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Comparing deliantra/server/server/time.C (file contents):
Revision 1.60 by root, Thu Jul 5 08:10:30 2007 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* 26/*
25 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 28 * collected in this file.
27 */ 29 */
28#include <global.h> 30#include <global.h>
29#include <spells.h> 31#include <spells.h>
30#include <sproto.h> 32#include <sproto.h>
31 33
32/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
33 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
34 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
35 */ 37 */
36void 38void
37remove_door (object *op) 39remove_door (object *op)
38{ 40{
39 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
40 object *tmp; 43 object *tmp;
41 44 mapxy pos (op);
42 for (i = 1; i < 9; i += 2) 45 pos.move (i);
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
44 { 48 {
45 tmp->set_speed (0.1f); 49 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 50 tmp->speed_left = -0.2f;
47 } 51 }
52 }
48 53
49 if (op->other_arch) 54 if (op->other_arch)
50 { 55 {
51 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
52 tmp->x = op->x; 57 tmp->x = op->x;
53 tmp->y = op->y; 58 tmp->y = op->y;
54 tmp->map = op->map; 59 tmp->map = op->map;
55 tmp->level = op->level; 60 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
57 } 62 }
58 63
59 op->destroy (); 64 op->drop_and_destroy ();
60} 65}
61 66
62void 67void
63remove_door2 (object *op) 68remove_door2 (object *op)
64{ 69{
65 int i; 70 int i;
66 object *tmp; 71 object *tmp;
67 72
68 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
69 { 74 {
70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
71 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */ 77 { /* same key both doors */
73 tmp->set_speed (0.1f); 78 tmp->set_speed (0.1f);
74 tmp->speed_left = -0.2f; 79 tmp->speed_left = -0.2f;
75 } 80 }
76 } 81 }
77 82
78 if (op->other_arch) 83 if (op->other_arch)
79 { 84 {
80 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
81 tmp->x = op->x; 86 tmp->x = op->x;
82 tmp->y = op->y; 87 tmp->y = op->y;
83 tmp->map = op->map; 88 tmp->map = op->map;
84 tmp->level = op->level; 89 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
86 } 91 }
87 92
88 op->destroy (); 93 op->drop_and_destroy ();
89} 94}
90 95
91void 96static void
92generate_monster (object *gen) 97generate_monster (object *gen)
93{ 98{
94 if (!gen->map) 99 if (!gen->map)
95 return; 100 return;
96 101
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 103 return;
99 104
105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
100 object *op; 110 object *op;
111 int dir;
101 112
102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 113 if (gen->flag [FLAG_CONTENT_ON_GEN])
103 { 114 {
104 // either copy one item from the inventory... 115 // either copy one item from the inventory...
105 if (!gen->inv) 116 if (!gen->inv)
106 return; 117 return;
107 118
109 int index = 0; 120 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index)) 122 if (!rndm (++index))
112 op = tmp; 123 op = tmp;
113 124
114 op = object_create_clone (op); 125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
115 128
116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
117 unflag_inv (op, FLAG_IS_A_TEMPLATE); 132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 } 133 }
119 else if (gen->other_arch) 134 else if (gen->other_arch)
120 { 135 {
121 // ...or use other_arch 136 // ...or use other_arch
122 op = arch_to_object (gen->other_arch); 137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
138 if (dir < 0)
139 return;
140
141 op = gen->other_arch->instance ();
123 } 142 }
124 else 143 else
125 return; 144 return;
126 145
127 op->expand_tail (); 146 op->expand_tail ();
128 147
129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 148 mapxy pos (gen); pos.move (dir);
130 if (i >= 0) 149
150 if (pos.insert (op, gen))
131 { 151 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9)) 152 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
136 154
137 if (op->has_random_items ()) 155 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139 157
140 return; 158 return;
141 }
142 } 159 }
143 160
144 op->destroy (); 161 op->destroy ();
145} 162}
146 163
147void 164static void
148remove_force (object *op) 165remove_force (object *op)
149{ 166{
150 fprintf (stderr, "duration %s %d\n", &op->name, op->duration);//D
151 if (--op->duration > 0) 167 if (--op->duration > 0)
152 return; 168 return;
153 169
154 if (op->env) 170 if (op->env)
155 switch (op->subtype) 171 switch (op->subtype)
156 { 172 {
157 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
158 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
159 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
160 176
161 default: 177 default:
162 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
163 change_abil (op->env, op); 179 change_abil (op->env, op);
164 op->env->update_stats (); 180 op->env->update_stats ();
165 } 181 }
166 182
167 op->destroy (); 183 op->destroy ();
168} 184}
169 185
170void 186static void
171remove_blindness (object *op) 187remove_blindness (object *op)
172{ 188{
173 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
174 return; 190 return;
175 191
176 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
177 193
178 if (op->env) 194 if (op->env)
179 { 195 {
180 change_abil (op->env, op); 196 change_abil (op->env, op);
181 op->env->update_stats (); 197 op->env->update_stats ();
182 } 198 }
183 199
184 op->destroy (); 200 op->destroy ();
185} 201}
186 202
187void 203static void
188poison_more (object *op) 204poison_more (object *op)
189{ 205{
190 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
191 { 207 {
192 op->destroy (); 208 op->destroy ();
193 return; 209 return;
194 } 210 }
195 211
198 /* need to unapply the object before update_stats is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
199 * will not do anything. 215 * will not do anything.
200 */ 216 */
201 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
202 { 218 {
203 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
204 op->env->update_stats (); 220 op->env->update_stats ();
205 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
206 } 222 }
207 223
208 op->destroy (); 224 op->destroy ();
217 233
218 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
219} 235}
220 236
221 237
222void 238static void
223move_gate (object *op) 239move_gate (object *op)
224{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
225 object *tmp; 241 object *tmp;
226 242
227 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
228 { 244 {
229 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
230 op->stats.wc = 0; 246 op->stats.wc = 0;
231 } 247 }
232 248
233 /* We're going down */
234 if (op->value) 249 if (op->value)
235 { 250 {
251 /* We're going down */
236 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
237 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
238 op->stats.wc = 0; 254 op->stats.wc = 0;
239 if (op->arch->speed) 255 if (op->arch->has_active_speed ())
240 op->value = 0; 256 op->value = 0;
241 else 257 else
242 op->set_speed (0); 258 op->set_speed (0);
243 } 259 }
244 260
245 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
246 { 262 {
247 op->move_block = 0; 263 op->move_block = 0;
248 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
249 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
250 } 266 }
251
252 SET_ANIMATION (op, op->stats.wc);
253 update_object (op, UP_OBJ_CHANGE);
254 return;
255 }
256
257 /* We're going up */
258
259 /* First, lets see if we are already at the top */
260 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
261 {
262
263 /* Check to make sure that only non pickable and non rollable
264 * objects are above the gate. If so, we finish closing the gate,
265 * otherwise, we fall through to the code below which should lower
266 * the gate slightly.
267 */
268
269 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
270 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
271 break;
272
273 if (tmp == NULL)
274 {
275 if (op->arch->speed)
276 op->value = 1;
277 else
278 op->set_speed (0);
279
280 return;
281 }
282 }
283
284 if (op->stats.food)
285 { /* The gate is going temporarily down */
286 if (--op->stats.wc <= 0)
287 { /* Gone all the way down? */
288 op->stats.food = 0; /* Then let's try again */
289 op->stats.wc = 0;
290 }
291 } 267 }
292 else 268 else
269 {
270 /* We're going up */
271
272 /* First, lets see if we are already at the top */
273 if (op->stats.wc == op->anim_frames () - 1)
274 {
275 /* Check to make sure that only non pickable and non rollable
276 * objects are above the gate. If so, we finish closing the gate,
277 * otherwise, we fall through to the code below which should lower
278 * the gate slightly.
279 */
280
281 for (tmp = op->above; tmp; tmp = tmp->above)
282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
283 break;
284
285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
293 { /* The gate is still going up */ 305 { /* The gate is still going up */
294 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
295 308
296 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
297 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
298
299 /* If there is something on top of the gate, we try to roll it off. 309 /* If there is something on top of the gate, we try to roll it off.
300 * If a player/monster, we don't roll, we just hit them with damage 310 * If a player/monster, we don't roll, we just hit them with damage
301 */ 311 */
302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
303 { 313 {
304 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
305 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ; 317 ;
308 318
309 if (tmp) 319 if (tmp)
310 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 320 {
313 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
314
315 if (tmp->type == PLAYER)
316 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
317 }
318 else
319 /* If the object is not alive, and the object either can
320 * be picked up or the object rolls, move the object
321 * off the gate.
322 */
323 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
324 {
325 /* If it has speed, it should move itself, otherwise: */
326 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
327
328 /* If there is a free spot, move the object someplace */
329 if (i != -1)
330 { 322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
341 mapxy pos (tmp);
342 pos.move (i);
343 if (pos.normalise ())
331 tmp->remove (); 344 tmp->move_to (pos);
332 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
333 insert_ob_in_map (tmp, op->map, op, 0);
334 } 346 }
335 } 347 }
336 }
337 348
338 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
339 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
340 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
341 break; 352 break;
342 353
343 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
344 if (tmp) 355 if (tmp)
345 {
346 op->stats.food = 1; 356 op->stats.food = 1;
347 }
348 else 357 else
349 { 358 {
350 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
351 if (!op->arch->stats.ac) 361 if (!op->arch->stats.ac)
352 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
353 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
354 } 365 }
355 } /* gate is halfway up */ 366 } /* gate is halfway up */
356
357 SET_ANIMATION (op, op->stats.wc);
358 update_object (op, UP_OBJ_CHANGE);
359 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
360} 371}
361 372
362/* hp : how long door is open/closed 373/* hp : how long door is open/closed
363 * maxhp : initial value for hp 374 * maxhp : initial value for hp
364 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
365 */ 376 */
366void 377static void
367move_timed_gate (object *op) 378move_timed_gate (object *op)
368{ 379{
369 int v = op->value; 380 int v = op->value;
370 381
371 if (op->stats.sp) 382 if (op->stats.sp)
372 { 383 {
373 move_gate (op); 384 move_gate (op);
385
374 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
375 op->stats.sp = 0; 387 op->stats.sp = 0;
376 return; 388 return;
377 } 389 }
390
378 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
379 { /* keep gate down */ 392 { /* keep gate down */
380 move_gate (op); 393 move_gate (op);
394
381 if (op->value != v) 395 if (op->value != v)
382 op->set_speed (0); 396 op->set_speed (0);
383 } 397 }
384} 398}
385 399
387 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
388 * connected: connected value of detector 402 * connected: connected value of detector
389 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
390 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
391 */ 405 */
392 406static void
393void
394move_detector (object *op) 407move_detector (object *op)
395{ 408{
396 object *tmp; 409 object *tmp;
397 int last = op->value; 410 int last = op->value;
398 int detected; 411 int detected;
399 412
400 detected = 0; 413 detected = 0;
401 414
402 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 415 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
403 { 416 {
404 object *tmp2; 417 object *tmp2;
405 418
406 if (op->stats.hp) 419 if (op->stats.hp)
407 { 420 {
425 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
426 { 439 {
427 if (detected && last == 0) 440 if (detected && last == 0)
428 { 441 {
429 op->value = 1; 442 op->value = 1;
430 push_button (op); 443 push_button (op, tmp);
431 } 444 }
445
432 if (!detected && last == 1) 446 if (!detected && last == 1)
433 { 447 {
434 op->value = 0; 448 op->value = 0;
435 push_button (op); 449 push_button (op, tmp);
436 } 450 }
437 } 451 }
438 else 452 else
439 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
440 if (detected && last == 1) 454 if (detected && last == 1)
441 { 455 {
442 op->value = 0; 456 op->value = 0;
443 push_button (op); 457 push_button (op, tmp);
444 } 458 }
459
445 if (!detected && last == 0) 460 if (!detected && last == 0)
446 { 461 {
447 op->value = 1; 462 op->value = 1;
448 push_button (op); 463 push_button (op, tmp);
449 } 464 }
450 } 465 }
451} 466}
452
453 467
454void 468void
455animate_trigger (object *op) 469animate_trigger (object *op)
456{ 470{
457 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
458 { 472 {
459 op->stats.wc = 0; 473 op->stats.wc = 0;
460 check_trigger (op, NULL); 474 check_trigger (op, NULL);
461 } 475 }
462 else 476 else
463 { 477 op->update_anim_frame (op->stats.wc);
464 SET_ANIMATION (op, op->stats.wc);
465 update_object (op, UP_OBJ_FACE);
466 }
467} 478}
468 479
469void 480static void
470move_hole (object *op) 481move_hole (object *op)
471{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
472 object *next, *tmp;
473
474 if (op->value) 483 if (op->value)
475 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
476 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
477 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
478 op->stats.wc = 0; 489 op->stats.wc = 0;
479 op->set_speed (0); 490 op->set_speed (0);
480 491
481 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
482 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
483 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
484 { 495 {
485 next = tmp->above; 496 next = tmp->above;
486 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
487 } 498 }
488 } 499 }
489 500 }
490 SET_ANIMATION (op, op->stats.wc); 501 else
491 update_object (op, UP_OBJ_FACE);
492 return;
493 } 502 {
494 /* We're closing */ 503 /* We're closing */
495 op->move_on = 0; 504 op->move_on = 0;
496 505
497 op->stats.wc++; 506 op->stats.wc++;
498 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
499 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
500 509 op->stats.wc = op->anim_frames () - 1;
501 SET_ANIMATION (op, op->stats.wc);
502 update_object (op, UP_OBJ_FACE);
503 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
504 op->set_speed (0); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
511 }
512 }
513
514 op->update_anim_frame (op->stats.wc);
505} 515}
506 516
507 517
508/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
509 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
529 { 539 {
530 object *payload = op->inv; 540 object *payload = op->inv;
531 541
532 if (payload == NULL) 542 if (payload == NULL)
533 return NULL; 543 return NULL;
544
534 payload->remove (); 545 payload->remove ();
535 op->destroy (); 546 op->destroy ();
536 return payload; 547 return payload;
537 } 548 }
538 549
555fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
556{ 567{
557 if (map == NULL) 568 if (map == NULL)
558 return; 569 return;
559 570
560 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
561 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
562 else if (op->type == ARROW) 573 else if (op->type == ARROW)
563 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
564} 575}
565 576
581 592
582 // restore original wc, dam, attacktype and slaying 593 // restore original wc, dam, attacktype and slaying
583 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
584 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
585 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
597 op->slaying = op->custom_name;
586 598
587 if (op->spellarg)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = 0;
592 }
593 else
594 op->slaying = 0;
595
596 /* Reset these to zero, so that object::can_merge will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
597 op->spellarg = NULL; 600 op->custom_name = 0;
598 op->stats.sp = 0; 601 op->stats.sp = 0;
599 op->stats.hp = 0; 602 op->stats.hp = 0;
600 op->stats.grace = 0; 603 op->stats.grace = 0;
601 op->level = 0; 604 op->level = 0;
602 op->face = op->arch->face; 605 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 606 op->owner = 0;
607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
604 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
605 return op; 612 return op;
606} 613}
607 614
608/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
609 * has to stop. Sept 96 - I added in thrown object code in 616 * has to stop. Sept 96 - I added in thrown object code in
618 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
619 return; 626 return;
620 627
621 if (op->inv) 628 if (op->inv)
622 { 629 {
630 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 631 object *payload = op->inv;
624 632
625 payload->remove ();
626 payload->owner = 0; 633 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 635 op->destroy ();
629 } 636 }
630 else 637 else
634 if (op) 641 if (op)
635 merge_ob (op, 0); 642 merge_ob (op, 0);
636 } 643 }
637} 644}
638 645
639/* Move an arrow along its course. op is the arrow or thrown object. 646/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
640 */ 647 */
641void 648void
642move_arrow (object *op) 649move_arrow (object *op)
643{ 650{
644 object *tmp;
645 sint16 new_x, new_y;
646 int was_reflected, mflags; 651 int was_reflected;
647 maptile *m;
648 652
649 if (op->map == NULL) 653 if (!op->map)
650 { 654 {
651 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
652 op->destroy (); 656 op->destroy ();
653 return; 657 return;
654 } 658 }
655 659
656 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
662 * is if the player throws a bomb - the bomb explodes on its own, 666 * is if the player throws a bomb - the bomb explodes on its own,
663 * but this object sticks around. We could handle the cleanup in the 667 * but this object sticks around. We could handle the cleanup in the
664 * bomb code, but there are potential other cases where that could happen, 668 * bomb code, but there are potential other cases where that could happen,
665 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
666 */ 670 */
667 if (op->inv == NULL) 671 if (!op->inv)
668 { 672 {
669 op->destroy (); 673 op->destroy ();
670 return; 674 return;
671 } 675 }
672 676
675 stop_arrow (op); 679 stop_arrow (op);
676 return; 680 return;
677 } 681 }
678 } 682 }
679 683
684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
685 * about 17 squares. Tune as needed.
686 */
687 op->set_speed (op->speed - 0.05);
688
680 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
681 values look rediculous. */ 690 values look ridiculous. */
682 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
683 { 692 {
684 stop_arrow (op); 693 stop_arrow (op);
685 return; 694 return;
686 } 695 }
687 696
688 /* Calculate target map square */ 697 /* Calculate target map square */
689 new_x = op->x + DIRX (op);
690 new_y = op->y + DIRY (op);
691 was_reflected = 0; 698 was_reflected = 0;
692 699
693 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
694 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
695 701
696 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
697 { 703 {
698 stop_arrow (op); 704 stop_arrow (op);
699 return; 705 return;
700 } 706 }
701 707
702 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
703 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
704 { 710 {
705 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
706 if (QUERY_FLAG (tmp, FLAG_ALIVE))
707 break;
708 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
709 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
710 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
711 * move into it. 718 * move into it.
712 */ 719 */
713 if (tmp && tmp != op->owner) 720
714 {
715 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
716 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
717 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
718 */ 724 */
719 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
720 { 726 {
721 int number = op->face;
722
723 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
724 update_turn_face (op); 728 update_turn_face (op);
725 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
726 } 730 }
727 else 731 else
728 { 732 {
729 /* Attack the object. */ 733 /* Attack the object. */
730 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
731 735
732 if (!op) 736 if (!op)
733 return; 737 return;
734 } 738 }
735 } /* if this is not hitting its owner */
736 } /* if there is something alive on this space */
737 739
738 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 740 break;
741 }
742 }
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
739 { 745 {
740 int retry = 0; 746 int retry = 0;
741 747
742 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
743 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
744 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
745 * Mapmakers shouldn't put monsters on top of wall in the first 751 * Mapmakers shouldn't put monsters on top of wall in the first
746 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
747 */ 753 */
748 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
749 { 755 {
750 stop_arrow (op); 756 stop_arrow (op);
751 return; 757 return;
752 } 758 }
753 else 759 else
756 if (op->direction & 1) 762 if (op->direction & 1)
757 { 763 {
758 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
759 retry = 1; 765 retry = 1;
760 } 766 }
767
761 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
762 * use this retry here to make this one block 769 * use this retry here to make this one block
763 * that did the same thing. 770 * that did the same thing.
764 */ 771 */
765 while (retry < 2) 772 while (retry < 2)
766 { 773 {
767 int left, right, mflags;
768 maptile *m1;
769 sint16 x1, y1;
770
771 retry++; 774 retry++;
772 775
773 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
774 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
775 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
776 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
777 */ 780 */
778 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
779 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
780 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
781 783
782 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
783 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
784 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
785 786
786 if (left == right) 787 if (left == right)
787 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
788 else if (left) 789 else if (left)
789 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
790 else if (right) 791 else if (right)
791 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
792 793
793 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
794
795 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
796 * don't need to retry again. 795 * don't need to retry again.
797 */ 796 */
798 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
799 break; 799 break;
800
801 } 800 }
801
802 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
803 * top it from moving. 803 * stop it from moving.
804 */ 804 */
805 if (retry == 2) 805 if (retry == 2)
806 { 806 {
807 stop_arrow (op); 807 stop_arrow (op);
808 return; 808 return;
809 } 809 }
810
810 /* update object image for new facing */ 811 /* update object image for new facing */
811 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
812 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
813 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
814 } /* object is reflected */ 815 } /* object is reflected */
815 } /* object ran into a wall */ 816 } /* object ran into a wall */
816 817
817 /* Move the arrow. */ 818 /* Move the arrow. */
818 op->remove (); 819 op->move_to (pos);
819 op->x = new_x;
820 op->y = new_y;
821
822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823 * about 17 squares. Tune as needed.
824 */
825 op->speed -= 0.05;
826 insert_ob_in_map (op, m, op, 0);
827} 820}
828 821
829/* This routine doesnt seem to work for "inanimate" objects that 822static void
830 * are being carried, ie a held torch leaps from your hands!.
831 * Modified this routine to allow held objects. b.t. */
832
833void
834change_object (object *op) 823change_object (object *op)
835{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
836 int i, j;
837
838 if (op->other_arch == NULL) 825 if (!op->other_arch)
839 { 826 {
840 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
841 return; 828 return;
842 } 829 }
843 830
844 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
845 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
846 { 833 {
847 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
848 return; 835 return;
836
837 op->stats.food = 1; /* so 1 other_arch is made */
838 }
839
840 object *env = op->env;
841
842 op->remove ();
843 for (int i = 0; i < op->stats.food; i++)
844 {
845 object *tmp = op->other_arch->instance ();
846
847 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
848
849 if (env)
850 env->insert (tmp);
849 else 851 else
850 op->stats.food = 1; /* so 1 other_arch is made */
851 }
852
853 object *pl = op->in_player ();
854 object *env = op->env;
855
856 op->remove ();
857 for (i = 0; i < NROFNEWOBJS (op); i++)
858 {
859 object *tmp = arch_to_object (op->other_arch);
860
861 if (op->type == LAMP)
862 tmp->stats.food = op->stats.food - 1;
863
864 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
865 if (env)
866 {
867 tmp->x = env->x, tmp->y = env->y;
868 tmp = insert_ob_in_ob (tmp, env);
869
870 /* If this object is the players inventory, we need to tell the
871 * client of the change. Insert_ob_in_map takes care of the
872 * updating the client, so we don't need to do that below.
873 */
874 if (pl)
875 {
876 esrv_del_item (pl->contr, op->count);
877 esrv_send_item (pl, tmp);
878 }
879 } 852 {
880 else
881 {
882 j = find_first_free_spot (tmp, op->map, op->x, op->y); 853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
883 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
884 tmp->destroy (); 856 tmp->destroy ();
885 else 857 else
886 { 858 {
887 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
888 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
889 } 863 }
890 } 864 }
891 } 865 }
892 866
893 op->destroy (); 867 op->destroy ();
910 884
911 if (op->head) 885 if (op->head)
912 head = op->head; 886 head = op->head;
913 887
914 for (tmp = op->above; tmp; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
916 break; 890 break;
917 891
918 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
920 return; 894 return;
921 895
922 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
923 { 897 {
924 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
949 else 923 else
950 { 924 {
951 /* Random teleporter */ 925 /* Random teleporter */
952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
953 return; 927 return;
928
954 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
955 } 930 }
956} 931}
957 932
958/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 935 This was invented for giving classes, but there's no reason it
961 can't be generalized. 936 can't be generalized.
962*/ 937*/
963void 938static void
964move_player_changer (object *op) 939move_player_changer (object *op)
965{ 940{
966 object *player;
967 object *walk;
968
969 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
970 return; 942 return;
971 943
972 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
973 * needs to be on top. 945 * needs to be on top.
974 */ 946 */
975 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
976 { 948 {
949 object *player = op->above;
950
977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
978 return; 952 return;
979 953
980 player = op->above;
981
982 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
983 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
984 956
985 player->update_stats (); 957 player->update_stats ();
986 958
987 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1025 } 997 }
1026 998
1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1028} 1000}
1029 1001
1030/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1031 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1032 * 1004 *
1033 * a player mover finds any players that are sitting on it. It 1005 * a player mover finds any players that are sitting on it. It
1034 * moves them in the op->stats.sp direction. speed is how often it'll move. 1006 * moves them in the op->stats.sp direction. speed is how often it'll move.
1035 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1007 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1036 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1008 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1037 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1010 */
1039void 1011static void
1040move_player_mover (object *op) 1012move_player_mover (object *op)
1041{ 1013{
1042 int dir = op->stats.sp; 1014 int dir = 0;
1043 sint16 nx, ny;
1044 maptile *m;
1045
1046 /* Determine direction now for random movers so we do the right thing */
1047 if (!dir)
1048 dir = rndm (1, 8);
1049 1015
1050 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1051 { 1017 {
1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1053 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1054 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1055 1041
1056 if (victim->head) 1042 if (victim->head)
1057 victim = victim->head; 1043 victim = victim->head;
1058 1044
1059 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1060 {
1061 op->remove ();
1062 return;
1063 }
1064
1065 nx = op->x + freearr_x[dir];
1066 ny = op->y + freearr_y[dir];
1067 m = op->map;
1068 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1069 {
1070 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1071 return;
1072 }
1073
1074 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1075 return; 1046 return;
1076 1047
1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1078 { 1049 {
1079 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1080 nextmover->speed_left = -.99f; 1051 nextmover->speed_left = -.99f;
1081 1052
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1054 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1084 } 1055 }
1085 1056
1086 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1087 { 1058 {
1088 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1089 if (op->level) 1060 if (op->level)
1090 { 1061 {
1091 /* Following is a bit of hack. We need to make sure it 1062 /* Following is a bit of hack. We need to make sure it
1092 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1094 * get to this space. 1065 * get to this space.
1095 */ 1066 */
1096 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1097 victim->speed_left = 1.f; 1068 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1069 move_player (victim, dir);
1099 } 1070 }
1100 else 1071 else
1101 return; 1072 return;
1102 } 1073 }
1103 else 1074 else
1104 move_object (victim, dir); 1075 victim->move (dir);
1105 1076
1106 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1108 1079
1109 if (op->attacktype) 1080 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1111 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1082 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1112 } 1083 }
1113 } 1084 }
1114 } 1085 }
1115} 1086}
1116 1087
1154 break; 1125 break;
1155 } 1126 }
1156 } 1127 }
1157} 1128}
1158 1129
1159/* move_creator (by peterm) 1130/* move_creator (by peterm)
1160 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1161 * connected: what will trigger it 1132 * connected: what will trigger it
1162 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1163 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1164 * everytime it's triggered 1135 * everytime it's triggered
1167 * has to make sure that there is in fact space for the object. 1138 * has to make sure that there is in fact space for the object.
1168 * It should really do this for small objects also, but there is 1139 * It should really do this for small objects also, but there is
1169 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1170 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1171*/ 1142*/
1172
1173void 1143void
1174move_creator (object *creator) 1144move_creator (object *creator)
1175{ 1145{
1176 object *new_ob; 1146 object *new_ob;
1177 1147
1178 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1179 { 1149 {
1180 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1181 return; 1151 return;
1182 } 1152 }
1183 1153
1184 if (creator->inv != NULL) 1154 if (creator->inv)
1185 { 1155 {
1186 object *ob; 1156 object *ob;
1187 int i; 1157 int i;
1188 object *ob_to_copy; 1158 object *ob_to_copy;
1189 1159
1190 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1191 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1192 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1193 { 1163 {
1194 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1195 { 1165 {
1196 ob_to_copy = ob; 1166 ob_to_copy = ob;
1197 } 1167 }
1198 } 1168 }
1199 new_ob = object_create_clone (ob_to_copy); 1169
1200 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1201 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1202 } 1173 }
1203 else 1174 else
1204 { 1175 {
1205 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1206 { 1177 {
1207 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1178 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1208 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1209 return; 1180 return;
1210 } 1181 }
1212 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1213 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1214 } 1185 }
1215 1186
1216 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1217 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1188 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1218 { 1189 {
1219 new_ob->destroy (); 1190 new_ob->destroy ();
1220 return; 1191 return;
1221 } 1192 }
1222 1193
1194 // for now lets try to identify everything generated here, it mostly
1195 // happens automated, so this will at least fix many identify-experience holes
1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1198
1223 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1224 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1225 return; 1201 return;
1226 1202
1227 if (creator->slaying) 1203 if (creator->slaying)
1228 {
1229 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1230 }
1231} 1205}
1232 1206
1233/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1234 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1235 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1245 { 1219 {
1246 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1247 if (object *force = tmp->force_find (op->name)) 1221 if (object *force = tmp->force_find (op->name))
1248 force->destroy (); 1222 force->destroy ();
1249 1223
1250 if (!tmp->force_find (op->slaying)) 1224 if (op->slaying && !tmp->force_find (op->slaying))
1251 { 1225 {
1252 tmp->force_add (op->slaying, op->stats.food); 1226 tmp->force_add (op->slaying, op->stats.food);
1253 1227
1254 if (op->msg) 1228 if (op->msg)
1255 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1267 } 1241 }
1268 } 1242 }
1269 } 1243 }
1270} 1244}
1271 1245
1246// mapscript objects activate themselves (only) then their timer fires
1247// TODO: maybe they should simply trigger the link like any other object?
1248static void
1249move_mapscript (object *op)
1250{
1251 op->set_speed (0);
1252 cfperl_mapscript_activate (op, true, op, 0);
1253}
1254
1255static void
1256move_lamp (object *op)
1257{
1258 // if the lamp/torch is off, we should disable it.
1259 if (!op->glow_radius)
1260 {
1261 op->set_speed (0);
1262 return;
1263 }
1264 else
1265 {
1266 // check whether the face might need to be updated
1267 // (currently this is needed to have already switched on torches
1268 // on maps, as they just set the glow_radius in the archetype)
1269 if (op->other_arch
1270 && (
1271 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1272 || (op->flag [FLAG_ANIMATE]
1273 ? (op->animation_id != op->other_arch->animation_id)
1274 : (op->face != op->other_arch->face))
1275 ))
1276 get_animation_from_arch (op, op->other_arch);
1277 }
1278
1279 // lamps and torches on maps don't use up their fuel
1280 if (op->is_on_map ())
1281 return;
1282
1283 if (op->stats.food > 0)
1284 {
1285 op->stats.food--;
1286 return;
1287 }
1288
1289 apply_lamp (op, false);
1290}
1291
1272void 1292void
1273process_object (object *op) 1293process_object (object *op)
1274{ 1294{
1275 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1276 return; 1296 return;
1277 1297
1278 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1279 return; 1299 return;
1280 1300
1281 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1282 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1283 return; 1303 return;
1284 1304
1285 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1286 { 1306 {
1287 animate_object (op, op->contr ? op->facing : op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1288 1308
1289 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1290 make_sure_seen (op); 1310 make_sure_seen (op);
1291 } 1311 }
1292 1312
1293 if (expect_false ( 1313 if (ecb_expect_false (
1294 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1295 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1296 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1297 )) 1317 ))
1298 { 1318 {
1299 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1300 { 1320 {
1301 change_object (op); 1321 change_object (op);
1302 return; 1322 return;
1303 } 1323 }
1304 1324
1305 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1306 generate_monster (op); 1326 generate_monster (op);
1307 1327
1308 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1309 { 1329 {
1310 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1311 remove_force (op); 1331 remove_force (op);
1312 else 1332 else
1313 { 1333 {
1314 /* If necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1315 object *pl = op->in_player ();
1316 1335
1317 if (pl)
1318 esrv_del_item (pl->contr, op->count);
1319
1320 op->remove ();
1321
1322 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1323 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1324 1338
1325 op->destroy (); 1339 op->drop_and_destroy ();
1326 } 1340 }
1327 1341
1328 return; 1342 return;
1329 } 1343 }
1330 } 1344 }
1454 1468
1455 case PLAYER: 1469 case PLAYER:
1456 // players have their own speed-management, so undo the --speed_left 1470 // players have their own speed-management, so undo the --speed_left
1457 ++op->speed_left; 1471 ++op->speed_left;
1458 break; 1472 break;
1459 }
1460}
1461 1473
1474 case MAPSCRIPT:
1475 move_mapscript (op);
1476 break;
1477
1478 case LAMP:
1479 case TORCH:
1480 move_lamp (op);
1481 break;
1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1487}
1488

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