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Comparing deliantra/server/server/time.C (file contents):
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.75 by root, Sun May 4 08:25:33 2008 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->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;
59 90
60 op->destroy (); 91 op->destroy ();
61} 92}
62 93
63void 94void
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}
91
92void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
95 if (!gen->map) 97 if (!gen->map)
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
101 object *op; 103 object *op;
104 int dir;
102 105
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 107 {
105 // either copy one item form the inventory... 108 // either copy one item from the inventory...
106 if (!gen->inv) 109 if (!gen->inv)
107 return; 110 return;
108 111
109 // first select one item from the inventory 112 // first select one item from the inventory
110 int index = 0; 113 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 115 if (!rndm (++index))
113 op = tmp; 116 op = tmp;
114 117
115 op = object_create_clone (op); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = op->deep_clone ();
116 123
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
120 else 136 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 137 return;
127 }
128 138
129 op->expand_tail (); 139 op->expand_tail ();
130 140
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 141 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 142
143 if (pos.insert (op, gen))
133 { 144 {
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)) 145 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
138 147
139 if (op->has_random_items ()) 148 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 150
142 return; 151 return;
143 }
144 } 152 }
145 153
146 op->destroy (); 154 op->destroy ();
147} 155}
148 156
235 if (op->value) 243 if (op->value)
236 { 244 {
237 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 247 op->stats.wc = 0;
240 if (op->arch->clone.speed) 248 if (op->arch->speed)
241 op->value = 0; 249 op->value = 0;
242 else 250 else
243 op->set_speed (0); 251 op->set_speed (0);
244 } 252 }
245 253
265 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 275 * the gate slightly.
268 */ 276 */
269 277
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 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)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 280 break;
273 281
274 if (tmp == NULL) 282 if (!tmp)
275 { 283 {
276 if (op->arch->clone.speed) 284 if (op->arch->speed)
277 op->value = 1; 285 op->value = 1;
278 else 286 else
279 op->set_speed (0); 287 op->set_speed (0);
280 288
281 return; 289 return;
292 } 300 }
293 else 301 else
294 { /* The gate is still going up */ 302 { /* The gate is still going up */
295 op->stats.wc++; 303 op->stats.wc++;
296 304
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 307
300 /* If there is something on top of the gate, we try to roll it off. 308 /* 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 309 * If a player/monster, we don't roll, we just hit them with damage
302 */ 310 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 312 {
305 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 316 ;
310 if (tmp) 318 if (tmp)
311 { 319 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 321 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
315 324
316 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 327 }
319 else
320 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
322 * off the gate. 330 * off the gate.
323 */ 331 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 333 {
326 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 336
329 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
330 if (i != -1) 338 if (i > 0)
331 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
332 tmp->remove (); 343 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 } 344 }
336 } 345 }
337 } 346 }
338 347
339 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 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)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 351 break;
343 352
344 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
345 if (tmp) 354 if (tmp)
346 {
347 op->stats.food = 1; 355 op->stats.food = 1;
348 }
349 else 356 else
350 { 357 {
351 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
352 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
355 } 363 }
356 } /* gate is halfway up */ 364 } /* gate is halfway up */
357 365
370 int v = op->value; 378 int v = op->value;
371 379
372 if (op->stats.sp) 380 if (op->stats.sp)
373 { 381 {
374 move_gate (op); 382 move_gate (op);
383
375 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 385 op->stats.sp = 0;
377 return; 386 return;
378 } 387 }
388
379 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 390 { /* keep gate down */
381 move_gate (op); 391 move_gate (op);
392
382 if (op->value != v) 393 if (op->value != v)
383 op->set_speed (0); 394 op->set_speed (0);
384 } 395 }
385} 396}
386 397
398 int last = op->value; 409 int last = op->value;
399 int detected; 410 int detected;
400 411
401 detected = 0; 412 detected = 0;
402 413
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 415 {
405 object *tmp2; 416 object *tmp2;
406 417
407 if (op->stats.hp) 418 if (op->stats.hp)
408 { 419 {
428 if (detected && last == 0) 439 if (detected && last == 0)
429 { 440 {
430 op->value = 1; 441 op->value = 1;
431 push_button (op); 442 push_button (op);
432 } 443 }
444
433 if (!detected && last == 1) 445 if (!detected && last == 1)
434 { 446 {
435 op->value = 0; 447 op->value = 0;
436 push_button (op); 448 push_button (op);
437 } 449 }
441 if (detected && last == 1) 453 if (detected && last == 1)
442 { 454 {
443 op->value = 0; 455 op->value = 0;
444 push_button (op); 456 push_button (op);
445 } 457 }
458
446 if (!detected && last == 0) 459 if (!detected && last == 0)
447 { 460 {
448 op->value = 1; 461 op->value = 1;
449 push_button (op); 462 push_button (op);
450 } 463 }
451 } 464 }
452} 465}
453
454 466
455void 467void
456animate_trigger (object *op) 468animate_trigger (object *op)
457{ 469{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
490 502
491 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
493 return; 505 return;
494 } 506 }
507
495 /* We're closing */ 508 /* We're closing */
496 op->move_on = 0; 509 op->move_on = 0;
497 510
498 op->stats.wc++; 511 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
598 op->spellarg = NULL; 611 op->spellarg = NULL;
599 op->stats.sp = 0; 612 op->stats.sp = 0;
600 op->stats.hp = 0; 613 op->stats.hp = 0;
601 op->stats.grace = 0; 614 op->stats.grace = 0;
602 op->level = 0; 615 op->level = 0;
603 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 618 update_object (op, UP_OBJ_CHANGE);
606 return op; 619 return op;
607} 620}
608 621
640/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 654 */
642void 655void
643move_arrow (object *op) 656move_arrow (object *op)
644{ 657{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 658 int was_reflected;
648 maptile *m;
649 659
650 if (op->map == NULL) 660 if (!op->map)
651 { 661 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 663 op->destroy ();
654 return; 664 return;
655 } 665 }
685 stop_arrow (op); 695 stop_arrow (op);
686 return; 696 return;
687 } 697 }
688 698
689 /* Calculate target map square */ 699 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 700 was_reflected = 0;
693 701
694 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 703
697 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
698 { 705 {
699 stop_arrow (op); 706 stop_arrow (op);
700 return; 707 return;
701 } 708 }
702 709
703 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
705 { 712 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 717 break;
709 718
710 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
734 return; 743 return;
735 } 744 }
736 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
738 747
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 749 {
741 int retry = 0; 750 int retry = 0;
742 751
743 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 766 if (op->direction & 1)
758 { 767 {
759 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
760 retry = 1; 769 retry = 1;
761 } 770 }
771
762 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
763 * use this retry here to make this one block 773 * use this retry here to make this one block
764 * that did the same thing. 774 * that did the same thing.
765 */ 775 */
766 while (retry < 2) 776 while (retry < 2)
767 { 777 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 778 retry++;
773 779
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* 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 781 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
778 */ 784 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 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)));
782 787
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 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)));
786 790
787 if (left == right) 791 if (left == right)
788 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
789 else if (left) 793 else if (left)
790 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
791 else if (right) 795 else if (right)
792 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
793 797
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 - 798 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 799 * don't need to retry again.
798 */ 800 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 803 break;
801
802 } 804 }
805
803 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 807 * stop it from moving.
805 */ 808 */
806 if (retry == 2) 809 if (retry == 2)
807 { 810 {
808 stop_arrow (op); 811 stop_arrow (op);
809 return; 812 return;
810 } 813 }
814
811 /* update object image for new facing */ 815 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 819 } /* object is reflected */
816 } /* object ran into a wall */ 820 } /* object ran into a wall */
817 821
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 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
825 */ 824 */
826 op->speed -= 0.05; 825 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 826
830/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 829}
833 830
834void 831void
835change_object (object *op) 832change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
837 int i, j; 834 int i, j;
838 835
839 if (op->other_arch == NULL) 836 if (!op->other_arch)
840 { 837 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 839 return;
843 } 840 }
844 841
845 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 844 {
848 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
849 return; 846 return;
850 else 847
851 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
852 } 849 }
853 850
854 object *pl = op->in_player ();
855 object *env = op->env; 851 object *env = op->env;
856 852
857 op->remove (); 853 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
859 { 855 {
860 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
861 857
862 if (op->type == LAMP) 858 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
864 860
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862
866 if (env) 863 if (env)
867 { 864 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 865 else
882 { 866 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 867 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 868 if (j < 0) /* No free spot */
885 tmp->destroy (); 869 tmp->destroy ();
886 else 870 else
887 { 871 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 872 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 873
874 if (pos.normalise ())
875 pos.insert (tmp, op);
890 } 876 }
891 } 877 }
892 } 878 }
893 879
894 op->destroy (); 880 op->destroy ();
910 move_teleporter (op->more); 896 move_teleporter (op->more);
911 897
912 if (op->head) 898 if (op->head)
913 head = op->head; 899 head = op->head;
914 900
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 901 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 902 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 903 break;
918 904
919 /* If nothing above us to move, nothing to do */ 905 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 906 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1015 return; /* dm has created a firewall in his inventory */ 1001 return; /* dm has created a firewall in his inventory */
1016 1002
1017 spell = op->inv; 1003 spell = op->inv;
1018 1004
1019 if (!spell || spell->type != SPELL) 1005 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 1006 spell = op->other_arch;
1021 1007
1022 if (!spell) 1008 if (!spell)
1023 { 1009 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return; 1011 return;
1136 if (op->above == NULL) 1122 if (op->above == NULL)
1137 return; 1123 return;
1138 1124
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1125 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1126 {
1141 if (op->other_arch->name == tmp->arch->name) 1127 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1128 {
1143 if (op->level <= 0) 1129 if (op->level <= 0)
1144 tmp->destroy (); 1130 tmp->destroy ();
1145 else 1131 else
1146 { 1132 {
1168 * has to make sure that there is in fact space for the object. 1154 * has to make sure that there is in fact space for the object.
1169 * It should really do this for small objects also, but there is 1155 * It should really do this for small objects also, but there is
1170 * more concern with large objects, most notably a part being placed 1156 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1157 * outside of the map which would cause the server to crash
1172*/ 1158*/
1173
1174void 1159void
1175move_creator (object *creator) 1160move_creator (object *creator)
1176{ 1161{
1177 object *new_ob; 1162 object *new_ob;
1178 1163
1195 if (rndm (0, i) == 0) 1180 if (rndm (0, i) == 0)
1196 { 1181 {
1197 ob_to_copy = ob; 1182 ob_to_copy = ob;
1198 } 1183 }
1199 } 1184 }
1200 new_ob = object_create_clone (ob_to_copy); 1185 new_ob = ob_to_copy->deep_clone ();
1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1203 } 1188 }
1204 else 1189 else
1205 { 1190 {
1213 new_ob = object_create_arch (creator->other_arch); 1198 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1200 }
1216 1201
1217 /* Make sure this multipart object fits */ 1202 /* Make sure this multipart object fits */
1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1219 { 1204 {
1220 new_ob->destroy (); 1205 new_ob->destroy ();
1221 return; 1206 return;
1222 } 1207 }
1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1223 1212
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1226 return; 1215 return;
1227 1216
1242void 1231void
1243move_marker (object *op) 1232move_marker (object *op)
1244{ 1233{
1245 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1246 { 1235 {
1247 object *tmp2;
1248
1249 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1252 { 1241 {
1253 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1254 break;
1255 }
1256 1243
1257 /* cycle through his inventory to look for the MARK we want to
1258 * place
1259 */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1262 break;
1263
1264 /* if we didn't find our own MARK */
1265 if (!tmp2)
1266 {
1267 object *force = get_archetype (FORCE_NAME);
1268
1269 if (op->stats.food)
1270 {
1271 force->set_speed (0.01);
1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg) 1244 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286 1246
1287 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1288 { 1248 {
1289 op->stats.hp--; 1249 op->stats.hp--;
1250
1290 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1291 { 1252 {
1292 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1293 op->destroy (); 1254 op->destroy ();
1294 return; 1255 return;
1299} 1260}
1300 1261
1301void 1262void
1302process_object (object *op) 1263process_object (object *op)
1303{ 1264{
1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1265 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1305 return; 1266 return;
1306 1267
1307 if (INVOKE_OBJECT (TICK, op)) 1268 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1269 return;
1309 1270
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1271 if (QUERY_FLAG (op, FLAG_MONSTER))
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1272 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1312 return; 1273 return;
1317 1278
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1279 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1319 make_sure_seen (op); 1280 make_sure_seen (op);
1320 } 1281 }
1321 1282
1283 if (expect_false (
1322 if (op->flag [FLAG_GENERATOR] 1284 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING] 1285 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP]) 1286 || op->flag [FLAG_IS_USED_UP]
1287 ))
1325 { 1288 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1289 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1327 { 1290 {
1328 change_object (op); 1291 change_object (op);
1329 return; 1292 return;
1336 { 1299 {
1337 if (QUERY_FLAG (op, FLAG_APPLIED)) 1300 if (QUERY_FLAG (op, FLAG_APPLIED))
1338 remove_force (op); 1301 remove_force (op);
1339 else 1302 else
1340 { 1303 {
1341 /* If necessary, delete the item from the players inventory */
1342 object *pl = op->in_player ();
1343
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count);
1346
1347 op->remove (); 1304 op->remove ();
1348 1305
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1306 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1350 make_sure_not_seen (op); 1307 make_sure_not_seen (op);
1351 1308

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