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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 1.118 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 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))
243 { 243 {
244 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));
245 op->stats.wc = 0; 245 op->stats.wc = 0;
246 } 246 }
247 247
248 /* We're going down */ 248 /* We're going down */
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);
272 /* We're going up */ 272 /* We're going up */
273 273
274 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 { 276 {
277
278 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
279 * 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,
280 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
281 * the gate slightly. 280 * the gate slightly.
282 */ 281 */
283 282
284 for (tmp = op->above; tmp; tmp = tmp->above) 283 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)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
286 break; 285 break;
287 286
288 if (!tmp) 287 if (!tmp)
289 { 288 {
290 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
291 op->value = 1; 290 op->value = 1;
292 else 291 else
293 op->set_speed (0); 292 op->set_speed (0);
294 293
295 return; 294 return;
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ; 321 ;
323 322
324 if (tmp) 323 if (tmp)
325 { 324 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
327 { 326 {
328 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);
329 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
330 329
331 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
333 } 332 }
334 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
336 * off the gate. 335 * off the gate.
337 */ 336 */
338 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]))
339 { 338 {
340 /* If it has speed, it should move itself, otherwise: */ 339 /* 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); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
342 341
343 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
351 } 350 }
352 } 351 }
353 352
354 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above) 354 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)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
357 break; 356 break;
358 357
359 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
360 if (tmp) 359 if (tmp)
361 op->stats.food = 1; 360 op->stats.food = 1;
362 else 361 else
363 { 362 {
364 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
365 364
366 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
369 } 368 }
370 } /* gate is halfway up */ 369 } /* gate is halfway up */
371 370
372 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
376 375
377/* hp : how long door is open/closed 376/* hp : how long door is open/closed
378 * maxhp : initial value for hp 377 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
380 */ 379 */
381void 380static void
382move_timed_gate (object *op) 381move_timed_gate (object *op)
383{ 382{
384 int v = op->value; 383 int v = op->value;
385 384
386 if (op->stats.sp) 385 if (op->stats.sp)
405 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
406 * connected: connected value of detector 405 * connected: connected value of detector
407 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
408 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
409 */ 408 */
410 409static void
411void
412move_detector (object *op) 410move_detector (object *op)
413{ 411{
414 object *tmp; 412 object *tmp;
415 int last = op->value; 413 int last = op->value;
416 int detected; 414 int detected;
483 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
484 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
485 } 483 }
486} 484}
487 485
488void 486static void
489move_hole (object *op) 487move_hole (object *op)
490{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
491 if (op->value) 489 if (op->value)
492 { /* We're opening */ 490 { /* We're opening */
493 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
503 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
504 } 502 }
505 } 503 }
506 504
507 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
508 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
509 return; 507 return;
510 } 508 }
511 509
512 /* We're closing */ 510 /* We're closing */
513 op->move_on = 0; 511 op->move_on = 0;
514 512
515 op->stats.wc++; 513 op->stats.wc++;
516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
517 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518 516
519 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
520 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
522 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
523} 521}
524 522
525 523
526/* 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
574fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
575{ 573{
576 if (map == NULL) 574 if (map == NULL)
577 return; 575 return;
578 576
579 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
580 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
581 else if (op->type == ARROW) 579 else if (op->type == ARROW)
582 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
583} 581}
584 582
647 if (op) 645 if (op)
648 merge_ob (op, 0); 646 merge_ob (op, 0);
649 } 647 }
650} 648}
651 649
652/* 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.
653 */ 651 */
654void 652void
655move_arrow (object *op) 653move_arrow (object *op)
656{ 654{
657 int was_reflected; 655 int was_reflected;
658 656
659 if (!op->map) 657 if (!op->map)
660 { 658 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy (); 660 op->destroy ();
663 return; 661 return;
664 } 662 }
665 663
666 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
685 stop_arrow (op); 683 stop_arrow (op);
686 return; 684 return;
687 } 685 }
688 } 686 }
689 687
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
690 /* 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
691 values look rediculous. */ 694 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
693 { 696 {
694 stop_arrow (op); 697 stop_arrow (op);
695 return; 698 return;
696 } 699 }
697 700
710 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
711 { 714 {
712 object *tmp; 715 object *tmp;
713 716
714 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
716 break; 719 break;
717 720
718 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
720 * move into it. 723 * move into it.
723 { 726 {
724 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
727 */ 730 */
728 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))
729 { 732 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
733 update_turn_face (op); 734 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
735 } 736 }
736 else 737 else
752 * 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
753 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
754 * 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
755 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
756 */ 757 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
758 { 759 {
759 stop_arrow (op); 760 stop_arrow (op);
760 return; 761 return;
761 } 762 }
762 else 763 else
816 if (op->has_anim ()) 817 if (op->has_anim ())
817 op->set_anim_frame (op->direction); 818 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 819 } /* object is reflected */
819 } /* object ran into a wall */ 820 } /* object ran into a wall */
820 821
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. */ 822 /* Move the arrow. */
827 op->move_to (pos); 823 op->move_to (pos);
828} 824}
829 825
830static void 826static void
831change_object (object *op) 827change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch) 829 if (!op->other_arch)
836 { 830 {
837 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 ());
838 return; 832 return;
839 } 833 }
840 834
841 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
843 { 837 {
844 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
845 return; 839 return;
846 840
847 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
848 } 842 }
849 843
850 object *env = op->env; 844 object *env = op->env;
851 845
852 op->remove (); 846 op->remove ();
853 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
854 { 848 {
855 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
856 850
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858 852
859 if (env) 853 if (env)
860 env->insert (tmp); 854 env->insert (tmp);
861 else 855 else
862 { 856 {
863 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
864 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
865 tmp->destroy (); 860 tmp->destroy ();
866 else 861 else
867 { 862 {
868 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
893 888
894 if (op->head) 889 if (op->head)
895 head = op->head; 890 head = op->head;
896 891
897 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
899 break; 894 break;
900 895
901 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
903 return; 898 return;
904 899
905 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
906 { 901 {
907 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
942/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
943 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
944 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
945 can't be generalized. 940 can't be generalized.
946*/ 941*/
947void 942static void
948move_player_changer (object *op) 943move_player_changer (object *op)
949{ 944{
950 object *player;
951 object *walk;
952
953 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
954 return; 946 return;
955 947
956 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
957 * needs to be on top. 949 * needs to be on top.
958 */ 950 */
959 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
960 { 952 {
953 object *player = op->above;
954
961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
962 return; 956 return;
963 957
964 player = op->above;
965
966 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
967 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
968 960
969 player->update_stats (); 961 player->update_stats ();
970 962
971 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1009 } 1001 }
1010 1002
1011 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);
1012} 1004}
1013 1005
1014/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1015 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1016 * 1008 *
1017 * 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
1018 * 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.
1019 * 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,
1020 * 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,
1021 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1022 */ 1014 */
1023void 1015static void
1024move_player_mover (object *op) 1016move_player_mover (object *op)
1025{ 1017{
1026 int dir = op->stats.sp; 1018 int dir = 0;
1027 sint16 nx, ny;
1028 maptile *m;
1029
1030 /* Determine direction now for random movers so we do the right thing */
1031 if (!dir)
1032 dir = rndm (1, 8);
1033 1019
1034 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1035 { 1021 {
1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1037 (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)
1038 { 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 }
1039 1045
1040 if (victim->head) 1046 if (victim->head)
1041 victim = victim->head; 1047 victim = victim->head;
1042 1048
1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1044 {
1045 op->remove ();
1046 return;
1047 }
1048
1049 nx = op->x + freearr_x[dir];
1050 ny = op->y + freearr_y[dir];
1051 m = op->map;
1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1053 {
1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1055 return;
1056 }
1057
1058 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1059 return; 1050 return;
1060 1051
1061 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)
1062 { 1053 {
1063 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1064 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1065 1056
1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1067 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 */
1068 } 1059 }
1069 1060
1070 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1071 { 1062 {
1083 } 1074 }
1084 else 1075 else
1085 return; 1076 return;
1086 } 1077 }
1087 else 1078 else
1088 move_object (victim, dir); 1079 victim->move (dir);
1089 1080
1090 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1092 1083
1093 if (op->attacktype) 1084 if (op->attacktype)
1094 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1095 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);
1096 } 1087 }
1097 } 1088 }
1098 } 1089 }
1099} 1090}
1100 1091
1156void 1147void
1157move_creator (object *creator) 1148move_creator (object *creator)
1158{ 1149{
1159 object *new_ob; 1150 object *new_ob;
1160 1151
1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1162 { 1153 {
1163 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1164 return; 1155 return;
1165 } 1156 }
1166 1157
1170 int i; 1161 int i;
1171 object *ob_to_copy; 1162 object *ob_to_copy;
1172 1163
1173 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1174 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1175 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++)
1176 { 1167 {
1177 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1178 { 1169 {
1179 ob_to_copy = ob; 1170 ob_to_copy = ob;
1180 } 1171 }
1181 } 1172 }
1173
1182 new_ob = ob_to_copy->deep_clone (); 1174 new_ob = ob_to_copy->deep_clone ();
1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1185 } 1177 }
1186 else 1178 else
1187 { 1179 {
1188 if (!creator->other_arch) 1180 if (!creator->other_arch)
1203 return; 1195 return;
1204 } 1196 }
1205 1197
1206 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1207 // 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
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1209 1202
1210 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);
1211 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1212 return; 1205 return;
1213 1206
1214 if (creator->slaying) 1207 if (creator->slaying)
1215 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1216} 1209}
1254 } 1247 }
1255} 1248}
1256 1249
1257// mapscript objects activate themselves (only) then their timer fires 1250// mapscript objects activate themselves (only) then their timer fires
1258// 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?
1259void 1252static void
1260move_mapscript (object *op) 1253move_mapscript (object *op)
1261{ 1254{
1262 op->set_speed (0); 1255 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0); 1256 cfperl_mapscript_activate (op, true, op, 0);
1264} 1257}
1265 1258
1259static void
1266void move_lamp (object *op) 1260move_lamp (object *op)
1267{ 1261{
1268 // if the lamp/torch is off, we should disable it. 1262 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius) 1263 if (!op->glow_radius)
1270 { 1264 {
1271 op->set_speed (0); 1265 op->set_speed (0);
1300} 1294}
1301 1295
1302void 1296void
1303process_object (object *op) 1297process_object (object *op)
1304{ 1298{
1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1306 return; 1300 return;
1307 1301
1308 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1303 return;
1310 1304
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1313 return; 1307 return;
1314 1308
1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1316 { 1310 {
1317 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1318 1312
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1320 make_sure_seen (op); 1314 make_sure_seen (op);
1321 } 1315 }
1322 1316
1323 if (expect_false ( 1317 if (expect_false (
1324 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1327 )) 1321 ))
1328 { 1322 {
1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1330 { 1324 {
1331 change_object (op); 1325 change_object (op);
1332 return; 1326 return;
1333 } 1327 }
1334 1328
1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1336 generate_monster (op); 1330 generate_monster (op);
1337 1331
1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1339 { 1333 {
1340 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1341 remove_force (op); 1335 remove_force (op);
1342 else 1336 else
1343 { 1337 {
1344 op->remove (); // TODO: really necessary? 1338 op->remove (); // TODO: really necessary?
1345 1339
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1347 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1348 1342
1349 op->drop_and_destroy (); 1343 op->drop_and_destroy ();
1350 } 1344 }
1351 1345
1487 1481
1488 case LAMP: 1482 case LAMP:
1489 case TORCH: 1483 case TORCH:
1490 move_lamp (op); 1484 move_lamp (op);
1491 break; 1485 break;
1492 }
1493}
1494 1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1491}
1492

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