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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.66 by root, Mon Aug 27 06:29:18 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
41 object *tmp; 40 object *tmp;
42 41
43 for (i = 1; i < 9; i += 2) 42 for (i = 1; i < 9; i += 2)
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 44 {
46 tmp->set_speed (0.1); 45 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
48 } 47 }
49 48
50 if (op->other_arch) 49 if (op->other_arch)
51 { 50 {
52 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
70 { 69 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 72 { /* same key both doors */
74 tmp->set_speed (0.1); 73 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
76 } 75 }
77 } 76 }
78 77
79 if (op->other_arch) 78 if (op->other_arch)
80 { 79 {
97 96
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 98 return;
100 99
101 object *op; 100 object *op;
101 int i;
102 102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 104 {
105 // either copy one item form the inventory... 105 // either copy one item from the inventory...
106 if (!gen->inv) 106 if (!gen->inv)
107 return; 107 return;
108 108
109 // first select one item from the inventory 109 // first select one item from the inventory
110 int index = 0; 110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 112 if (!rndm (++index))
113 op = tmp; 113 op = tmp;
114 114
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
116 if (i < 0)
117 return;
118
115 op = object_create_clone (op); 119 op = object_create_clone (op);
116 120
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
120 else 133 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 134 return;
127 }
128 135
129 op->expand_tail (); 136 op->expand_tail ();
130 137
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 { 139 {
136 if (rndm (0, 9)) 140 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 141 generate_artifact (op, gen->map->difficulty);
138 142
139 if (op->has_random_items ()) 143 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 145
142 return; 146 return;
143 }
144 } 147 }
145 148
146 op->destroy (); 149 op->destroy ();
147} 150}
148 151
220} 223}
221 224
222 225
223void 226void
224move_gate (object *op) 227move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 228{ /* 1 = going down, 0 = going up */
226 object *tmp; 229 object *tmp;
227 230
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 232 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 233 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 238 if (op->value)
236 { 239 {
237 if (--op->stats.wc <= 0) 240 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 241 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 242 op->stats.wc = 0;
240 if (op->arch->clone.speed) 243 if (op->arch->speed)
241 op->value = 0; 244 op->value = 0;
242 else 245 else
243 op->set_speed (0); 246 op->set_speed (0);
244 } 247 }
245 248
265 * objects are above the gate. If so, we finish closing the gate, 268 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 269 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 270 * the gate slightly.
268 */ 271 */
269 272
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 273 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 275 break;
273 276
274 if (tmp == NULL) 277 if (!tmp)
275 { 278 {
276 if (op->arch->clone.speed) 279 if (op->arch->speed)
277 op->value = 1; 280 op->value = 1;
278 else 281 else
279 op->set_speed (0); 282 op->set_speed (0);
280 283
281 return; 284 return;
302 */ 305 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 307 {
305 /* Halfway or further, check blocks */ 308 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 309 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
308 312
309 if (tmp != NULL) 313 if (tmp)
310 { 314 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 316 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
318 op->play_sound (sound_find ("blocked_gate"));
319
314 if (tmp->type == PLAYER) 320 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 322 }
317 else
318 /* If the object is not alive, and the object either can 323 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 324 * be picked up or the object rolls, move the object
320 * off the gate. 325 * off the gate.
321 */ 326 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 { 328 {
324 /* If it has speed, it should move itself, otherwise: */ 329 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
326 331
327 /* If there is a free spot, move the object someplace */ 332 /* If there is a free spot, move the object someplace */
333 } 338 }
334 } 339 }
335 } 340 }
336 341
337 /* See if there is still anything blocking the gate */ 342 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 343 for (tmp = op->above; tmp; tmp = tmp->above)
339 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 345 break;
341 346
342 /* IF there is, start putting the gate down */ 347 /* IF there is, start putting the gate down */
343 if (tmp) 348 if (tmp)
344 {
345 op->stats.food = 1; 349 op->stats.food = 1;
346 }
347 else 350 else
348 { 351 {
349 op->move_block = MOVE_ALL; 352 op->move_block = MOVE_ALL;
353
350 if (!op->arch->clone.stats.ac) 354 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 355 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 356 update_all_los (op->map, op->x, op->y);
353 } 357 }
354 } /* gate is halfway up */ 358 } /* gate is halfway up */
355 359
368 int v = op->value; 372 int v = op->value;
369 373
370 if (op->stats.sp) 374 if (op->stats.sp)
371 { 375 {
372 move_gate (op); 376 move_gate (op);
377
373 if (op->value != v) /* change direction ? */ 378 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 379 op->stats.sp = 0;
375 return; 380 return;
376 } 381 }
382
377 if (--op->stats.hp <= 0) 383 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 384 { /* keep gate down */
379 move_gate (op); 385 move_gate (op);
386
380 if (op->value != v) 387 if (op->value != v)
381 op->set_speed (0); 388 op->set_speed (0);
382 } 389 }
383} 390}
384 391
396 int last = op->value; 403 int last = op->value;
397 int detected; 404 int detected;
398 405
399 detected = 0; 406 detected = 0;
400 407
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 408 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 409 {
403 object *tmp2; 410 object *tmp2;
404 411
405 if (op->stats.hp) 412 if (op->stats.hp)
406 { 413 {
426 if (detected && last == 0) 433 if (detected && last == 0)
427 { 434 {
428 op->value = 1; 435 op->value = 1;
429 push_button (op); 436 push_button (op);
430 } 437 }
438
431 if (!detected && last == 1) 439 if (!detected && last == 1)
432 { 440 {
433 op->value = 0; 441 op->value = 0;
434 push_button (op); 442 push_button (op);
435 } 443 }
439 if (detected && last == 1) 447 if (detected && last == 1)
440 { 448 {
441 op->value = 0; 449 op->value = 0;
442 push_button (op); 450 push_button (op);
443 } 451 }
452
444 if (!detected && last == 0) 453 if (!detected && last == 0)
445 { 454 {
446 op->value = 1; 455 op->value = 1;
447 push_button (op); 456 push_button (op);
448 } 457 }
449 } 458 }
450} 459}
451
452 460
453void 461void
454animate_trigger (object *op) 462animate_trigger (object *op)
455{ 463{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 464 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
488 496
489 SET_ANIMATION (op, op->stats.wc); 497 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 498 update_object (op, UP_OBJ_FACE);
491 return; 499 return;
492 } 500 }
501
493 /* We're closing */ 502 /* We're closing */
494 op->move_on = 0; 503 op->move_on = 0;
495 504
496 op->stats.wc++; 505 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
572 return NULL; 581 return NULL;
573 } 582 }
574 583
575 op->set_speed (0); 584 op->set_speed (0);
576 op->direction = 0; 585 op->direction = 0;
577 op->move_on = 0; 586 op->move_on = 0;
578 op->move_type = 0; 587 op->move_type = 0;
588 op->skill = 0; // really?
589
590 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 591 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 592 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 593 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 594
585 if (op->spellarg != NULL) 595 if (op->spellarg)
586 { 596 {
587 op->slaying = op->spellarg; 597 op->slaying = op->spellarg;
588 free (op->spellarg); 598 free (op->spellarg);
589 op->spellarg = NULL; 599 op->spellarg = 0;
590 } 600 }
591 else 601 else
592 op->slaying = NULL; 602 op->slaying = 0;
593 603
594 /* Reset these to zero, so that object::can_merge will work properly */ 604 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 605 op->spellarg = NULL;
596 op->stats.sp = 0; 606 op->stats.sp = 0;
597 op->stats.hp = 0; 607 op->stats.hp = 0;
598 op->stats.grace = 0; 608 op->stats.grace = 0;
599 op->level = 0; 609 op->level = 0;
600 op->face = op->arch->clone.face; 610 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 611 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 612 update_object (op, UP_OBJ_CHANGE);
603 return op; 613 return op;
604} 614}
605 615
626 op->destroy (); 636 op->destroy ();
627 } 637 }
628 else 638 else
629 { 639 {
630 op = fix_stopped_arrow (op); 640 op = fix_stopped_arrow (op);
641
631 if (op) 642 if (op)
632 merge_ob (op, NULL); 643 merge_ob (op, 0);
633 } 644 }
634} 645}
635 646
636/* Move an arrow along its course. op is the arrow or thrown object. 647/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 648 */
638void 649void
639move_arrow (object *op) 650move_arrow (object *op)
640{ 651{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 652 int was_reflected;
644 maptile *m;
645 653
646 if (op->map == NULL) 654 if (!op->map)
647 { 655 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 656 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 657 op->destroy ();
650 return; 658 return;
651 } 659 }
681 stop_arrow (op); 689 stop_arrow (op);
682 return; 690 return;
683 } 691 }
684 692
685 /* Calculate target map square */ 693 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 694 was_reflected = 0;
689 695
690 m = op->map; 696 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 697
693 if (mflags & P_OUT_OF_MAP) 698 if (!pos.normalise ())
694 { 699 {
695 stop_arrow (op); 700 stop_arrow (op);
696 return; 701 return;
697 } 702 }
698 703
699 /* only need to look for living creatures if this flag is set */ 704 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 705 if (pos->flags () & P_IS_ALIVE)
701 { 706 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 707 object *tmp;
708
709 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 710 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 711 break;
705 712
706 /* Not really fair, but don't let monsters hit themselves with 713 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 714 * their own arrow - this can be because they fire it then
730 return; 737 return;
731 } 738 }
732 } /* if this is not hitting its owner */ 739 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 740 } /* if there is something alive on this space */
734 741
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 742 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 743 {
737 int retry = 0; 744 int retry = 0;
738 745
739 /* if the object doesn't reflect, stop the arrow from moving 746 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 747 * note that this code will now catch cases where a monster is
753 if (op->direction & 1) 760 if (op->direction & 1)
754 { 761 {
755 op->direction = absdir (op->direction + 4); 762 op->direction = absdir (op->direction + 4);
756 retry = 1; 763 retry = 1;
757 } 764 }
765
758 /* There were two blocks with identical code - 766 /* There were two blocks with identical code -
759 * use this retry here to make this one block 767 * use this retry here to make this one block
760 * that did the same thing. 768 * that did the same thing.
761 */ 769 */
762 while (retry < 2) 770 while (retry < 2)
763 { 771 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 772 retry++;
769 773
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 774 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
771 * over a corner in a tiled map, it is possible that 775 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 776 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 777 * op->direction-1 or op->direction+1 does not exist.
774 */ 778 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 779 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 780 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 781
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 782 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 783 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 784
783 if (left == right) 785 if (left == right)
784 op->direction = absdir (op->direction + 4); 786 op->direction = absdir (op->direction + 4);
785 else if (left) 787 else if (left)
786 op->direction = absdir (op->direction + 2); 788 op->direction = absdir (op->direction + 2);
787 else if (right) 789 else if (right)
788 op->direction = absdir (op->direction - 2); 790 op->direction = absdir (op->direction - 2);
789 791
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* If this space is not out of the map and not blocked, valid space - 792 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 793 * don't need to retry again.
794 */ 794 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 795 mapxy pos3 (pos); pos3.move (op->direction);
796 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 797 break;
797
798 } 798 }
799
799 /* Couldn't find a direction to move the arrow to - just 800 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 801 * stop it from moving.
801 */ 802 */
802 if (retry == 2) 803 if (retry == 2)
803 { 804 {
804 stop_arrow (op); 805 stop_arrow (op);
805 return; 806 return;
806 } 807 }
808
807 /* update object image for new facing */ 809 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 810 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 811 if (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 812 SET_ANIMATION (op, op->direction);
811 } /* object is reflected */ 813 } /* object is reflected */
812 } /* object ran into a wall */ 814 } /* object ran into a wall */
813 815
814 /* Move the arrow. */
815 op->remove ();
816 op->x = new_x;
817 op->y = new_y;
818
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 816 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 817 * about 17 squares. Tune as needed.
821 */ 818 */
822 op->speed -= 0.05; 819 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0); 820
821 /* Move the arrow. */
822 op->move_to (pos);
824} 823}
825 824
826/* This routine doesnt seem to work for "inanimate" objects that 825/* This routine doesnt seem to work for "inanimate" objects that
827 * are being carried, ie a held torch leaps from your hands!. 826 * are being carried, ie a held torch leaps from your hands!.
828 * Modified this routine to allow held objects. b.t. */ 827 * Modified this routine to allow held objects. b.t. */
829
830void 828void
831change_object (object *op) 829change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
833 int i, j; 831 int i, j;
834 832
906 move_teleporter (op->more); 904 move_teleporter (op->more);
907 905
908 if (op->head) 906 if (op->head)
909 head = op->head; 907 head = op->head;
910 908
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 909 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 911 break;
914 912
915 /* If nothing above us to move, nothing to do */ 913 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 948 return;
951 teleport (head, TELEPORTER, tmp); 949 teleport (head, TELEPORTER, tmp);
952 } 950 }
953} 951}
954
955 952
956/* This object will teleport someone to a different map 953/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 954 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 955 This was invented for giving classes, but there's no reason it
959 can't be generalized. 956 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1009 return; /* dm has created a firewall in his inventory */
1013 1010
1014 spell = op->inv; 1011 spell = op->inv;
1015 1012
1016 if (!spell || spell->type != SPELL) 1013 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1014 spell = op->other_arch;
1018 1015
1019 if (!spell) 1016 if (!spell)
1020 { 1017 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1019 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1032 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1033 */
1037void 1034void
1038move_player_mover (object *op) 1035move_player_mover (object *op)
1039{ 1036{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1037 int dir = op->stats.sp;
1042 sint16 nx, ny; 1038 sint16 nx, ny;
1043 maptile *m; 1039 maptile *m;
1044 1040
1045 /* Determine direction now for random movers so we do the right thing */ 1041 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1042 if (!dir)
1047 dir = rndm (1, 8); 1043 dir = rndm (1, 8);
1048 1044
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1045 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1046 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1048 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1049 {
1054 1050
1071 } 1067 }
1072 1068
1073 if (should_director_abort (op, victim)) 1069 if (should_director_abort (op, victim))
1074 return; 1070 return;
1075 1071
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1073 {
1078 if (nextmover->type == PLAYERMOVER) 1074 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1075 nextmover->speed_left = -.99f;
1076
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1079 }
1085 1080
1086 if (victim->type == PLAYER) 1081 if (victim->type == PLAYER)
1087 { 1082 {
1088 /* only level >=1 movers move people */ 1083 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1087 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1088 * place. This can happen if the player used a spell to
1094 * get to this space. 1089 * get to this space.
1095 */ 1090 */
1096 victim->contr->fire_on = 0; 1091 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1092 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1093 move_player (victim, dir);
1099 } 1094 }
1100 else 1095 else
1101 return; 1096 return;
1102 } 1097 }
1106 if (!op->stats.maxsp && op->attacktype) 1101 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1102 op->stats.maxsp = 2;
1108 1103
1109 if (op->attacktype) 1104 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1105 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1107 }
1122 } 1108 }
1123 } 1109 }
1124} 1110}
1125 1111
1144 if (op->above == NULL) 1130 if (op->above == NULL)
1145 return; 1131 return;
1146 1132
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1133 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1134 {
1149 if (op->other_arch->name == tmp->arch->name) 1135 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1136 {
1151 if (op->level <= 0) 1137 if (op->level <= 0)
1152 tmp->destroy (); 1138 tmp->destroy ();
1153 else 1139 else
1154 { 1140 {
1176 * has to make sure that there is in fact space for the object. 1162 * has to make sure that there is in fact space for the object.
1177 * It should really do this for small objects also, but there is 1163 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1164 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1165 * outside of the map which would cause the server to crash
1180*/ 1166*/
1181
1182void 1167void
1183move_creator (object *creator) 1168move_creator (object *creator)
1184{ 1169{
1185 object *new_ob; 1170 object *new_ob;
1186 1171
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1211 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1227 { 1212 {
1228 new_ob->destroy (); 1213 new_ob->destroy ();
1229 return; 1214 return;
1230 } 1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1220
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1223 return;
1235 1224
1250void 1239void
1251move_marker (object *op) 1240move_marker (object *op)
1252{ 1241{
1253 if (object *tmp = op->ms ().player ()) 1242 if (object *tmp = op->ms ().player ())
1254 { 1243 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1244 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1245 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1260 { 1249 {
1261 tmp2->destroy (); 1250 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1251
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1252 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1254
1295 if (op->stats.hp > 0) 1255 if (op->stats.hp > 0)
1296 { 1256 {
1297 op->stats.hp--; 1257 op->stats.hp--;
1258
1298 if (op->stats.hp == 0) 1259 if (op->stats.hp == 0)
1299 { 1260 {
1300 /* marker expires--granted mark number limit */ 1261 /* marker expires--granted mark number limit */
1301 op->destroy (); 1262 op->destroy ();
1302 return; 1263 return;
1304 } 1265 }
1305 } 1266 }
1306 } 1267 }
1307} 1268}
1308 1269
1309int 1270void
1310process_object (object *op) 1271process_object (object *op)
1311{ 1272{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1274 return;
1314 1275
1315 if (INVOKE_OBJECT (TICK, op)) 1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1277 return;
1317 1278
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1281 return;
1321 1282
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1284 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1285 animate_object (op, op->contr ? op->facing : op->direction);
1328 1286
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1288 make_sure_seen (op);
1331 } 1289 }
1332 1290
1291 if (expect_false (
1292 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1296 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1298 {
1335 change_object (op); 1299 change_object (op);
1336 return 1; 1300 return;
1337 } 1301 }
1338 1302
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1304 generate_monster (op);
1341 1305
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1307 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1309 remove_force (op);
1346 else 1310 else
1347 { 1311 {
1348 /* IF necessary, delete the item from the players inventory */ 1312 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1313 object *pl = op->in_player ();
1350 1314
1351 if (pl) 1315 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1316 esrv_del_item (pl->contr, op->count);
1353 1317
1354 op->remove (); 1318 op->remove ();
1355 1319
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1320 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1321 make_sure_not_seen (op);
1358 1322
1359 op->destroy (); 1323 op->destroy ();
1360 } 1324 }
1361 1325
1362 return 1; 1326 return;
1327 }
1363 } 1328 }
1364 1329
1365 switch (op->type) 1330 switch (op->type)
1366 { 1331 {
1367 case SPELL_EFFECT: 1332 case SPELL_EFFECT:
1368 move_spell_effect (op); 1333 move_spell_effect (op);
1369 return 1; 1334 break;
1370 1335
1371 case ROD: 1336 case ROD:
1372 case HORN: 1337 case HORN:
1373 regenerate_rod (op); 1338 regenerate_rod (op);
1374 return 1; 1339 break;
1375 1340
1376 case FORCE: 1341 case FORCE:
1377 case POTION_EFFECT: 1342 case POTION_EFFECT:
1378 remove_force (op); 1343 remove_force (op);
1379 return 1; 1344 break;
1380 1345
1381 case BLINDNESS: 1346 case BLINDNESS:
1382 remove_blindness (op); 1347 remove_blindness (op);
1383 return 0; 1348 break;
1384 1349
1385 case POISONING: 1350 case POISONING:
1386 poison_more (op); 1351 poison_more (op);
1387 return 0; 1352 break;
1388 1353
1389 case DISEASE: 1354 case DISEASE:
1390 move_disease (op); 1355 move_disease (op);
1391 return 0; 1356 break;
1392 1357
1393 case SYMPTOM: 1358 case SYMPTOM:
1394 move_symptom (op); 1359 move_symptom (op);
1395 return 0; 1360 break;
1396 1361
1397 case THROWN_OBJ: 1362 case THROWN_OBJ:
1398 case ARROW: 1363 case ARROW:
1399 move_arrow (op); 1364 move_arrow (op);
1400 return 0; 1365 break;
1401 1366
1402 case DOOR: 1367 case DOOR:
1403 remove_door (op); 1368 remove_door (op);
1404 return 0; 1369 break;
1405 1370
1406 case LOCKED_DOOR: 1371 case LOCKED_DOOR:
1407 remove_door2 (op); 1372 remove_door2 (op);
1408 return 0; 1373 break;
1409 1374
1410 case TELEPORTER: 1375 case TELEPORTER:
1411 move_teleporter (op); 1376 move_teleporter (op);
1412 return 0; 1377 break;
1413 1378
1414 case GOLEM: 1379 case GOLEM:
1415 move_golem (op); 1380 move_golem (op);
1416 return 0; 1381 break;
1417 1382
1418 case EARTHWALL: 1383 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1384 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1385 break;
1421 1386
1422 case FIREWALL: 1387 case FIREWALL:
1423 move_firewall (op); 1388 move_firewall (op);
1424 if (op->stats.maxsp) 1389 if (op->stats.maxsp)
1425 animate_turning (op); 1390 animate_turning (op);
1426 return 0; 1391 break;
1427 1392
1428 case MOOD_FLOOR: 1393 case MOOD_FLOOR:
1429 do_mood_floor (op); 1394 do_mood_floor (op);
1430 return 0; 1395 break;
1431 1396
1432 case GATE: 1397 case GATE:
1433 move_gate (op); 1398 move_gate (op);
1434 return 0; 1399 break;
1435 1400
1436 case TIMED_GATE: 1401 case TIMED_GATE:
1437 move_timed_gate (op); 1402 move_timed_gate (op);
1438 return 0; 1403 break;
1439 1404
1440 case TRIGGER: 1405 case TRIGGER:
1441 case TRIGGER_BUTTON: 1406 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1407 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1408 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1409 animate_trigger (op);
1445 return 0; 1410 break;
1446 1411
1447 case DETECTOR: 1412 case DETECTOR:
1448 move_detector (op); 1413 move_detector (op);
1449 1414
1450 case DIRECTOR: 1415 case DIRECTOR:
1451 if (op->stats.maxsp) 1416 if (op->stats.maxsp)
1452 animate_turning (op); 1417 animate_turning (op);
1453 return 0; 1418 break;
1454 1419
1455 case HOLE: 1420 case HOLE:
1456 move_hole (op); 1421 move_hole (op);
1457 return 0; 1422 break;
1458 1423
1459 case DEEP_SWAMP: 1424 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1425 move_deep_swamp (op);
1461 return 0; 1426 break;
1462 1427
1463 case RUNE: 1428 case RUNE:
1464 case TRAP: 1429 case TRAP:
1465 move_rune (op); 1430 move_rune (op);
1466 return 0; 1431 break;
1467 1432
1468 case PLAYERMOVER: 1433 case PLAYERMOVER:
1469 move_player_mover (op); 1434 move_player_mover (op);
1470 return 0; 1435 break;
1471 1436
1472 case CREATOR: 1437 case CREATOR:
1473 move_creator (op); 1438 move_creator (op);
1474 return 0; 1439 break;
1475 1440
1476 case MARKER: 1441 case MARKER:
1477 move_marker (op); 1442 move_marker (op);
1478 return 0; 1443 break;
1479 1444
1480 case PLAYER_CHANGER: 1445 case PLAYER_CHANGER:
1481 move_player_changer (op); 1446 move_player_changer (op);
1482 return 0; 1447 break;
1483 1448
1484 case PEACEMAKER: 1449 case PEACEMAKER:
1485 move_peacemaker (op); 1450 move_peacemaker (op);
1486 return 0; 1451 break;
1487 }
1488 1452
1489 return 0; 1453 case PLAYER:
1454 // players have their own speed-management, so undo the --speed_left
1455 ++op->speed_left;
1456 break;
1457 }
1490} 1458}
1459

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