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Comparing deliantra/server/server/time.C (file contents):
Revision 1.66 by root, Mon Aug 27 06:29:18 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;
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}
460 467
461void 468void
462animate_trigger (object *op) 469animate_trigger (object *op)
463{ 470{
464 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
465 { 472 {
466 op->stats.wc = 0; 473 op->stats.wc = 0;
467 check_trigger (op, NULL); 474 check_trigger (op, NULL);
468 } 475 }
469 else 476 else
470 { 477 op->update_anim_frame (op->stats.wc);
471 SET_ANIMATION (op, op->stats.wc);
472 update_object (op, UP_OBJ_FACE);
473 }
474} 478}
475 479
476void 480static void
477move_hole (object *op) 481move_hole (object *op)
478{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
479 object *next, *tmp;
480
481 if (op->value) 483 if (op->value)
482 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
483 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
484 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
485 op->stats.wc = 0; 489 op->stats.wc = 0;
486 op->set_speed (0); 490 op->set_speed (0);
487 491
488 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
489 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
490 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
491 { 495 {
492 next = tmp->above; 496 next = tmp->above;
493 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
494 } 498 }
495 } 499 }
496 500 }
497 SET_ANIMATION (op, op->stats.wc); 501 else
498 update_object (op, UP_OBJ_FACE);
499 return;
500 } 502 {
501
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 int was_reflected; 651 int was_reflected;
653 652
654 if (!op->map) 653 if (!op->map)
655 { 654 {
656 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
657 op->destroy (); 656 op->destroy ();
658 return; 657 return;
659 } 658 }
660 659
661 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
667 * 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,
668 * 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
669 * 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,
670 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
671 */ 670 */
672 if (op->inv == NULL) 671 if (!op->inv)
673 { 672 {
674 op->destroy (); 673 op->destroy ();
675 return; 674 return;
676 } 675 }
677 676
680 stop_arrow (op); 679 stop_arrow (op);
681 return; 680 return;
682 } 681 }
683 } 682 }
684 683
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
685 /* 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
686 values look rediculous. */ 690 values look ridiculous. */
687 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
688 { 692 {
689 stop_arrow (op); 693 stop_arrow (op);
690 return; 694 return;
691 } 695 }
692 696
705 if (pos->flags () & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
706 { 710 {
707 object *tmp; 711 object *tmp;
708 712
709 for (tmp = pos->bot; tmp; tmp = tmp->above) 713 for (tmp = pos->bot; tmp; tmp = tmp->above)
710 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
711 break; 715 {
712
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 */ 739
740 } /* if there is something alive on this space */ 740 break;
741 }
742 }
741 743
742 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
743 { 745 {
744 int retry = 0; 746 int retry = 0;
745 747
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
806 return; 808 return;
807 } 809 }
808 810
809 /* update object image for new facing */ 811 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 815 } /* object is reflected */
814 } /* object ran into a wall */ 816 } /* object ran into a wall */
815 817
816 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
817 * about 17 squares. Tune as needed.
818 */
819 op->speed -= 0.05;
820
821 /* Move the arrow. */ 818 /* Move the arrow. */
822 op->move_to (pos); 819 op->move_to (pos);
823} 820}
824 821
825/* This routine doesnt seem to work for "inanimate" objects that 822static void
826 * are being carried, ie a held torch leaps from your hands!.
827 * Modified this routine to allow held objects. b.t. */
828void
829change_object (object *op) 823change_object (object *op)
830{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
831 int i, j;
832
833 if (op->other_arch == NULL) 825 if (!op->other_arch)
834 { 826 {
835 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 ());
836 return; 828 return;
837 } 829 }
838 830
839 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
840 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
841 { 833 {
842 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
843 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);
844 else 851 else
845 op->stats.food = 1; /* so 1 other_arch is made */
846 }
847
848 object *pl = op->in_player ();
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < NROFNEWOBJS (op); i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 if (op->type == LAMP)
857 tmp->stats.food = op->stats.food - 1;
858
859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860 if (env)
861 {
862 tmp->x = env->x, tmp->y = env->y;
863 tmp = insert_ob_in_ob (tmp, env);
864
865 /* If this object is the players inventory, we need to tell the
866 * client of the change. Insert_ob_in_map takes care of the
867 * updating the client, so we don't need to do that below.
868 */
869 if (pl)
870 {
871 esrv_del_item (pl->contr, op->count);
872 esrv_send_item (pl, tmp);
873 }
874 } 852 {
875 else
876 {
877 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
878 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
879 tmp->destroy (); 856 tmp->destroy ();
880 else 857 else
881 { 858 {
882 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
883 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
884 } 863 }
885 } 864 }
886 } 865 }
887 866
888 op->destroy (); 867 op->destroy ();
905 884
906 if (op->head) 885 if (op->head)
907 head = op->head; 886 head = op->head;
908 887
909 for (tmp = op->above; tmp; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
911 break; 890 break;
912 891
913 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
915 return; 894 return;
916 895
917 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
918 { 897 {
919 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
944 else 923 else
945 { 924 {
946 /* Random teleporter */ 925 /* Random teleporter */
947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
948 return; 927 return;
928
949 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
950 } 930 }
951} 931}
952 932
953/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
954 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
955 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
956 can't be generalized. 936 can't be generalized.
957*/ 937*/
958void 938static void
959move_player_changer (object *op) 939move_player_changer (object *op)
960{ 940{
961 object *player;
962 object *walk;
963
964 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
965 return; 942 return;
966 943
967 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
968 * needs to be on top. 945 * needs to be on top.
969 */ 946 */
970 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
971 { 948 {
949 object *player = op->above;
950
972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
973 return; 952 return;
974 953
975 player = op->above;
976
977 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
978 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
979 956
980 player->update_stats (); 957 player->update_stats ();
981 958
982 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1020 } 997 }
1021 998
1022 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);
1023} 1000}
1024 1001
1025/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1026 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1027 * 1004 *
1028 * 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
1029 * 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.
1030 * 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,
1031 * 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,
1032 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1033 */ 1010 */
1034void 1011static void
1035move_player_mover (object *op) 1012move_player_mover (object *op)
1036{ 1013{
1037 int dir = op->stats.sp; 1014 int dir = 0;
1038 sint16 nx, ny;
1039 maptile *m;
1040
1041 /* Determine direction now for random movers so we do the right thing */
1042 if (!dir)
1043 dir = rndm (1, 8);
1044 1015
1045 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 { 1017 {
1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1048 (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)
1049 { 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 }
1050 1041
1051 if (victim->head) 1042 if (victim->head)
1052 victim = victim->head; 1043 victim = victim->head;
1053 1044
1054 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1055 {
1056 op->remove ();
1057 return;
1058 }
1059
1060 nx = op->x + freearr_x[dir];
1061 ny = op->y + freearr_y[dir];
1062 m = op->map;
1063 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1064 {
1065 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1066 return;
1067 }
1068
1069 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1070 return; 1046 return;
1071 1047
1072 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)
1073 { 1049 {
1074 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1075 nextmover->speed_left = -.99f; 1051 nextmover->speed_left = -.99f;
1076 1052
1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1078 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 */
1079 } 1055 }
1080 1056
1081 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1082 { 1058 {
1083 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1084 if (op->level) 1060 if (op->level)
1085 { 1061 {
1086 /* 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
1087 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1088 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1089 * get to this space. 1065 * get to this space.
1090 */ 1066 */
1091 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1092 victim->speed_left = 1.f; 1068 victim->speed_left = 1.f;
1093 move_player (victim, dir); 1069 move_player (victim, dir);
1094 } 1070 }
1095 else 1071 else
1096 return; 1072 return;
1097 } 1073 }
1098 else 1074 else
1099 move_object (victim, dir); 1075 victim->move (dir);
1100 1076
1101 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1102 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1103 1079
1104 if (op->attacktype) 1080 if (op->attacktype)
1105 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1106 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);
1107 } 1083 }
1108 } 1084 }
1109 } 1085 }
1110} 1086}
1111 1087
1149 break; 1125 break;
1150 } 1126 }
1151 } 1127 }
1152} 1128}
1153 1129
1154/* move_creator (by peterm) 1130/* move_creator (by peterm)
1155 * 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.
1156 * connected: what will trigger it 1132 * connected: what will trigger it
1157 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1158 * 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
1159 * everytime it's triggered 1135 * everytime it's triggered
1167void 1143void
1168move_creator (object *creator) 1144move_creator (object *creator)
1169{ 1145{
1170 object *new_ob; 1146 object *new_ob;
1171 1147
1172 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1173 { 1149 {
1174 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1175 return; 1151 return;
1176 } 1152 }
1177 1153
1178 if (creator->inv != NULL) 1154 if (creator->inv)
1179 { 1155 {
1180 object *ob; 1156 object *ob;
1181 int i; 1157 int i;
1182 object *ob_to_copy; 1158 object *ob_to_copy;
1183 1159
1184 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1185 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1186 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++)
1187 { 1163 {
1188 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1189 { 1165 {
1190 ob_to_copy = ob; 1166 ob_to_copy = ob;
1191 } 1167 }
1192 } 1168 }
1193 new_ob = object_create_clone (ob_to_copy); 1169
1194 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);
1195 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1196 } 1173 }
1197 else 1174 else
1198 { 1175 {
1199 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1200 { 1177 {
1201 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",
1202 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1203 return; 1180 return;
1204 } 1181 }
1206 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1208 } 1185 }
1209 1186
1210 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1211 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))
1212 { 1189 {
1213 new_ob->destroy (); 1190 new_ob->destroy ();
1214 return; 1191 return;
1215 } 1192 }
1216 1193
1217 // for now lets try to identify everything generated here, it mostly 1194 // for now lets try to identify everything generated here, it mostly
1218 // 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
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1220 1198
1221 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);
1222 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1223 return; 1201 return;
1224 1202
1225 if (creator->slaying) 1203 if (creator->slaying)
1226 {
1227 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1228 }
1229} 1205}
1230 1206
1231/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1232 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1233 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1243 { 1219 {
1244 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1245 if (object *force = tmp->force_find (op->name)) 1221 if (object *force = tmp->force_find (op->name))
1246 force->destroy (); 1222 force->destroy ();
1247 1223
1248 if (!tmp->force_find (op->slaying)) 1224 if (op->slaying && !tmp->force_find (op->slaying))
1249 { 1225 {
1250 tmp->force_add (op->slaying, op->stats.food); 1226 tmp->force_add (op->slaying, op->stats.food);
1251 1227
1252 if (op->msg) 1228 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1265 } 1241 }
1266 } 1242 }
1267 } 1243 }
1268} 1244}
1269 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
1270void 1292void
1271process_object (object *op) 1293process_object (object *op)
1272{ 1294{
1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1274 return; 1296 return;
1275 1297
1276 if (expect_false (INVOKE_OBJECT (TICK, op))) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1277 return; 1299 return;
1278 1300
1279 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1281 return; 1303 return;
1282 1304
1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1284 { 1306 {
1285 animate_object (op, op->contr ? op->facing : op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1286 1308
1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1288 make_sure_seen (op); 1310 make_sure_seen (op);
1289 } 1311 }
1290 1312
1291 if (expect_false ( 1313 if (ecb_expect_false (
1292 op->flag [FLAG_GENERATOR] 1314 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING] 1315 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP] 1316 || op->flag [FLAG_IS_USED_UP]
1295 )) 1317 ))
1296 { 1318 {
1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (op->flag [FLAG_CHANGING] && !op->state)
1298 { 1320 {
1299 change_object (op); 1321 change_object (op);
1300 return; 1322 return;
1301 } 1323 }
1302 1324
1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1304 generate_monster (op); 1326 generate_monster (op);
1305 1327
1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1307 { 1329 {
1308 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1309 remove_force (op); 1331 remove_force (op);
1310 else 1332 else
1311 { 1333 {
1312 /* If necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1313 object *pl = op->in_player ();
1314 1335
1315 if (pl)
1316 esrv_del_item (pl->contr, op->count);
1317
1318 op->remove ();
1319
1320 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1321 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1322 1338
1323 op->destroy (); 1339 op->drop_and_destroy ();
1324 } 1340 }
1325 1341
1326 return; 1342 return;
1327 } 1343 }
1328 } 1344 }
1452 1468
1453 case PLAYER: 1469 case PLAYER:
1454 // players have their own speed-management, so undo the --speed_left 1470 // players have their own speed-management, so undo the --speed_left
1455 ++op->speed_left; 1471 ++op->speed_left;
1456 break; 1472 break;
1457 }
1458}
1459 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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