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Comparing deliantra/server/server/time.C (file contents):
Revision 1.63 by root, Sat Aug 4 22:23:47 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;
101 int i; 111 int dir;
102 112
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 113 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 114 {
105 // either copy one item from the inventory... 115 // either copy one item from the inventory...
106 if (!gen->inv) 116 if (!gen->inv)
107 return; 117 return;
108 118
110 int index = 0; 120 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 122 if (!rndm (++index))
113 op = tmp; 123 op = tmp;
114 124
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (i < 0) 126 if (dir < 0)
117 return; 127 return;
118 128
119 op = object_create_clone (op); 129 op = op->deep_clone ();
120 130
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 131 op->clr_flag (FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 133 }
124 else if (gen->other_arch) 134 else if (gen->other_arch)
125 { 135 {
126 // ...or use other_arch 136 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); 137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (i < 0) 138 if (dir < 0)
129 return; 139 return;
130 140
131 op = arch_to_object (gen->other_arch); 141 op = gen->other_arch->instance ();
132 } 142 }
133 else 143 else
134 return; 144 return;
135 145
136 op->expand_tail (); 146 op->expand_tail ();
137 147
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
139 { 151 {
140 if (rndm (0, 9)) 152 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
142 154
143 if (op->has_random_items ()) 155 if (op->has_random_items ())
147 } 159 }
148 160
149 op->destroy (); 161 op->destroy ();
150} 162}
151 163
152void 164static void
153remove_force (object *op) 165remove_force (object *op)
154{ 166{
155 if (--op->duration > 0) 167 if (--op->duration > 0)
156 return; 168 return;
157 169
158 if (op->env) 170 if (op->env)
159 switch (op->subtype) 171 switch (op->subtype)
160 { 172 {
161 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
162 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
163 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");
164 176
165 default: 177 default:
166 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
167 change_abil (op->env, op); 179 change_abil (op->env, op);
168 op->env->update_stats (); 180 op->env->update_stats ();
169 } 181 }
170 182
171 op->destroy (); 183 op->destroy ();
172} 184}
173 185
174void 186static void
175remove_blindness (object *op) 187remove_blindness (object *op)
176{ 188{
177 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
178 return; 190 return;
179 191
180 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
181 193
182 if (op->env) 194 if (op->env)
183 { 195 {
184 change_abil (op->env, op); 196 change_abil (op->env, op);
185 op->env->update_stats (); 197 op->env->update_stats ();
186 } 198 }
187 199
188 op->destroy (); 200 op->destroy ();
189} 201}
190 202
191void 203static void
192poison_more (object *op) 204poison_more (object *op)
193{ 205{
194 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)
195 { 207 {
196 op->destroy (); 208 op->destroy ();
197 return; 209 return;
198 } 210 }
199 211
202 /* 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
203 * will not do anything. 215 * will not do anything.
204 */ 216 */
205 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
206 { 218 {
207 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
208 op->env->update_stats (); 220 op->env->update_stats ();
209 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.");
210 } 222 }
211 223
212 op->destroy (); 224 op->destroy ();
221 233
222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
223} 235}
224 236
225 237
226void 238static void
227move_gate (object *op) 239move_gate (object *op)
228{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
229 object *tmp; 241 object *tmp;
230 242
231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
232 { 244 {
233 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 ());
234 op->stats.wc = 0; 246 op->stats.wc = 0;
235 } 247 }
236 248
237 /* We're going down */
238 if (op->value) 249 if (op->value)
239 { 250 {
251 /* We're going down */
240 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
241 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
242 op->stats.wc = 0; 254 op->stats.wc = 0;
243 if (op->arch->speed) 255 if (op->arch->has_active_speed ())
244 op->value = 0; 256 op->value = 0;
245 else 257 else
246 op->set_speed (0); 258 op->set_speed (0);
247 } 259 }
248 260
249 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
250 { 262 {
251 op->move_block = 0; 263 op->move_block = 0;
252 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
253 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
254 } 266 }
255
256 SET_ANIMATION (op, op->stats.wc);
257 update_object (op, UP_OBJ_CHANGE);
258 return;
259 }
260
261 /* We're going up */
262
263 /* First, lets see if we are already at the top */
264 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
265 {
266
267 /* Check to make sure that only non pickable and non rollable
268 * objects are above the gate. If so, we finish closing the gate,
269 * otherwise, we fall through to the code below which should lower
270 * the gate slightly.
271 */
272
273 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
275 break;
276
277 if (tmp == NULL)
278 {
279 if (op->arch->speed)
280 op->value = 1;
281 else
282 op->set_speed (0);
283
284 return;
285 }
286 }
287
288 if (op->stats.food)
289 { /* The gate is going temporarily down */
290 if (--op->stats.wc <= 0)
291 { /* Gone all the way down? */
292 op->stats.food = 0; /* Then let's try again */
293 op->stats.wc = 0;
294 }
295 } 267 }
296 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
297 { /* The gate is still going up */ 305 { /* The gate is still going up */
298 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
299 308
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
302
303 /* 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.
304 * 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
305 */ 311 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
307 { 313 {
308 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ; 317 ;
312 318
313 if (tmp) 319 if (tmp)
314 {
315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
316 { 320 {
317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
318
319 if (tmp->type == PLAYER)
320 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
321 }
322 else
323 /* If the object is not alive, and the object either can
324 * be picked up or the object rolls, move the object
325 * off the gate.
326 */
327 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
328 {
329 /* If it has speed, it should move itself, otherwise: */
330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
331
332 /* If there is a free spot, move the object someplace */
333 if (i != -1)
334 { 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 ())
335 tmp->remove (); 344 tmp->move_to (pos);
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
337 insert_ob_in_map (tmp, op->map, op, 0);
338 } 346 }
339 } 347 }
340 }
341 348
342 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
343 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
344 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])
345 break; 352 break;
346 353
347 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
348 if (tmp) 355 if (tmp)
349 {
350 op->stats.food = 1; 356 op->stats.food = 1;
351 }
352 else 357 else
353 { 358 {
354 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
355 if (!op->arch->stats.ac) 361 if (!op->arch->stats.ac)
356 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
357 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
358 } 365 }
359 } /* gate is halfway up */ 366 } /* gate is halfway up */
360
361 SET_ANIMATION (op, op->stats.wc);
362 update_object (op, UP_OBJ_CHANGE);
363 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
364} 371}
365 372
366/* hp : how long door is open/closed 373/* hp : how long door is open/closed
367 * maxhp : initial value for hp 374 * maxhp : initial value for hp
368 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
369 */ 376 */
370void 377static void
371move_timed_gate (object *op) 378move_timed_gate (object *op)
372{ 379{
373 int v = op->value; 380 int v = op->value;
374 381
375 if (op->stats.sp) 382 if (op->stats.sp)
376 { 383 {
377 move_gate (op); 384 move_gate (op);
385
378 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 387 op->stats.sp = 0;
380 return; 388 return;
381 } 389 }
390
382 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
383 { /* keep gate down */ 392 { /* keep gate down */
384 move_gate (op); 393 move_gate (op);
394
385 if (op->value != v) 395 if (op->value != v)
386 op->set_speed (0); 396 op->set_speed (0);
387 } 397 }
388} 398}
389 399
391 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
392 * connected: connected value of detector 402 * connected: connected value of detector
393 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
394 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
395 */ 405 */
396 406static void
397void
398move_detector (object *op) 407move_detector (object *op)
399{ 408{
400 object *tmp; 409 object *tmp;
401 int last = op->value; 410 int last = op->value;
402 int detected; 411 int detected;
403 412
404 detected = 0; 413 detected = 0;
405 414
406 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)
407 { 416 {
408 object *tmp2; 417 object *tmp2;
409 418
410 if (op->stats.hp) 419 if (op->stats.hp)
411 { 420 {
429 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
430 { 439 {
431 if (detected && last == 0) 440 if (detected && last == 0)
432 { 441 {
433 op->value = 1; 442 op->value = 1;
434 push_button (op); 443 push_button (op, tmp);
435 } 444 }
445
436 if (!detected && last == 1) 446 if (!detected && last == 1)
437 { 447 {
438 op->value = 0; 448 op->value = 0;
439 push_button (op); 449 push_button (op, tmp);
440 } 450 }
441 } 451 }
442 else 452 else
443 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
444 if (detected && last == 1) 454 if (detected && last == 1)
445 { 455 {
446 op->value = 0; 456 op->value = 0;
447 push_button (op); 457 push_button (op, tmp);
448 } 458 }
459
449 if (!detected && last == 0) 460 if (!detected && last == 0)
450 { 461 {
451 op->value = 1; 462 op->value = 1;
452 push_button (op); 463 push_button (op, tmp);
453 } 464 }
454 } 465 }
455} 466}
456
457 467
458void 468void
459animate_trigger (object *op) 469animate_trigger (object *op)
460{ 470{
461 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
462 { 472 {
463 op->stats.wc = 0; 473 op->stats.wc = 0;
464 check_trigger (op, NULL); 474 check_trigger (op, NULL);
465 } 475 }
466 else 476 else
467 { 477 op->update_anim_frame (op->stats.wc);
468 SET_ANIMATION (op, op->stats.wc);
469 update_object (op, UP_OBJ_FACE);
470 }
471} 478}
472 479
473void 480static void
474move_hole (object *op) 481move_hole (object *op)
475{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
476 object *next, *tmp;
477
478 if (op->value) 483 if (op->value)
479 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
480 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
481 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
482 op->stats.wc = 0; 489 op->stats.wc = 0;
483 op->set_speed (0); 490 op->set_speed (0);
484 491
485 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
486 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
487 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
488 { 495 {
489 next = tmp->above; 496 next = tmp->above;
490 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
491 } 498 }
492 } 499 }
493 500 }
494 SET_ANIMATION (op, op->stats.wc); 501 else
495 update_object (op, UP_OBJ_FACE);
496 return;
497 } 502 {
498 /* We're closing */ 503 /* We're closing */
499 op->move_on = 0; 504 op->move_on = 0;
500 505
501 op->stats.wc++; 506 op->stats.wc++;
502 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
503 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
504 509 op->stats.wc = op->anim_frames () - 1;
505 SET_ANIMATION (op, op->stats.wc);
506 update_object (op, UP_OBJ_FACE);
507 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
508 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);
509} 515}
510 516
511 517
512/* 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
513 * 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
533 { 539 {
534 object *payload = op->inv; 540 object *payload = op->inv;
535 541
536 if (payload == NULL) 542 if (payload == NULL)
537 return NULL; 543 return NULL;
544
538 payload->remove (); 545 payload->remove ();
539 op->destroy (); 546 op->destroy ();
540 return payload; 547 return payload;
541 } 548 }
542 549
559fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
560{ 567{
561 if (map == NULL) 568 if (map == NULL)
562 return; 569 return;
563 570
564 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
565 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
566 else if (op->type == ARROW) 573 else if (op->type == ARROW)
567 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
568} 575}
569 576
585 592
586 // restore original wc, dam, attacktype and slaying 593 // restore original wc, dam, attacktype and slaying
587 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
588 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
589 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
597 op->slaying = op->custom_name;
590 598
591 if (op->spellarg)
592 {
593 op->slaying = op->spellarg;
594 free (op->spellarg);
595 op->spellarg = 0;
596 }
597 else
598 op->slaying = 0;
599
600 /* 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 */
601 op->spellarg = NULL; 600 op->custom_name = 0;
602 op->stats.sp = 0; 601 op->stats.sp = 0;
603 op->stats.hp = 0; 602 op->stats.hp = 0;
604 op->stats.grace = 0; 603 op->stats.grace = 0;
605 op->level = 0; 604 op->level = 0;
606 op->face = op->arch->face; 605 op->face = op->arch->face;
607 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
608 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
609 return op; 612 return op;
610} 613}
611 614
612/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
613 * 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
622 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
623 return; 626 return;
624 627
625 if (op->inv) 628 if (op->inv)
626 { 629 {
630 // replace this by straightforward drop to ground?
627 object *payload = op->inv; 631 object *payload = op->inv;
628 632
629 payload->remove ();
630 payload->owner = 0; 633 payload->owner = 0;
631 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
632 op->destroy (); 635 op->destroy ();
633 } 636 }
634 else 637 else
638 if (op) 641 if (op)
639 merge_ob (op, 0); 642 merge_ob (op, 0);
640 } 643 }
641} 644}
642 645
643/* 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.
644 */ 647 */
645void 648void
646move_arrow (object *op) 649move_arrow (object *op)
647{ 650{
648 object *tmp;
649 sint16 new_x, new_y;
650 int was_reflected, mflags; 651 int was_reflected;
651 maptile *m;
652 652
653 if (op->map == NULL) 653 if (!op->map)
654 { 654 {
655 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
656 op->destroy (); 656 op->destroy ();
657 return; 657 return;
658 } 658 }
659 659
660 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
666 * 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,
667 * 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
668 * 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,
669 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
670 */ 670 */
671 if (op->inv == NULL) 671 if (!op->inv)
672 { 672 {
673 op->destroy (); 673 op->destroy ();
674 return; 674 return;
675 } 675 }
676 676
679 stop_arrow (op); 679 stop_arrow (op);
680 return; 680 return;
681 } 681 }
682 } 682 }
683 683
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
684 /* 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
685 values look rediculous. */ 690 values look ridiculous. */
686 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
687 { 692 {
688 stop_arrow (op); 693 stop_arrow (op);
689 return; 694 return;
690 } 695 }
691 696
692 /* Calculate target map square */ 697 /* Calculate target map square */
693 new_x = op->x + DIRX (op);
694 new_y = op->y + DIRY (op);
695 was_reflected = 0; 698 was_reflected = 0;
696 699
697 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
698 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
699 701
700 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
701 { 703 {
702 stop_arrow (op); 704 stop_arrow (op);
703 return; 705 return;
704 } 706 }
705 707
706 /* 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 */
707 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
708 { 710 {
709 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
710 if (QUERY_FLAG (tmp, FLAG_ALIVE))
711 break;
712 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
713 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
714 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
715 * move into it. 718 * move into it.
716 */ 719 */
717 if (tmp && tmp != op->owner) 720
718 {
719 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
720 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
721 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
722 */ 724 */
723 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))
724 { 726 {
725 int number = op->face;
726
727 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
728 update_turn_face (op); 728 update_turn_face (op);
729 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
730 } 730 }
731 else 731 else
732 { 732 {
733 /* Attack the object. */ 733 /* Attack the object. */
734 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
735 735
736 if (!op) 736 if (!op)
737 return; 737 return;
738 } 738 }
739 } /* if this is not hitting its owner */
740 } /* if there is something alive on this space */
741 739
742 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))
743 { 745 {
744 int retry = 0; 746 int retry = 0;
745 747
746 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
747 * 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
748 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
749 * 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
750 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
751 */ 753 */
752 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
753 { 755 {
754 stop_arrow (op); 756 stop_arrow (op);
755 return; 757 return;
756 } 758 }
757 else 759 else
760 if (op->direction & 1) 762 if (op->direction & 1)
761 { 763 {
762 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
763 retry = 1; 765 retry = 1;
764 } 766 }
767
765 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
766 * use this retry here to make this one block 769 * use this retry here to make this one block
767 * that did the same thing. 770 * that did the same thing.
768 */ 771 */
769 while (retry < 2) 772 while (retry < 2)
770 { 773 {
771 int left, right, mflags;
772 maptile *m1;
773 sint16 x1, y1;
774
775 retry++; 774 retry++;
776 775
777 /* 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
778 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
779 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
780 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
781 */ 780 */
782 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));
783 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
784 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
785 783
786 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));
787 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
789 786
790 if (left == right) 787 if (left == right)
791 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
792 else if (left) 789 else if (left)
793 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
794 else if (right) 791 else if (right)
795 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
796 793
797 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
798
799 /* 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 -
800 * don't need to retry again. 795 * don't need to retry again.
801 */ 796 */
802 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))
803 break; 799 break;
804
805 } 800 }
801
806 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
807 * top it from moving. 803 * stop it from moving.
808 */ 804 */
809 if (retry == 2) 805 if (retry == 2)
810 { 806 {
811 stop_arrow (op); 807 stop_arrow (op);
812 return; 808 return;
813 } 809 }
810
814 /* update object image for new facing */ 811 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
817 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 815 } /* object is reflected */
819 } /* object ran into a wall */ 816 } /* object ran into a wall */
820 817
821 /* Move the arrow. */ 818 /* Move the arrow. */
822 op->remove (); 819 op->move_to (pos);
823 op->x = new_x;
824 op->y = new_y;
825
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed.
828 */
829 op->speed -= 0.05;
830 insert_ob_in_map (op, m, op, 0);
831} 820}
832 821
833/* This routine doesnt seem to work for "inanimate" objects that 822static void
834 * are being carried, ie a held torch leaps from your hands!.
835 * Modified this routine to allow held objects. b.t. */
836
837void
838change_object (object *op) 823change_object (object *op)
839{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
840 int i, j;
841
842 if (op->other_arch == NULL) 825 if (!op->other_arch)
843 { 826 {
844 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 ());
845 return; 828 return;
846 } 829 }
847 830
848 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
849 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
850 { 833 {
851 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
852 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);
853 else 851 else
854 op->stats.food = 1; /* so 1 other_arch is made */
855 }
856
857 object *pl = op->in_player ();
858 object *env = op->env;
859
860 op->remove ();
861 for (i = 0; i < NROFNEWOBJS (op); i++)
862 {
863 object *tmp = arch_to_object (op->other_arch);
864
865 if (op->type == LAMP)
866 tmp->stats.food = op->stats.food - 1;
867
868 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
869 if (env)
870 {
871 tmp->x = env->x, tmp->y = env->y;
872 tmp = insert_ob_in_ob (tmp, env);
873
874 /* If this object is the players inventory, we need to tell the
875 * client of the change. Insert_ob_in_map takes care of the
876 * updating the client, so we don't need to do that below.
877 */
878 if (pl)
879 {
880 esrv_del_item (pl->contr, op->count);
881 esrv_send_item (pl, tmp);
882 }
883 } 852 {
884 else
885 {
886 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
887 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
888 tmp->destroy (); 856 tmp->destroy ();
889 else 857 else
890 { 858 {
891 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
892 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
893 } 863 }
894 } 864 }
895 } 865 }
896 866
897 op->destroy (); 867 op->destroy ();
914 884
915 if (op->head) 885 if (op->head)
916 head = op->head; 886 head = op->head;
917 887
918 for (tmp = op->above; tmp; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
919 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
920 break; 890 break;
921 891
922 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
923 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
924 return; 894 return;
925 895
926 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
927 { 897 {
928 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
953 else 923 else
954 { 924 {
955 /* Random teleporter */ 925 /* Random teleporter */
956 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
957 return; 927 return;
928
958 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
959 } 930 }
960} 931}
961 932
962/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
963 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
964 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
965 can't be generalized. 936 can't be generalized.
966*/ 937*/
967void 938static void
968move_player_changer (object *op) 939move_player_changer (object *op)
969{ 940{
970 object *player;
971 object *walk;
972
973 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
974 return; 942 return;
975 943
976 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
977 * needs to be on top. 945 * needs to be on top.
978 */ 946 */
979 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
980 { 948 {
949 object *player = op->above;
950
981 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
982 return; 952 return;
983 953
984 player = op->above;
985
986 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
987 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
988 956
989 player->update_stats (); 957 player->update_stats ();
990 958
991 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1029 } 997 }
1030 998
1031 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);
1032} 1000}
1033 1001
1034/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1035 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1036 * 1004 *
1037 * 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
1038 * 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.
1039 * 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,
1040 * 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,
1041 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1042 */ 1010 */
1043void 1011static void
1044move_player_mover (object *op) 1012move_player_mover (object *op)
1045{ 1013{
1046 int dir = op->stats.sp; 1014 int dir = 0;
1047 sint16 nx, ny;
1048 maptile *m;
1049
1050 /* Determine direction now for random movers so we do the right thing */
1051 if (!dir)
1052 dir = rndm (1, 8);
1053 1015
1054 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1055 { 1017 {
1056 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1057 (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)
1058 { 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 }
1059 1041
1060 if (victim->head) 1042 if (victim->head)
1061 victim = victim->head; 1043 victim = victim->head;
1062 1044
1063 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1064 {
1065 op->remove ();
1066 return;
1067 }
1068
1069 nx = op->x + freearr_x[dir];
1070 ny = op->y + freearr_y[dir];
1071 m = op->map;
1072 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1073 {
1074 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1075 return;
1076 }
1077
1078 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1079 return; 1046 return;
1080 1047
1081 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)
1082 { 1049 {
1083 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1084 nextmover->speed_left = -.99f; 1051 nextmover->speed_left = -.99f;
1085 1052
1086 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1087 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 */
1088 } 1055 }
1089 1056
1090 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1091 { 1058 {
1092 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1093 if (op->level) 1060 if (op->level)
1094 { 1061 {
1095 /* 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
1096 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1098 * get to this space. 1065 * get to this space.
1099 */ 1066 */
1100 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1101 victim->speed_left = 1.f; 1068 victim->speed_left = 1.f;
1102 move_player (victim, dir); 1069 move_player (victim, dir);
1103 } 1070 }
1104 else 1071 else
1105 return; 1072 return;
1106 } 1073 }
1107 else 1074 else
1108 move_object (victim, dir); 1075 victim->move (dir);
1109 1076
1110 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1112 1079
1113 if (op->attacktype) 1080 if (op->attacktype)
1114 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1115 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);
1116 } 1083 }
1117 } 1084 }
1118 } 1085 }
1119} 1086}
1120 1087
1158 break; 1125 break;
1159 } 1126 }
1160 } 1127 }
1161} 1128}
1162 1129
1163/* move_creator (by peterm) 1130/* move_creator (by peterm)
1164 * 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.
1165 * connected: what will trigger it 1132 * connected: what will trigger it
1166 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1167 * 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
1168 * everytime it's triggered 1135 * everytime it's triggered
1171 * 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.
1172 * 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
1173 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1174 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1175*/ 1142*/
1176
1177void 1143void
1178move_creator (object *creator) 1144move_creator (object *creator)
1179{ 1145{
1180 object *new_ob; 1146 object *new_ob;
1181 1147
1182 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1183 { 1149 {
1184 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1185 return; 1151 return;
1186 } 1152 }
1187 1153
1188 if (creator->inv != NULL) 1154 if (creator->inv)
1189 { 1155 {
1190 object *ob; 1156 object *ob;
1191 int i; 1157 int i;
1192 object *ob_to_copy; 1158 object *ob_to_copy;
1193 1159
1194 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1195 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1196 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++)
1197 { 1163 {
1198 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1199 { 1165 {
1200 ob_to_copy = ob; 1166 ob_to_copy = ob;
1201 } 1167 }
1202 } 1168 }
1203 new_ob = object_create_clone (ob_to_copy); 1169
1204 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);
1205 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1206 } 1173 }
1207 else 1174 else
1208 { 1175 {
1209 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1210 { 1177 {
1211 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",
1212 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1213 return; 1180 return;
1214 } 1181 }
1216 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1217 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1218 } 1185 }
1219 1186
1220 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1221 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))
1222 { 1189 {
1223 new_ob->destroy (); 1190 new_ob->destroy ();
1224 return; 1191 return;
1225 } 1192 }
1226 1193
1227 // for now lets try to identify everything generated here, it mostly 1194 // for now lets try to identify everything generated here, it mostly
1228 // happens automated, so this will at least fix many identify-experience holes 1195 // happens automated, so this will at least fix many identify-experience holes
1229 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1230 1198
1231 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);
1232 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1233 return; 1201 return;
1234 1202
1235 if (creator->slaying) 1203 if (creator->slaying)
1236 {
1237 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1238 }
1239} 1205}
1240 1206
1241/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1242 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1243 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1253 { 1219 {
1254 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1255 if (object *force = tmp->force_find (op->name)) 1221 if (object *force = tmp->force_find (op->name))
1256 force->destroy (); 1222 force->destroy ();
1257 1223
1258 if (!tmp->force_find (op->slaying)) 1224 if (op->slaying && !tmp->force_find (op->slaying))
1259 { 1225 {
1260 tmp->force_add (op->slaying, op->stats.food); 1226 tmp->force_add (op->slaying, op->stats.food);
1261 1227
1262 if (op->msg) 1228 if (op->msg)
1263 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1275 } 1241 }
1276 } 1242 }
1277 } 1243 }
1278} 1244}
1279 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
1280void 1292void
1281process_object (object *op) 1293process_object (object *op)
1282{ 1294{
1283 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1284 return; 1296 return;
1285 1297
1286 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1287 return; 1299 return;
1288 1300
1289 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1290 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1291 return; 1303 return;
1292 1304
1293 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1294 { 1306 {
1295 animate_object (op, op->contr ? op->facing : op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1296 1308
1297 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1298 make_sure_seen (op); 1310 make_sure_seen (op);
1299 } 1311 }
1300 1312
1301 if (expect_false ( 1313 if (ecb_expect_false (
1302 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1303 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1304 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1305 )) 1317 ))
1306 { 1318 {
1307 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1308 { 1320 {
1309 change_object (op); 1321 change_object (op);
1310 return; 1322 return;
1311 } 1323 }
1312 1324
1313 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1314 generate_monster (op); 1326 generate_monster (op);
1315 1327
1316 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1317 { 1329 {
1318 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1319 remove_force (op); 1331 remove_force (op);
1320 else 1332 else
1321 { 1333 {
1322 /* If necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1323 object *pl = op->in_player ();
1324 1335
1325 if (pl)
1326 esrv_del_item (pl->contr, op->count);
1327
1328 op->remove ();
1329
1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1331 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1332 1338
1333 op->destroy (); 1339 op->drop_and_destroy ();
1334 } 1340 }
1335 1341
1336 return; 1342 return;
1337 } 1343 }
1338 } 1344 }
1462 1468
1463 case PLAYER: 1469 case PLAYER:
1464 // players have their own speed-management, so undo the --speed_left 1470 // players have their own speed-management, so undo the --speed_left
1465 ++op->speed_left; 1471 ++op->speed_left;
1466 break; 1472 break;
1467 }
1468}
1469 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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