction);
817 } /* object is reflected */ 819 } /* object is reflected */
818 } /* object ran into a wall */ 820 } /* object ran into a wall */
819 821
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. */ 822 /* Move the arrow. */
826 op->move_to (pos); 823 op->move_to (pos);
827} 824}
828 825
829void 826static void
830change_object (object *op) 827change_object (object *op)
831{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
832 int i, j;
833
834 if (!op->other_arch) 829 if (!op->other_arch)
835 { 830 {
836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
837 return; 832 return;
838 } 833 }
839 834
840 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
841 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
842 { 837 {
843 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
844 return; 839 return;
845 840
846 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
847 } 842 }
848 843
849 object *env = op->env; 844 object *env = op->env;
850 845
851 op->remove (); 846 op->remove ();
852 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
853 { 848 {
854 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
855 850
856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857 852
858 if (env) 853 if (env)
859 env->insert (tmp); 854 env->insert (tmp);
860 else 855 else
861 { 856 {
862 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
863 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
864 tmp->destroy (); 860 tmp->destroy ();
865 else 861 else
866 { 862 {
867 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
892 888
893 if (op->head) 889 if (op->head)
894 head = op->head; 890 head = op->head;
895 891
896 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
898 break; 894 break;
899 895
900 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
902 return; 898 return;
903 899
904 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
905 { 901 {
906 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
941/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
942 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
943 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
944 can't be generalized. 940 can't be generalized.
945*/ 941*/
946void 942static void
947move_player_changer (object *op) 943move_player_changer (object *op)
948{ 944{
949 object *player;
950 object *walk;
951
952 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
953 return; 946 return;
954 947
955 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
956 * needs to be on top. 949 * needs to be on top.
957 */ 950 */
958 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
959 { 952 {
953 object *player = op->above;
954
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
961 return; 956 return;
962 957
963 player = op->above;
964
965 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
966 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
967 960
968 player->update_stats (); 961 player->update_stats ();
969 962
970 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1008 } 1001 }
1009 1002
1010 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1011} 1004}
1012 1005
1013/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1014 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1015 * 1008 *
1016 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1017 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * 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, 1011 * 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, 1012 * 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 1013 * it'll paralyze the victim for hp*his speed/op->speed
1021 */ 1014 */
1022void 1015static void
1023move_player_mover (object *op) 1016move_player_mover (object *op)
1024{ 1017{
1025 int dir = op->stats.sp; 1018 int dir = 0;
1026 sint16 nx, ny;
1027 maptile *m;
1028
1029 /* Determine direction now for random movers so we do the right thing */
1030 if (!dir)
1031 dir = rndm (1, 8);
1032 1019
1033 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1034 { 1021 {
1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1036 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1037 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1038 1045
1039 if (victim->head) 1046 if (victim->head)
1040 victim = victim->head; 1047 victim = victim->head;
1041 1048
1042 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1043 {
1044 op->remove ();
1045 return;
1046 }
1047
1048 nx = op->x + freearr_x[dir];
1049 ny = op->y + freearr_y[dir];
1050 m = op->map;
1051 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1052 {
1053 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1054 return;
1055 }
1056
1057 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1058 return; 1050 return;
1059 1051
1060 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1061 { 1053 {
1062 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1063 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1064 1056
1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1066 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1067 } 1059 }
1068 1060
1069 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1070 { 1062 {
1071 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1072 if (op->level) 1064 if (op->level)
1073 { 1065 {
1074 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1075 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1076 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1077 * get to this space. 1069 * get to this space.
1078 */ 1070 */
1079 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1080 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1081 move_player (victim, dir); 1073 move_player (victim, dir);
1082 } 1074 }
1083 else 1075 else
1084 return; 1076 return;
1085 } 1077 }
1086 else 1078 else
1087 move_object (victim, dir); 1079 victim->move (dir);
1088 1080
1089 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1090 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1091 1083
1092 if (op->attacktype) 1084 if (op->attacktype)
1093 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1094 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1095 } 1087 }
1096 } 1088 }
1097 } 1089 }
1098} 1090}
1099 1091
1155void 1147void
1156move_creator (object *creator) 1148move_creator (object *creator)
1157{ 1149{
1158 object *new_ob; 1150 object *new_ob;
1159 1151
1160 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1161 { 1153 {
1162 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1163 return; 1155 return;
1164 } 1156 }
1165 1157
1169 int i; 1161 int i;
1170 object *ob_to_copy; 1162 object *ob_to_copy;
1171 1163
1172 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1173 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1174 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1175 { 1167 {
1176 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1177 { 1169 {
1178 ob_to_copy = ob; 1170 ob_to_copy = ob;
1179 } 1171 }
1180 } 1172 }
1173
1181 new_ob = ob_to_copy->deep_clone (); 1174 new_ob = ob_to_copy->deep_clone ();
1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1184 } 1177 }
1185 else 1178 else
1186 { 1179 {
1187 if (!creator->other_arch) 1180 if (!creator->other_arch)
1202 return; 1195 return;
1203 } 1196 }
1204 1197
1205 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1206 // happens automated, so this will at least fix many identify-experience holes 1199 // happens automated, so this will at least fix many identify-experience holes
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1208 1202
1209 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1210 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1211 return; 1205 return;
1212 1206
1213 if (creator->slaying) 1207 if (creator->slaying)
1214 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1215} 1209}
1229 { 1223 {
1230 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1231 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1232 force->destroy (); 1226 force->destroy ();
1233 1227
1234 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1235 { 1229 {
1236 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1237 1231
1238 if (op->msg) 1232 if (op->msg)
1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1253 } 1247 }
1254} 1248}
1255 1249
1256// mapscript objects activate themselves (only) then their timer fires 1250// mapscript objects activate themselves (only) then their timer fires
1257// TODO: maybe they should simply trigger the link like any other object? 1251// TODO: maybe they should simply trigger the link like any other object?
1258void 1252static void
1259move_mapscript (object *op) 1253move_mapscript (object *op)
1260{ 1254{
1261 op->set_speed (0); 1255 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0); 1256 cfperl_mapscript_activate (op, true, op, 0);
1263} 1257}
1264 1258
1259static void
1265void move_lamp (object *op) 1260move_lamp (object *op)
1266{ 1261{
1267 // if the lamp/torch is off, we should disable it. 1262 // if the lamp/torch is off, we should disable it.
1268 if (!op->glow_radius) 1263 if (!op->glow_radius)
1269 { 1264 {
1270 op->set_speed (0); 1265 op->set_speed (0);
1271 return; 1266 return;
1272 } 1267 }
1273 else 1268 else
1274 { 1269 {
1275 // check whether the face might needs to be updated 1270 // check whether the face might need to be updated
1276 // (currently this is needed to have already switched on torches 1271 // (currently this is needed to have already switched on torches
1277 // on maps, as they just set the glow_radius in the archetype) 1272 // on maps, as they just set the glow_radius in the archetype)
1278 if (op->other_arch 1273 if (op->other_arch
1279 && ( 1274 && (
1280 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) 1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1281 || (op->flag [FLAG_ANIMATE] 1276 || (op->flag [FLAG_ANIMATE]
1282 ? (op->animation_id != op->other_arch->animation_id) 1277 ? (op->animation_id != op->other_arch->animation_id)
1283 : (op->face != op->other_arch->face)) 1278 : (op->face != op->other_arch->face))
1284 )) 1279 ))
1285 get_animation_from_arch (op, op->other_arch); 1280 get_animation_from_arch (op, op->other_arch);
1286 } 1281 }
1287 1282
1288 // lamps and torches auf maps don't use up their fuel 1283 // lamps and torches on maps don't use up their fuel
1289 if (op->is_on_map ()) 1284 if (op->is_on_map ())
1290 return; 1285 return;
1291 1286
1292 if (op->stats.food > 0) 1287 if (op->stats.food > 0)
1293 { 1288 {
1299} 1294}
1300 1295
1301void 1296void
1302process_object (object *op) 1297process_object (object *op)
1303{ 1298{
1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1305 return; 1300 return;
1306 1301
1307 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1303 return;
1309 1304
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1312 return; 1307 return;
1313 1308
1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1315 { 1310 {
1316 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1317 1312
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1319 make_sure_seen (op); 1314 make_sure_seen (op);
1320 } 1315 }
1321 1316
1322 if (expect_false ( 1317 if (expect_false (
1323 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1326 )) 1321 ))
1327 { 1322 {
1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1329 { 1324 {
1330 change_object (op); 1325 change_object (op);
1331 return; 1326 return;
1332 } 1327 }
1333 1328
1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1335 generate_monster (op); 1330 generate_monster (op);
1336 1331
1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1338 { 1333 {
1339 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1340 remove_force (op); 1335 remove_force (op);
1341 else 1336 else
1342 { 1337 {
1343 op->remove (); // TODO: really necessary? 1338 op->remove (); // TODO: really necessary?
1344 1339
1345 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1346 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1347 1342
1348 op->drop_and_destroy (); 1343 op->drop_and_destroy ();
1349 } 1344 }
1350 1345
1486 1481
1487 case LAMP: 1482 case LAMP:
1488 case TORCH: 1483 case TORCH:
1489 move_lamp (op); 1484 move_lamp (op);
1490 break; 1485 break;
1491 }
1492}
1493 1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1491}
1492

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