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Comparing deliantra/server/server/time.C (file contents):
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC vs.
Revision 1.83 by elmex, Thu Jan 1 15:48:57 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1f); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61}
62
63void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2f;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90} 92}
91 93
92void 94void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
96 return; 98 return;
97 99
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 101 return;
100 102
103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
101 object *op; 108 object *op;
109 int dir;
102 110
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 112 {
105 // either copy one item form the inventory... 113 // either copy one item from the inventory...
106 if (!gen->inv) 114 if (!gen->inv)
107 return; 115 return;
108 116
109 // first select one item from the inventory 117 // first select one item from the inventory
110 int index = 0; 118 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 120 if (!rndm (++index))
113 op = tmp; 121 op = tmp;
114 122
115 op = object_create_clone (op); 123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
139 op = arch_to_object (gen->other_arch);
140 }
120 else 141 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 142 return;
127 }
128 143
129 op->expand_tail (); 144 op->expand_tail ();
130 145
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 146 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 147
148 if (pos.insert (op, gen))
133 { 149 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 150 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
138 152
139 if (op->has_random_items ()) 153 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 155
142 return; 156 return;
143 }
144 } 157 }
145 158
146 op->destroy (); 159 op->destroy ();
147} 160}
148 161
235 if (op->value) 248 if (op->value)
236 { 249 {
237 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 252 op->stats.wc = 0;
240 if (op->arch->clone.speed) 253 if (op->arch->speed)
241 op->value = 0; 254 op->value = 0;
242 else 255 else
243 op->set_speed (0); 256 op->set_speed (0);
244 } 257 }
245 258
265 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->speed)
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 321 ;
310 if (tmp) 323 if (tmp)
311 { 324 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 326 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
315 329
316 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 332 }
319 else
320 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
322 * off the gate. 335 * off the gate.
323 */ 336 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 338 {
326 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 341
329 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
330 if (i != -1) 343 if (i > 0)
331 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
332 tmp->remove (); 348 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 349 }
336 } 350 }
337 } 351 }
338 352
339 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 356 break;
343 357
344 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
345 if (tmp) 359 if (tmp)
346 {
347 op->stats.food = 1; 360 op->stats.food = 1;
348 }
349 else 361 else
350 { 362 {
351 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
352 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
355 } 368 }
356 } /* gate is halfway up */ 369 } /* gate is halfway up */
357 370
370 int v = op->value; 383 int v = op->value;
371 384
372 if (op->stats.sp) 385 if (op->stats.sp)
373 { 386 {
374 move_gate (op); 387 move_gate (op);
388
375 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 390 op->stats.sp = 0;
377 return; 391 return;
378 } 392 }
393
379 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 395 { /* keep gate down */
381 move_gate (op); 396 move_gate (op);
397
382 if (op->value != v) 398 if (op->value != v)
383 op->set_speed (0); 399 op->set_speed (0);
384 } 400 }
385} 401}
386 402
398 int last = op->value; 414 int last = op->value;
399 int detected; 415 int detected;
400 416
401 detected = 0; 417 detected = 0;
402 418
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 420 {
405 object *tmp2; 421 object *tmp2;
406 422
407 if (op->stats.hp) 423 if (op->stats.hp)
408 { 424 {
428 if (detected && last == 0) 444 if (detected && last == 0)
429 { 445 {
430 op->value = 1; 446 op->value = 1;
431 push_button (op); 447 push_button (op);
432 } 448 }
449
433 if (!detected && last == 1) 450 if (!detected && last == 1)
434 { 451 {
435 op->value = 0; 452 op->value = 0;
436 push_button (op); 453 push_button (op);
437 } 454 }
441 if (detected && last == 1) 458 if (detected && last == 1)
442 { 459 {
443 op->value = 0; 460 op->value = 0;
444 push_button (op); 461 push_button (op);
445 } 462 }
463
446 if (!detected && last == 0) 464 if (!detected && last == 0)
447 { 465 {
448 op->value = 1; 466 op->value = 1;
449 push_button (op); 467 push_button (op);
450 } 468 }
451 } 469 }
452} 470}
453 471
454
455void 472void
456animate_trigger (object *op) 473animate_trigger (object *op)
457{ 474{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
459 { 476 {
468} 485}
469 486
470void 487void
471move_hole (object *op) 488move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 490 if (op->value)
476 { /* We're opening */ 491 { /* We're opening */
477 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
479 op->stats.wc = 0; 494 op->stats.wc = 0;
480 op->set_speed (0); 495 op->set_speed (0);
481 496
482 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 500 {
486 next = tmp->above; 501 next = tmp->above;
487 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
488 } 503 }
489 } 504 }
490 505
491 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
493 return; 508 return;
494 } 509 }
510
495 /* We're closing */ 511 /* We're closing */
496 op->move_on = 0; 512 op->move_on = 0;
497 513
498 op->stats.wc++; 514 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 546 {
531 object *payload = op->inv; 547 object *payload = op->inv;
532 548
533 if (payload == NULL) 549 if (payload == NULL)
534 return NULL; 550 return NULL;
551
535 payload->remove (); 552 payload->remove ();
536 op->destroy (); 553 op->destroy ();
537 return payload; 554 return payload;
538 } 555 }
539 556
598 op->spellarg = NULL; 615 op->spellarg = NULL;
599 op->stats.sp = 0; 616 op->stats.sp = 0;
600 op->stats.hp = 0; 617 op->stats.hp = 0;
601 op->stats.grace = 0; 618 op->stats.grace = 0;
602 op->level = 0; 619 op->level = 0;
603 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
606 return op; 623 return op;
607} 624}
608 625
619 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
620 return; 637 return;
621 638
622 if (op->inv) 639 if (op->inv)
623 { 640 {
641 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 642 object *payload = op->inv;
625 643
626 payload->remove ();
627 payload->owner = 0; 644 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 646 op->destroy ();
630 } 647 }
631 else 648 else
640/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 658 */
642void 659void
643move_arrow (object *op) 660move_arrow (object *op)
644{ 661{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 662 int was_reflected;
648 maptile *m;
649 663
650 if (op->map == NULL) 664 if (!op->map)
651 { 665 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 667 op->destroy ();
654 return; 668 return;
655 } 669 }
663 * is if the player throws a bomb - the bomb explodes on its own, 677 * is if the player throws a bomb - the bomb explodes on its own,
664 * but this object sticks around. We could handle the cleanup in the 678 * but this object sticks around. We could handle the cleanup in the
665 * bomb code, but there are potential other cases where that could happen, 679 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
667 */ 681 */
668 if (op->inv == NULL) 682 if (!op->inv)
669 { 683 {
670 op->destroy (); 684 op->destroy ();
671 return; 685 return;
672 } 686 }
673 687
685 stop_arrow (op); 699 stop_arrow (op);
686 return; 700 return;
687 } 701 }
688 702
689 /* Calculate target map square */ 703 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 704 was_reflected = 0;
693 705
694 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 707
697 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
698 { 709 {
699 stop_arrow (op); 710 stop_arrow (op);
700 return; 711 return;
701 } 712 }
702 713
703 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
705 { 716 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 721 break;
709 722
710 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
734 return; 747 return;
735 } 748 }
736 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
738 751
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 753 {
741 int retry = 0; 754 int retry = 0;
742 755
743 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 770 if (op->direction & 1)
758 { 771 {
759 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
760 retry = 1; 773 retry = 1;
761 } 774 }
775
762 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
763 * use this retry here to make this one block 777 * use this retry here to make this one block
764 * that did the same thing. 778 * that did the same thing.
765 */ 779 */
766 while (retry < 2) 780 while (retry < 2)
767 { 781 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 782 retry++;
773 783
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
778 */ 788 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 791
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 794
787 if (left == right) 795 if (left == right)
788 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
789 else if (left) 797 else if (left)
790 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
791 else if (right) 799 else if (right)
792 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
793 801
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 803 * don't need to retry again.
798 */ 804 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 807 break;
801
802 } 808 }
809
803 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 811 * stop it from moving.
805 */ 812 */
806 if (retry == 2) 813 if (retry == 2)
807 { 814 {
808 stop_arrow (op); 815 stop_arrow (op);
809 return; 816 return;
810 } 817 }
818
811 /* update object image for new facing */ 819 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 823 } /* object is reflected */
816 } /* object ran into a wall */ 824 } /* object ran into a wall */
817 825
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
825 */ 828 */
826 op->speed -= 0.05; 829 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 830
830/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 833}
833 834
834void 835void
835change_object (object *op) 836change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
837 int i, j; 838 int i, j;
838 839
839 if (op->other_arch == NULL) 840 if (!op->other_arch)
840 { 841 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 843 return;
843 } 844 }
844 845
845 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 848 {
848 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
849 return; 850 return;
850 else 851
851 op->stats.food = 1; /* so 1 other_arch is made */ 852 op->stats.food = 1; /* so 1 other_arch is made */
852 } 853 }
853 854
854 object *pl = op->in_player ();
855 object *env = op->env; 855 object *env = op->env;
856 856
857 op->remove (); 857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++) 858 for (i = 0; i < op->stats.food; i++)
859 { 859 {
860 object *tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
861 861
862 if (op->type == LAMP) 862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
864 864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866
866 if (env) 867 if (env)
867 { 868 env->insert (tmp);
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else 869 else
882 { 870 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 871 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 872 if (j < 0) /* No free spot */
885 tmp->destroy (); 873 tmp->destroy ();
886 else 874 else
887 { 875 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 876 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 877
878 if (pos.normalise ())
879 pos.insert (tmp, op);
890 } 880 }
891 } 881 }
892 } 882 }
893 883
894 op->destroy (); 884 op->destroy ();
910 move_teleporter (op->more); 900 move_teleporter (op->more);
911 901
912 if (op->head) 902 if (op->head)
913 head = op->head; 903 head = op->head;
914 904
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 905 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 906 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 907 break;
918 908
919 /* If nothing above us to move, nothing to do */ 909 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 910 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 940 else
951 { 941 {
952 /* Random teleporter */ 942 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 944 return;
945
955 teleport (head, TELEPORTER, tmp); 946 teleport (head, TELEPORTER, tmp);
956 } 947 }
957} 948}
958
959 949
960/* This object will teleport someone to a different map 950/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 951 and will also apply changes to the player from its inventory.
962 This was invented for giving classes, but there's no reason it 952 This was invented for giving classes, but there's no reason it
963 can't be generalized. 953 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 1006 return; /* dm has created a firewall in his inventory */
1017 1007
1018 spell = op->inv; 1008 spell = op->inv;
1019 1009
1020 if (!spell || spell->type != SPELL) 1010 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1011 spell = op->other_arch;
1022 1012
1023 if (!spell) 1013 if (!spell)
1024 { 1014 {
1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1015 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1026 return; 1016 return;
1094 * is cleared, otherwise the player will get stuck in 1084 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1085 * place. This can happen if the player used a spell to
1096 * get to this space. 1086 * get to this space.
1097 */ 1087 */
1098 victim->contr->fire_on = 0; 1088 victim->contr->fire_on = 0;
1099 victim->speed_left = 0.f; 1089 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1090 move_player (victim, dir);
1101 } 1091 }
1102 else 1092 else
1103 return; 1093 return;
1104 } 1094 }
1137 if (op->above == NULL) 1127 if (op->above == NULL)
1138 return; 1128 return;
1139 1129
1140 for (tmp = op->above; tmp; tmp = tmp->above) 1130 for (tmp = op->above; tmp; tmp = tmp->above)
1141 { 1131 {
1142 if (op->other_arch->name == tmp->arch->name) 1132 if (op->other_arch->archname == tmp->arch->archname)
1143 { 1133 {
1144 if (op->level <= 0) 1134 if (op->level <= 0)
1145 tmp->destroy (); 1135 tmp->destroy ();
1146 else 1136 else
1147 { 1137 {
1169 * has to make sure that there is in fact space for the object. 1159 * has to make sure that there is in fact space for the object.
1170 * It should really do this for small objects also, but there is 1160 * It should really do this for small objects also, but there is
1171 * more concern with large objects, most notably a part being placed 1161 * more concern with large objects, most notably a part being placed
1172 * outside of the map which would cause the server to crash 1162 * outside of the map which would cause the server to crash
1173*/ 1163*/
1174
1175void 1164void
1176move_creator (object *creator) 1165move_creator (object *creator)
1177{ 1166{
1178 object *new_ob; 1167 object *new_ob;
1179 1168
1181 { 1170 {
1182 creator->stats.hp = -1; 1171 creator->stats.hp = -1;
1183 return; 1172 return;
1184 } 1173 }
1185 1174
1186 if (creator->inv != NULL) 1175 if (creator->inv)
1187 { 1176 {
1188 object *ob; 1177 object *ob;
1189 int i; 1178 int i;
1190 object *ob_to_copy; 1179 object *ob_to_copy;
1191 1180
1196 if (rndm (0, i) == 0) 1185 if (rndm (0, i) == 0)
1197 { 1186 {
1198 ob_to_copy = ob; 1187 ob_to_copy = ob;
1199 } 1188 }
1200 } 1189 }
1201 new_ob = object_create_clone (ob_to_copy); 1190 new_ob = ob_to_copy->deep_clone ();
1202 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1191 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1203 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1192 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1204 } 1193 }
1205 else 1194 else
1206 { 1195 {
1207 if (creator->other_arch == NULL) 1196 if (!creator->other_arch)
1208 { 1197 {
1209 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1198 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1210 &creator->name, &creator->map->path, creator->x, creator->y); 1199 &creator->name, &creator->map->path, creator->x, creator->y);
1211 return; 1200 return;
1212 } 1201 }
1214 new_ob = object_create_arch (creator->other_arch); 1203 new_ob = object_create_arch (creator->other_arch);
1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1204 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1216 } 1205 }
1217 1206
1218 /* Make sure this multipart object fits */ 1207 /* Make sure this multipart object fits */
1219 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1208 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1220 { 1209 {
1221 new_ob->destroy (); 1210 new_ob->destroy ();
1222 return; 1211 return;
1223 } 1212 }
1213
1214 // for now lets try to identify everything generated here, it mostly
1215 // happens automated, so this will at least fix many identify-experience holes
1216 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1224 1217
1225 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1218 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1226 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1219 if (QUERY_FLAG (new_ob, FLAG_FREED))
1227 return; 1220 return;
1228 1221
1229 if (creator->slaying) 1222 if (creator->slaying)
1230 {
1231 new_ob->name = new_ob->title = creator->slaying; 1223 new_ob->name = new_ob->title = creator->slaying;
1232 }
1233} 1224}
1234 1225
1235/* move_marker --peterm@soda.csua.berkeley.edu 1226/* move_marker --peterm@soda.csua.berkeley.edu
1236 when moved, a marker will search for a player sitting above 1227 when moved, a marker will search for a player sitting above
1237 it, and insert an invisible, weightless force into him 1228 it, and insert an invisible, weightless force into him
1243void 1234void
1244move_marker (object *op) 1235move_marker (object *op)
1245{ 1236{
1246 if (object *tmp = op->ms ().player ()) 1237 if (object *tmp = op->ms ().player ())
1247 { 1238 {
1248 object *tmp2;
1249
1250 /* remove an old force with a slaying field == op->name */ 1239 /* remove an old force with a slaying field == op->name */
1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1240 if (object *force = tmp->force_find (op->name))
1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1241 force->destroy ();
1242
1243 if (!tmp->force_find (op->slaying))
1253 { 1244 {
1254 tmp2->destroy (); 1245 tmp->force_add (op->slaying, op->stats.food);
1255 break;
1256 }
1257 1246
1258 /* cycle through his inventory to look for the MARK we want to
1259 * place
1260 */
1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1263 break;
1264
1265 /* if we didn't find our own MARK */
1266 if (!tmp2)
1267 {
1268 object *force = get_archetype (FORCE_NAME);
1269
1270 if (op->stats.food)
1271 {
1272 force->set_speed (0.01);
1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg) 1247 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287 1249
1288 if (op->stats.hp > 0) 1250 if (op->stats.hp > 0)
1289 { 1251 {
1290 op->stats.hp--; 1252 op->stats.hp--;
1253
1291 if (op->stats.hp == 0) 1254 if (op->stats.hp == 0)
1292 { 1255 {
1293 /* marker expires--granted mark number limit */ 1256 /* marker expires--granted mark number limit */
1294 op->destroy (); 1257 op->destroy ();
1295 return; 1258 return;
1300} 1263}
1301 1264
1302void 1265void
1303process_object (object *op) 1266process_object (object *op)
1304{ 1267{
1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1268 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return; 1269 return;
1307 1270
1308 if (INVOKE_OBJECT (TICK, op)) 1271 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1272 return;
1310 1273
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1274 if (QUERY_FLAG (op, FLAG_MONSTER))
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1275 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1313 return; 1276 return;
1318 1281
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1282 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1320 make_sure_seen (op); 1283 make_sure_seen (op);
1321 } 1284 }
1322 1285
1286 if (expect_false (
1323 if (op->flag [FLAG_GENERATOR] 1287 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1288 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]) 1289 || op->flag [FLAG_IS_USED_UP]
1290 ))
1326 { 1291 {
1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1292 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1328 { 1293 {
1329 change_object (op); 1294 change_object (op);
1330 return; 1295 return;
1337 { 1302 {
1338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1303 if (QUERY_FLAG (op, FLAG_APPLIED))
1339 remove_force (op); 1304 remove_force (op);
1340 else 1305 else
1341 { 1306 {
1342 /* If necessary, delete the item from the players inventory */ 1307 op->remove (); // TODO: really necessary?
1343 object *pl = op->in_player ();
1344
1345 if (pl)
1346 esrv_del_item (pl->contr, op->count);
1347
1348 op->remove ();
1349 1308
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1351 make_sure_not_seen (op); 1310 make_sure_not_seen (op);
1352 1311
1353 op->destroy (); 1312 op->drop_and_destroy ();
1354 } 1313 }
1355 1314
1356 return; 1315 return;
1357 } 1316 }
1358 } 1317 }

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