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Comparing deliantra/server/server/time.C (file contents):
Revision 1.61 by root, Thu Jul 12 19:42:14 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 if (--op->duration > 0) 167 if (--op->duration > 0)
151 return; 168 return;
152 169
153 if (op->env) 170 if (op->env)
154 switch (op->subtype) 171 switch (op->subtype)
155 { 172 {
156 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
157 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
158 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");
159 176
160 default: 177 default:
161 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
162 change_abil (op->env, op); 179 change_abil (op->env, op);
163 op->env->update_stats (); 180 op->env->update_stats ();
164 } 181 }
165 182
166 op->destroy (); 183 op->destroy ();
167} 184}
168 185
169void 186static void
170remove_blindness (object *op) 187remove_blindness (object *op)
171{ 188{
172 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
173 return; 190 return;
174 191
175 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
176 193
177 if (op->env) 194 if (op->env)
178 { 195 {
179 change_abil (op->env, op); 196 change_abil (op->env, op);
180 op->env->update_stats (); 197 op->env->update_stats ();
181 } 198 }
182 199
183 op->destroy (); 200 op->destroy ();
184} 201}
185 202
186void 203static void
187poison_more (object *op) 204poison_more (object *op)
188{ 205{
189 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)
190 { 207 {
191 op->destroy (); 208 op->destroy ();
192 return; 209 return;
193 } 210 }
194 211
197 /* 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
198 * will not do anything. 215 * will not do anything.
199 */ 216 */
200 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
201 { 218 {
202 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
203 op->env->update_stats (); 220 op->env->update_stats ();
204 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.");
205 } 222 }
206 223
207 op->destroy (); 224 op->destroy ();
216 233
217 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
218} 235}
219 236
220 237
221void 238static void
222move_gate (object *op) 239move_gate (object *op)
223{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
224 object *tmp; 241 object *tmp;
225 242
226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
227 { 244 {
228 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 ());
229 op->stats.wc = 0; 246 op->stats.wc = 0;
230 } 247 }
231 248
232 /* We're going down */
233 if (op->value) 249 if (op->value)
234 { 250 {
251 /* We're going down */
235 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
236 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
237 op->stats.wc = 0; 254 op->stats.wc = 0;
238 if (op->arch->speed) 255 if (op->arch->has_active_speed ())
239 op->value = 0; 256 op->value = 0;
240 else 257 else
241 op->set_speed (0); 258 op->set_speed (0);
242 } 259 }
243 260
244 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
245 { 262 {
246 op->move_block = 0; 263 op->move_block = 0;
247 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
248 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
249 } 266 }
250
251 SET_ANIMATION (op, op->stats.wc);
252 update_object (op, UP_OBJ_CHANGE);
253 return;
254 }
255
256 /* We're going up */
257
258 /* First, lets see if we are already at the top */
259 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
260 {
261
262 /* Check to make sure that only non pickable and non rollable
263 * objects are above the gate. If so, we finish closing the gate,
264 * otherwise, we fall through to the code below which should lower
265 * the gate slightly.
266 */
267
268 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
269 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
270 break;
271
272 if (tmp == NULL)
273 {
274 if (op->arch->speed)
275 op->value = 1;
276 else
277 op->set_speed (0);
278
279 return;
280 }
281 }
282
283 if (op->stats.food)
284 { /* The gate is going temporarily down */
285 if (--op->stats.wc <= 0)
286 { /* Gone all the way down? */
287 op->stats.food = 0; /* Then let's try again */
288 op->stats.wc = 0;
289 }
290 } 267 }
291 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
292 { /* The gate is still going up */ 305 { /* The gate is still going up */
293 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
294 308
295 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
296 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
297
298 /* 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.
299 * 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
300 */ 311 */
301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
302 { 313 {
303 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
304 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ; 317 ;
307 318
308 if (tmp) 319 if (tmp)
309 {
310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
311 { 320 {
312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
313
314 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 }
317 else
318 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object
320 * off the gate.
321 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 {
324 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
326
327 /* If there is a free spot, move the object someplace */
328 if (i != -1)
329 { 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 ())
330 tmp->remove (); 344 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 346 }
334 } 347 }
335 }
336 348
337 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
339 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])
340 break; 352 break;
341 353
342 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
343 if (tmp) 355 if (tmp)
344 {
345 op->stats.food = 1; 356 op->stats.food = 1;
346 }
347 else 357 else
348 { 358 {
349 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
350 if (!op->arch->stats.ac) 361 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
352 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
353 } 365 }
354 } /* gate is halfway up */ 366 } /* gate is halfway up */
355
356 SET_ANIMATION (op, op->stats.wc);
357 update_object (op, UP_OBJ_CHANGE);
358 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
359} 371}
360 372
361/* hp : how long door is open/closed 373/* hp : how long door is open/closed
362 * maxhp : initial value for hp 374 * maxhp : initial value for hp
363 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
364 */ 376 */
365void 377static void
366move_timed_gate (object *op) 378move_timed_gate (object *op)
367{ 379{
368 int v = op->value; 380 int v = op->value;
369 381
370 if (op->stats.sp) 382 if (op->stats.sp)
371 { 383 {
372 move_gate (op); 384 move_gate (op);
385
373 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 387 op->stats.sp = 0;
375 return; 388 return;
376 } 389 }
390
377 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 392 { /* keep gate down */
379 move_gate (op); 393 move_gate (op);
394
380 if (op->value != v) 395 if (op->value != v)
381 op->set_speed (0); 396 op->set_speed (0);
382 } 397 }
383} 398}
384 399
386 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
387 * connected: connected value of detector 402 * connected: connected value of detector
388 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
389 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
390 */ 405 */
391 406static void
392void
393move_detector (object *op) 407move_detector (object *op)
394{ 408{
395 object *tmp; 409 object *tmp;
396 int last = op->value; 410 int last = op->value;
397 int detected; 411 int detected;
398 412
399 detected = 0; 413 detected = 0;
400 414
401 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)
402 { 416 {
403 object *tmp2; 417 object *tmp2;
404 418
405 if (op->stats.hp) 419 if (op->stats.hp)
406 { 420 {
424 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
425 { 439 {
426 if (detected && last == 0) 440 if (detected && last == 0)
427 { 441 {
428 op->value = 1; 442 op->value = 1;
429 push_button (op); 443 push_button (op, tmp);
430 } 444 }
445
431 if (!detected && last == 1) 446 if (!detected && last == 1)
432 { 447 {
433 op->value = 0; 448 op->value = 0;
434 push_button (op); 449 push_button (op, tmp);
435 } 450 }
436 } 451 }
437 else 452 else
438 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
439 if (detected && last == 1) 454 if (detected && last == 1)
440 { 455 {
441 op->value = 0; 456 op->value = 0;
442 push_button (op); 457 push_button (op, tmp);
443 } 458 }
459
444 if (!detected && last == 0) 460 if (!detected && last == 0)
445 { 461 {
446 op->value = 1; 462 op->value = 1;
447 push_button (op); 463 push_button (op, tmp);
448 } 464 }
449 } 465 }
450} 466}
451
452 467
453void 468void
454animate_trigger (object *op) 469animate_trigger (object *op)
455{ 470{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
457 { 472 {
458 op->stats.wc = 0; 473 op->stats.wc = 0;
459 check_trigger (op, NULL); 474 check_trigger (op, NULL);
460 } 475 }
461 else 476 else
462 { 477 op->update_anim_frame (op->stats.wc);
463 SET_ANIMATION (op, op->stats.wc);
464 update_object (op, UP_OBJ_FACE);
465 }
466} 478}
467 479
468void 480static void
469move_hole (object *op) 481move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 483 if (op->value)
474 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
475 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
476 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
477 op->stats.wc = 0; 489 op->stats.wc = 0;
478 op->set_speed (0); 490 op->set_speed (0);
479 491
480 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 495 {
484 next = tmp->above; 496 next = tmp->above;
485 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
486 } 498 }
487 } 499 }
488 500 }
489 SET_ANIMATION (op, op->stats.wc); 501 else
490 update_object (op, UP_OBJ_FACE);
491 return;
492 } 502 {
493 /* We're closing */ 503 /* We're closing */
494 op->move_on = 0; 504 op->move_on = 0;
495 505
496 op->stats.wc++; 506 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
498 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
499 509 op->stats.wc = op->anim_frames () - 1;
500 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE);
502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
503 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);
504} 515}
505 516
506 517
507/* 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
508 * 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
528 { 539 {
529 object *payload = op->inv; 540 object *payload = op->inv;
530 541
531 if (payload == NULL) 542 if (payload == NULL)
532 return NULL; 543 return NULL;
544
533 payload->remove (); 545 payload->remove ();
534 op->destroy (); 546 op->destroy ();
535 return payload; 547 return payload;
536 } 548 }
537 549
554fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
555{ 567{
556 if (map == NULL) 568 if (map == NULL)
557 return; 569 return;
558 570
559 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
560 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
561 else if (op->type == ARROW) 573 else if (op->type == ARROW)
562 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
563} 575}
564 576
580 592
581 // restore original wc, dam, attacktype and slaying 593 // restore original wc, dam, attacktype and slaying
582 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
583 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
584 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
597 op->slaying = op->custom_name;
585 598
586 if (op->spellarg)
587 {
588 op->slaying = op->spellarg;
589 free (op->spellarg);
590 op->spellarg = 0;
591 }
592 else
593 op->slaying = 0;
594
595 /* 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 */
596 op->spellarg = NULL; 600 op->custom_name = 0;
597 op->stats.sp = 0; 601 op->stats.sp = 0;
598 op->stats.hp = 0; 602 op->stats.hp = 0;
599 op->stats.grace = 0; 603 op->stats.grace = 0;
600 op->level = 0; 604 op->level = 0;
601 op->face = op->arch->face; 605 op->face = op->arch->face;
602 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
603 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
604 return op; 612 return op;
605} 613}
606 614
607/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
608 * 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
617 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
618 return; 626 return;
619 627
620 if (op->inv) 628 if (op->inv)
621 { 629 {
630 // replace this by straightforward drop to ground?
622 object *payload = op->inv; 631 object *payload = op->inv;
623 632
624 payload->remove ();
625 payload->owner = 0; 633 payload->owner = 0;
626 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
627 op->destroy (); 635 op->destroy ();
628 } 636 }
629 else 637 else
633 if (op) 641 if (op)
634 merge_ob (op, 0); 642 merge_ob (op, 0);
635 } 643 }
636} 644}
637 645
638/* 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.
639 */ 647 */
640void 648void
641move_arrow (object *op) 649move_arrow (object *op)
642{ 650{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 651 int was_reflected;
646 maptile *m;
647 652
648 if (op->map == NULL) 653 if (!op->map)
649 { 654 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
651 op->destroy (); 656 op->destroy ();
652 return; 657 return;
653 } 658 }
654 659
655 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
661 * 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,
662 * 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
663 * 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,
664 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
665 */ 670 */
666 if (op->inv == NULL) 671 if (!op->inv)
667 { 672 {
668 op->destroy (); 673 op->destroy ();
669 return; 674 return;
670 } 675 }
671 676
674 stop_arrow (op); 679 stop_arrow (op);
675 return; 680 return;
676 } 681 }
677 } 682 }
678 683
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
679 /* 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
680 values look rediculous. */ 690 values look ridiculous. */
681 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
682 { 692 {
683 stop_arrow (op); 693 stop_arrow (op);
684 return; 694 return;
685 } 695 }
686 696
687 /* Calculate target map square */ 697 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 698 was_reflected = 0;
691 699
692 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 701
695 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
696 { 703 {
697 stop_arrow (op); 704 stop_arrow (op);
698 return; 705 return;
699 } 706 }
700 707
701 /* 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 */
702 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
703 { 710 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break;
707 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
708 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
710 * move into it. 718 * move into it.
711 */ 719 */
712 if (tmp && tmp != op->owner) 720
713 {
714 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
715 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
716 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
717 */ 724 */
718 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))
719 { 726 {
720 int number = op->face;
721
722 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
723 update_turn_face (op); 728 update_turn_face (op);
724 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
725 } 730 }
726 else 731 else
727 { 732 {
728 /* Attack the object. */ 733 /* Attack the object. */
729 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
730 735
731 if (!op) 736 if (!op)
732 return; 737 return;
733 } 738 }
734 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */
736 739
737 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))
738 { 745 {
739 int retry = 0; 746 int retry = 0;
740 747
741 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
742 * 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
743 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
744 * 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
745 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
746 */ 753 */
747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
748 { 755 {
749 stop_arrow (op); 756 stop_arrow (op);
750 return; 757 return;
751 } 758 }
752 else 759 else
755 if (op->direction & 1) 762 if (op->direction & 1)
756 { 763 {
757 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
758 retry = 1; 765 retry = 1;
759 } 766 }
767
760 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
761 * use this retry here to make this one block 769 * use this retry here to make this one block
762 * that did the same thing. 770 * that did the same thing.
763 */ 771 */
764 while (retry < 2) 772 while (retry < 2)
765 { 773 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 774 retry++;
771 775
772 /* 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
773 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
776 */ 780 */
777 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));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780 783
781 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));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784 786
785 if (left == right) 787 if (left == right)
786 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
787 else if (left) 789 else if (left)
788 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
789 else if (right) 791 else if (right)
790 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
791 793
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* 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 -
795 * don't need to retry again. 795 * don't need to retry again.
796 */ 796 */
797 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))
798 break; 799 break;
799
800 } 800 }
801
801 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 803 * stop it from moving.
803 */ 804 */
804 if (retry == 2) 805 if (retry == 2)
805 { 806 {
806 stop_arrow (op); 807 stop_arrow (op);
807 return; 808 return;
808 } 809 }
810
809 /* update object image for new facing */ 811 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 815 } /* object is reflected */
814 } /* object ran into a wall */ 816 } /* object ran into a wall */
815 817
816 /* Move the arrow. */ 818 /* Move the arrow. */
817 op->remove (); 819 op->move_to (pos);
818 op->x = new_x;
819 op->y = new_y;
820
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 insert_ob_in_map (op, m, op, 0);
826} 820}
827 821
828/* This routine doesnt seem to work for "inanimate" objects that 822static void
829 * are being carried, ie a held torch leaps from your hands!.
830 * Modified this routine to allow held objects. b.t. */
831
832void
833change_object (object *op) 823change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
835 int i, j;
836
837 if (op->other_arch == NULL) 825 if (!op->other_arch)
838 { 826 {
839 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 ());
840 return; 828 return;
841 } 829 }
842 830
843 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
845 { 833 {
846 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
847 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);
848 else 851 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 } 852 {
879 else
880 {
881 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
882 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
883 tmp->destroy (); 856 tmp->destroy ();
884 else 857 else
885 { 858 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
888 } 863 }
889 } 864 }
890 } 865 }
891 866
892 op->destroy (); 867 op->destroy ();
909 884
910 if (op->head) 885 if (op->head)
911 head = op->head; 886 head = op->head;
912 887
913 for (tmp = op->above; tmp; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
915 break; 890 break;
916 891
917 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
919 return; 894 return;
920 895
921 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
922 { 897 {
923 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
948 else 923 else
949 { 924 {
950 /* Random teleporter */ 925 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 927 return;
928
953 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
954 } 930 }
955} 931}
956 932
957/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
958 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
959 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
960 can't be generalized. 936 can't be generalized.
961*/ 937*/
962void 938static void
963move_player_changer (object *op) 939move_player_changer (object *op)
964{ 940{
965 object *player;
966 object *walk;
967
968 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
969 return; 942 return;
970 943
971 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
972 * needs to be on top. 945 * needs to be on top.
973 */ 946 */
974 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
975 { 948 {
949 object *player = op->above;
950
976 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
977 return; 952 return;
978 953
979 player = op->above;
980
981 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
982 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
983 956
984 player->update_stats (); 957 player->update_stats ();
985 958
986 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1024 } 997 }
1025 998
1026 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);
1027} 1000}
1028 1001
1029/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1030 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1031 * 1004 *
1032 * 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
1033 * 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.
1034 * 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,
1035 * 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,
1036 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1037 */ 1010 */
1038void 1011static void
1039move_player_mover (object *op) 1012move_player_mover (object *op)
1040{ 1013{
1041 int dir = op->stats.sp; 1014 int dir = 0;
1042 sint16 nx, ny;
1043 maptile *m;
1044
1045 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir)
1047 dir = rndm (1, 8);
1048 1015
1049 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1017 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1052 (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)
1053 { 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 }
1054 1041
1055 if (victim->head) 1042 if (victim->head)
1056 victim = victim->head; 1043 victim = victim->head;
1057 1044
1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1059 {
1060 op->remove ();
1061 return;
1062 }
1063
1064 nx = op->x + freearr_x[dir];
1065 ny = op->y + freearr_y[dir];
1066 m = op->map;
1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1070 return;
1071 }
1072
1073 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1074 return; 1046 return;
1075 1047
1076 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)
1077 { 1049 {
1078 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99f; 1051 nextmover->speed_left = -.99f;
1080 1052
1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1082 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 */
1083 } 1055 }
1084 1056
1085 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1086 { 1058 {
1087 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1088 if (op->level) 1060 if (op->level)
1089 { 1061 {
1090 /* 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
1091 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1092 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1093 * get to this space. 1065 * get to this space.
1094 */ 1066 */
1095 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1096 victim->speed_left = 1.f; 1068 victim->speed_left = 1.f;
1097 move_player (victim, dir); 1069 move_player (victim, dir);
1098 } 1070 }
1099 else 1071 else
1100 return; 1072 return;
1101 } 1073 }
1102 else 1074 else
1103 move_object (victim, dir); 1075 victim->move (dir);
1104 1076
1105 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1106 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1107 1079
1108 if (op->attacktype) 1080 if (op->attacktype)
1109 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1110 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);
1111 } 1083 }
1112 } 1084 }
1113 } 1085 }
1114} 1086}
1115 1087
1153 break; 1125 break;
1154 } 1126 }
1155 } 1127 }
1156} 1128}
1157 1129
1158/* move_creator (by peterm) 1130/* move_creator (by peterm)
1159 * 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.
1160 * connected: what will trigger it 1132 * connected: what will trigger it
1161 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1162 * 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
1163 * everytime it's triggered 1135 * everytime it's triggered
1166 * 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.
1167 * 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
1168 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1169 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1170*/ 1142*/
1171
1172void 1143void
1173move_creator (object *creator) 1144move_creator (object *creator)
1174{ 1145{
1175 object *new_ob; 1146 object *new_ob;
1176 1147
1177 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1178 { 1149 {
1179 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1180 return; 1151 return;
1181 } 1152 }
1182 1153
1183 if (creator->inv != NULL) 1154 if (creator->inv)
1184 { 1155 {
1185 object *ob; 1156 object *ob;
1186 int i; 1157 int i;
1187 object *ob_to_copy; 1158 object *ob_to_copy;
1188 1159
1189 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1190 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1191 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++)
1192 { 1163 {
1193 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1194 { 1165 {
1195 ob_to_copy = ob; 1166 ob_to_copy = ob;
1196 } 1167 }
1197 } 1168 }
1198 new_ob = object_create_clone (ob_to_copy); 1169
1199 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);
1200 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1201 } 1173 }
1202 else 1174 else
1203 { 1175 {
1204 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1205 { 1177 {
1206 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",
1207 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1208 return; 1180 return;
1209 } 1181 }
1211 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1213 } 1185 }
1214 1186
1215 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1216 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))
1217 { 1189 {
1218 new_ob->destroy (); 1190 new_ob->destroy ();
1219 return; 1191 return;
1220 } 1192 }
1221 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
1222 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);
1223 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1224 return; 1201 return;
1225 1202
1226 if (creator->slaying) 1203 if (creator->slaying)
1227 {
1228 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1229 }
1230} 1205}
1231 1206
1232/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1233 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1234 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1244 { 1219 {
1245 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1246 if (object *force = tmp->force_find (op->name)) 1221 if (object *force = tmp->force_find (op->name))
1247 force->destroy (); 1222 force->destroy ();
1248 1223
1249 if (!tmp->force_find (op->slaying)) 1224 if (op->slaying && !tmp->force_find (op->slaying))
1250 { 1225 {
1251 tmp->force_add (op->slaying, op->stats.food); 1226 tmp->force_add (op->slaying, op->stats.food);
1252 1227
1253 if (op->msg) 1228 if (op->msg)
1254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1266 } 1241 }
1267 } 1242 }
1268 } 1243 }
1269} 1244}
1270 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
1271void 1292void
1272process_object (object *op) 1293process_object (object *op)
1273{ 1294{
1274 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1275 return; 1296 return;
1276 1297
1277 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1278 return; 1299 return;
1279 1300
1280 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1281 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1282 return; 1303 return;
1283 1304
1284 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1285 { 1306 {
1286 animate_object (op, op->contr ? op->facing : op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1287 1308
1288 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1289 make_sure_seen (op); 1310 make_sure_seen (op);
1290 } 1311 }
1291 1312
1292 if (expect_false ( 1313 if (ecb_expect_false (
1293 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1294 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1295 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1296 )) 1317 ))
1297 { 1318 {
1298 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1299 { 1320 {
1300 change_object (op); 1321 change_object (op);
1301 return; 1322 return;
1302 } 1323 }
1303 1324
1304 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1305 generate_monster (op); 1326 generate_monster (op);
1306 1327
1307 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1308 { 1329 {
1309 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1310 remove_force (op); 1331 remove_force (op);
1311 else 1332 else
1312 { 1333 {
1313 /* If necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1314 object *pl = op->in_player ();
1315 1335
1316 if (pl)
1317 esrv_del_item (pl->contr, op->count);
1318
1319 op->remove ();
1320
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1322 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1323 1338
1324 op->destroy (); 1339 op->drop_and_destroy ();
1325 } 1340 }
1326 1341
1327 return; 1342 return;
1328 } 1343 }
1329 } 1344 }
1453 1468
1454 case PLAYER: 1469 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left 1470 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left; 1471 ++op->speed_left;
1457 break; 1472 break;
1458 }
1459}
1460 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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