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Comparing deliantra/server/server/time.C (file contents):
Revision 1.65 by root, Mon Aug 27 05:40:57 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; 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)
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 op->play_sound (sound_find ("blocked_gate"));
319
320 if (tmp->type == PLAYER)
321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
322 }
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 else 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; 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 op->stats.food = 1; 356 op->stats.food = 1;
350 else 357 else
351 { 358 {
352 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
353 360
354 if (!op->arch->stats.ac) 361 if (!op->arch->stats.ac)
355 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
356 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
357 } 365 }
358 } /* gate is halfway up */ 366 } /* gate is halfway up */
359
360 SET_ANIMATION (op, op->stats.wc);
361 update_object (op, UP_OBJ_CHANGE);
362 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
363} 371}
364 372
365/* hp : how long door is open/closed 373/* hp : how long door is open/closed
366 * maxhp : initial value for hp 374 * maxhp : initial value for hp
367 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
368 */ 376 */
369void 377static void
370move_timed_gate (object *op) 378move_timed_gate (object *op)
371{ 379{
372 int v = op->value; 380 int v = op->value;
373 381
374 if (op->stats.sp) 382 if (op->stats.sp)
393 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
394 * connected: connected value of detector 402 * connected: connected value of detector
395 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
396 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
397 */ 405 */
398 406static void
399void
400move_detector (object *op) 407move_detector (object *op)
401{ 408{
402 object *tmp; 409 object *tmp;
403 int last = op->value; 410 int last = op->value;
404 int detected; 411 int detected;
405 412
406 detected = 0; 413 detected = 0;
407 414
408 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above) 415 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
409 { 416 {
410 object *tmp2; 417 object *tmp2;
411 418
412 if (op->stats.hp) 419 if (op->stats.hp)
413 { 420 {
431 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
432 { 439 {
433 if (detected && last == 0) 440 if (detected && last == 0)
434 { 441 {
435 op->value = 1; 442 op->value = 1;
436 push_button (op); 443 push_button (op, tmp);
437 } 444 }
438 445
439 if (!detected && last == 1) 446 if (!detected && last == 1)
440 { 447 {
441 op->value = 0; 448 op->value = 0;
442 push_button (op); 449 push_button (op, tmp);
443 } 450 }
444 } 451 }
445 else 452 else
446 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
447 if (detected && last == 1) 454 if (detected && last == 1)
448 { 455 {
449 op->value = 0; 456 op->value = 0;
450 push_button (op); 457 push_button (op, tmp);
451 } 458 }
452 459
453 if (!detected && last == 0) 460 if (!detected && last == 0)
454 { 461 {
455 op->value = 1; 462 op->value = 1;
456 push_button (op); 463 push_button (op, tmp);
457 } 464 }
458 } 465 }
459} 466}
460
461 467
462void 468void
463animate_trigger (object *op) 469animate_trigger (object *op)
464{ 470{
465 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
466 { 472 {
467 op->stats.wc = 0; 473 op->stats.wc = 0;
468 check_trigger (op, NULL); 474 check_trigger (op, NULL);
469 } 475 }
470 else 476 else
471 { 477 op->update_anim_frame (op->stats.wc);
472 SET_ANIMATION (op, op->stats.wc);
473 update_object (op, UP_OBJ_FACE);
474 }
475} 478}
476 479
477void 480static void
478move_hole (object *op) 481move_hole (object *op)
479{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
480 object *next, *tmp;
481
482 if (op->value) 483 if (op->value)
483 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
484 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
485 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
486 op->stats.wc = 0; 489 op->stats.wc = 0;
487 op->set_speed (0); 490 op->set_speed (0);
488 491
489 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
490 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
491 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
492 { 495 {
493 next = tmp->above; 496 next = tmp->above;
494 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
495 } 498 }
496 } 499 }
497 500 }
498 SET_ANIMATION (op, op->stats.wc); 501 else
499 update_object (op, UP_OBJ_FACE);
500 return;
501 } 502 {
502 /* We're closing */ 503 /* We're closing */
503 op->move_on = 0; 504 op->move_on = 0;
504 505
505 op->stats.wc++; 506 op->stats.wc++;
506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
507 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
508 509 op->stats.wc = op->anim_frames () - 1;
509 SET_ANIMATION (op, op->stats.wc);
510 update_object (op, UP_OBJ_FACE);
511 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
512 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);
513} 515}
514 516
515 517
516/* 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
517 * 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
537 { 539 {
538 object *payload = op->inv; 540 object *payload = op->inv;
539 541
540 if (payload == NULL) 542 if (payload == NULL)
541 return NULL; 543 return NULL;
544
542 payload->remove (); 545 payload->remove ();
543 op->destroy (); 546 op->destroy ();
544 return payload; 547 return payload;
545 } 548 }
546 549
563fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
564{ 567{
565 if (map == NULL) 568 if (map == NULL)
566 return; 569 return;
567 570
568 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
569 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
570 else if (op->type == ARROW) 573 else if (op->type == ARROW)
571 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
572} 575}
573 576
589 592
590 // restore original wc, dam, attacktype and slaying 593 // restore original wc, dam, attacktype and slaying
591 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
592 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
593 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
597 op->slaying = op->custom_name;
594 598
595 if (op->spellarg)
596 {
597 op->slaying = op->spellarg;
598 free (op->spellarg);
599 op->spellarg = 0;
600 }
601 else
602 op->slaying = 0;
603
604 /* 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 */
605 op->spellarg = NULL; 600 op->custom_name = 0;
606 op->stats.sp = 0; 601 op->stats.sp = 0;
607 op->stats.hp = 0; 602 op->stats.hp = 0;
608 op->stats.grace = 0; 603 op->stats.grace = 0;
609 op->level = 0; 604 op->level = 0;
610 op->face = op->arch->face; 605 op->face = op->arch->face;
611 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
612 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
613 return op; 612 return op;
614} 613}
615 614
616/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
617 * 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
626 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
627 return; 626 return;
628 627
629 if (op->inv) 628 if (op->inv)
630 { 629 {
630 // replace this by straightforward drop to ground?
631 object *payload = op->inv; 631 object *payload = op->inv;
632 632
633 payload->remove ();
634 payload->owner = 0; 633 payload->owner = 0;
635 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
636 op->destroy (); 635 op->destroy ();
637 } 636 }
638 else 637 else
642 if (op) 641 if (op)
643 merge_ob (op, 0); 642 merge_ob (op, 0);
644 } 643 }
645} 644}
646 645
647/* 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.
648 */ 647 */
649void 648void
650move_arrow (object *op) 649move_arrow (object *op)
651{ 650{
652 object *tmp;
653 sint16 new_x, new_y;
654 int was_reflected, mflags; 651 int was_reflected;
655 maptile *m;
656 652
657 if (op->map == NULL) 653 if (!op->map)
658 { 654 {
659 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
660 op->destroy (); 656 op->destroy ();
661 return; 657 return;
662 } 658 }
663 659
664 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
670 * 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,
671 * 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
672 * 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,
673 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
674 */ 670 */
675 if (op->inv == NULL) 671 if (!op->inv)
676 { 672 {
677 op->destroy (); 673 op->destroy ();
678 return; 674 return;
679 } 675 }
680 676
683 stop_arrow (op); 679 stop_arrow (op);
684 return; 680 return;
685 } 681 }
686 } 682 }
687 683
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
688 /* 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
689 values look rediculous. */ 690 values look ridiculous. */
690 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
691 { 692 {
692 stop_arrow (op); 693 stop_arrow (op);
693 return; 694 return;
694 } 695 }
695 696
696 /* Calculate target map square */ 697 /* Calculate target map square */
697 new_x = op->x + DIRX (op);
698 new_y = op->y + DIRY (op);
699 was_reflected = 0; 698 was_reflected = 0;
700 699
701 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
702 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
703 701
704 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
705 { 703 {
706 stop_arrow (op); 704 stop_arrow (op);
707 return; 705 return;
708 } 706 }
709 707
710 /* 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 */
711 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
712 { 710 {
713 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break;
716 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
717 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
719 * move into it. 718 * move into it.
720 */ 719 */
721 if (tmp && tmp != op->owner) 720
722 {
723 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
726 */ 724 */
727 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))
728 { 726 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
732 update_turn_face (op); 728 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
734 } 730 }
735 else 731 else
736 { 732 {
737 /* Attack the object. */ 733 /* Attack the object. */
738 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
739 735
740 if (!op) 736 if (!op)
741 return; 737 return;
742 } 738 }
743 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */
745 739
746 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))
747 { 745 {
748 int retry = 0; 746 int retry = 0;
749 747
750 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
751 * 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
752 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
753 * 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
754 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
755 */ 753 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
757 { 755 {
758 stop_arrow (op); 756 stop_arrow (op);
759 return; 757 return;
760 } 758 }
761 else 759 else
764 if (op->direction & 1) 762 if (op->direction & 1)
765 { 763 {
766 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
767 retry = 1; 765 retry = 1;
768 } 766 }
767
769 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
770 * use this retry here to make this one block 769 * use this retry here to make this one block
771 * that did the same thing. 770 * that did the same thing.
772 */ 771 */
773 while (retry < 2) 772 while (retry < 2)
774 { 773 {
775 int left, right, mflags;
776 maptile *m1;
777 sint16 x1, y1;
778
779 retry++; 774 retry++;
780 775
781 /* 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
782 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
783 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
784 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
785 */ 780 */
786 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));
787 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
788 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
789 783
790 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));
791 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
792 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
793 786
794 if (left == right) 787 if (left == right)
795 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
796 else if (left) 789 else if (left)
797 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
798 else if (right) 791 else if (right)
799 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
800 793
801 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
802
803 /* 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 -
804 * don't need to retry again. 795 * don't need to retry again.
805 */ 796 */
806 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))
807 break; 799 break;
808
809 } 800 }
801
810 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
811 * top it from moving. 803 * stop it from moving.
812 */ 804 */
813 if (retry == 2) 805 if (retry == 2)
814 { 806 {
815 stop_arrow (op); 807 stop_arrow (op);
816 return; 808 return;
817 } 809 }
810
818 /* update object image for new facing */ 811 /* update object image for new facing */
819 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
820 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
821 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
822 } /* object is reflected */ 815 } /* object is reflected */
823 } /* object ran into a wall */ 816 } /* object ran into a wall */
824 817
825 /* Move the arrow. */ 818 /* Move the arrow. */
826 op->remove (); 819 op->move_to (pos);
827 op->x = new_x;
828 op->y = new_y;
829
830 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
831 * about 17 squares. Tune as needed.
832 */
833 op->speed -= 0.05;
834 insert_ob_in_map (op, m, op, 0);
835} 820}
836 821
837/* This routine doesnt seem to work for "inanimate" objects that 822static void
838 * are being carried, ie a held torch leaps from your hands!.
839 * Modified this routine to allow held objects. b.t. */
840
841void
842change_object (object *op) 823change_object (object *op)
843{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
844 int i, j;
845
846 if (op->other_arch == NULL) 825 if (!op->other_arch)
847 { 826 {
848 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 ());
849 return; 828 return;
850 } 829 }
851 830
852 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
853 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
854 { 833 {
855 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
856 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);
857 else 851 else
858 op->stats.food = 1; /* so 1 other_arch is made */
859 }
860
861 object *pl = op->in_player ();
862 object *env = op->env;
863
864 op->remove ();
865 for (i = 0; i < NROFNEWOBJS (op); i++)
866 {
867 object *tmp = arch_to_object (op->other_arch);
868
869 if (op->type == LAMP)
870 tmp->stats.food = op->stats.food - 1;
871
872 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
873 if (env)
874 {
875 tmp->x = env->x, tmp->y = env->y;
876 tmp = insert_ob_in_ob (tmp, env);
877
878 /* If this object is the players inventory, we need to tell the
879 * client of the change. Insert_ob_in_map takes care of the
880 * updating the client, so we don't need to do that below.
881 */
882 if (pl)
883 {
884 esrv_del_item (pl->contr, op->count);
885 esrv_send_item (pl, tmp);
886 }
887 } 852 {
888 else
889 {
890 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
891 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
892 tmp->destroy (); 856 tmp->destroy ();
893 else 857 else
894 { 858 {
895 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
896 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
897 } 863 }
898 } 864 }
899 } 865 }
900 866
901 op->destroy (); 867 op->destroy ();
918 884
919 if (op->head) 885 if (op->head)
920 head = op->head; 886 head = op->head;
921 887
922 for (tmp = op->above; tmp; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
923 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
924 break; 890 break;
925 891
926 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
927 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
928 return; 894 return;
929 895
930 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
931 { 897 {
932 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
957 else 923 else
958 { 924 {
959 /* Random teleporter */ 925 /* Random teleporter */
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
961 return; 927 return;
928
962 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
963 } 930 }
964} 931}
965 932
966/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
967 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
968 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
969 can't be generalized. 936 can't be generalized.
970*/ 937*/
971void 938static void
972move_player_changer (object *op) 939move_player_changer (object *op)
973{ 940{
974 object *player;
975 object *walk;
976
977 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
978 return; 942 return;
979 943
980 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
981 * needs to be on top. 945 * needs to be on top.
982 */ 946 */
983 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
984 { 948 {
949 object *player = op->above;
950
985 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
986 return; 952 return;
987 953
988 player = op->above;
989
990 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
991 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
992 956
993 player->update_stats (); 957 player->update_stats ();
994 958
995 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1033 } 997 }
1034 998
1035 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);
1036} 1000}
1037 1001
1038/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1039 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1040 * 1004 *
1041 * 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
1042 * 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.
1043 * 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,
1044 * 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,
1045 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1046 */ 1010 */
1047void 1011static void
1048move_player_mover (object *op) 1012move_player_mover (object *op)
1049{ 1013{
1050 int dir = op->stats.sp; 1014 int dir = 0;
1051 sint16 nx, ny;
1052 maptile *m;
1053
1054 /* Determine direction now for random movers so we do the right thing */
1055 if (!dir)
1056 dir = rndm (1, 8);
1057 1015
1058 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1059 { 1017 {
1060 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1061 (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)
1062 { 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 }
1063 1041
1064 if (victim->head) 1042 if (victim->head)
1065 victim = victim->head; 1043 victim = victim->head;
1066 1044
1067 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1068 {
1069 op->remove ();
1070 return;
1071 }
1072
1073 nx = op->x + freearr_x[dir];
1074 ny = op->y + freearr_y[dir];
1075 m = op->map;
1076 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1077 {
1078 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1079 return;
1080 }
1081
1082 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1083 return; 1046 return;
1084 1047
1085 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)
1086 { 1049 {
1087 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1088 nextmover->speed_left = -.99f; 1051 nextmover->speed_left = -.99f;
1089 1052
1090 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1091 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 */
1092 } 1055 }
1093 1056
1094 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1095 { 1058 {
1096 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1097 if (op->level) 1060 if (op->level)
1098 { 1061 {
1099 /* 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
1100 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1101 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1102 * get to this space. 1065 * get to this space.
1103 */ 1066 */
1104 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1105 victim->speed_left = 1.f; 1068 victim->speed_left = 1.f;
1106 move_player (victim, dir); 1069 move_player (victim, dir);
1107 } 1070 }
1108 else 1071 else
1109 return; 1072 return;
1110 } 1073 }
1111 else 1074 else
1112 move_object (victim, dir); 1075 victim->move (dir);
1113 1076
1114 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1115 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1116 1079
1117 if (op->attacktype) 1080 if (op->attacktype)
1118 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1119 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);
1120 } 1083 }
1121 } 1084 }
1122 } 1085 }
1123} 1086}
1124 1087
1162 break; 1125 break;
1163 } 1126 }
1164 } 1127 }
1165} 1128}
1166 1129
1167/* move_creator (by peterm) 1130/* move_creator (by peterm)
1168 * 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.
1169 * connected: what will trigger it 1132 * connected: what will trigger it
1170 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1171 * 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
1172 * everytime it's triggered 1135 * everytime it's triggered
1180void 1143void
1181move_creator (object *creator) 1144move_creator (object *creator)
1182{ 1145{
1183 object *new_ob; 1146 object *new_ob;
1184 1147
1185 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1186 { 1149 {
1187 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1188 return; 1151 return;
1189 } 1152 }
1190 1153
1191 if (creator->inv != NULL) 1154 if (creator->inv)
1192 { 1155 {
1193 object *ob; 1156 object *ob;
1194 int i; 1157 int i;
1195 object *ob_to_copy; 1158 object *ob_to_copy;
1196 1159
1197 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1198 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1199 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++)
1200 { 1163 {
1201 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1202 { 1165 {
1203 ob_to_copy = ob; 1166 ob_to_copy = ob;
1204 } 1167 }
1205 } 1168 }
1206 new_ob = object_create_clone (ob_to_copy); 1169
1207 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);
1208 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1209 } 1173 }
1210 else 1174 else
1211 { 1175 {
1212 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1213 { 1177 {
1214 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",
1215 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1216 return; 1180 return;
1217 } 1181 }
1219 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1220 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1221 } 1185 }
1222 1186
1223 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1224 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))
1225 { 1189 {
1226 new_ob->destroy (); 1190 new_ob->destroy ();
1227 return; 1191 return;
1228 } 1192 }
1229 1193
1230 // for now lets try to identify everything generated here, it mostly 1194 // for now lets try to identify everything generated here, it mostly
1231 // 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
1232 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1233 1198
1234 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);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1236 return; 1201 return;
1237 1202
1238 if (creator->slaying) 1203 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1205}
1243 1206
1244/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1256 { 1219 {
1257 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1258 if (object *force = tmp->force_find (op->name)) 1221 if (object *force = tmp->force_find (op->name))
1259 force->destroy (); 1222 force->destroy ();
1260 1223
1261 if (!tmp->force_find (op->slaying)) 1224 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1225 {
1263 tmp->force_add (op->slaying, op->stats.food); 1226 tmp->force_add (op->slaying, op->stats.food);
1264 1227
1265 if (op->msg) 1228 if (op->msg)
1266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1278 } 1241 }
1279 } 1242 }
1280 } 1243 }
1281} 1244}
1282 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
1283void 1292void
1284process_object (object *op) 1293process_object (object *op)
1285{ 1294{
1286 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1287 return; 1296 return;
1288 1297
1289 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1290 return; 1299 return;
1291 1300
1292 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1293 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1294 return; 1303 return;
1295 1304
1296 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1297 { 1306 {
1298 animate_object (op, op->contr ? op->facing : op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1299 1308
1300 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1301 make_sure_seen (op); 1310 make_sure_seen (op);
1302 } 1311 }
1303 1312
1304 if (expect_false ( 1313 if (ecb_expect_false (
1305 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1306 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1307 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1308 )) 1317 ))
1309 { 1318 {
1310 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1311 { 1320 {
1312 change_object (op); 1321 change_object (op);
1313 return; 1322 return;
1314 } 1323 }
1315 1324
1316 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1317 generate_monster (op); 1326 generate_monster (op);
1318 1327
1319 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1320 { 1329 {
1321 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1322 remove_force (op); 1331 remove_force (op);
1323 else 1332 else
1324 { 1333 {
1325 /* If necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1326 object *pl = op->in_player ();
1327 1335
1328 if (pl)
1329 esrv_del_item (pl->contr, op->count);
1330
1331 op->remove ();
1332
1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1334 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1335 1338
1336 op->destroy (); 1339 op->drop_and_destroy ();
1337 } 1340 }
1338 1341
1339 return; 1342 return;
1340 } 1343 }
1341 } 1344 }
1465 1468
1466 case PLAYER: 1469 case PLAYER:
1467 // players have their own speed-management, so undo the --speed_left 1470 // players have their own speed-management, so undo the --speed_left
1468 ++op->speed_left; 1471 ++op->speed_left;
1469 break; 1472 break;
1470 }
1471}
1472 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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