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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 1.90 by root, Tue May 5 04:51:56 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 {
426 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
427 { 443 {
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, tmp);
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, tmp);
437 } 454 }
438 } 455 }
439 else 456 else
440 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
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, tmp);
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, tmp);
450 } 468 }
451 } 469 }
452} 470}
453
454 471
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))
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 (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 822 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 823 } /* object is reflected */
816 } /* object ran into a wall */ 824 } /* object ran into a wall */
817
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822 825
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;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
850 else 866 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
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
882 { 867 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
885 tmp->destroy (); 870 tmp->destroy ();
886 else 871 else
887 { 872 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
890 } 877 }
891 } 878 }
892 } 879 }
893 880
894 op->destroy (); 881 op->destroy ();
910 move_teleporter (op->more); 897 move_teleporter (op->more);
911 898
912 if (op->head) 899 if (op->head)
913 head = op->head; 900 head = op->head;
914 901
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 904 break;
918 905
919 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 937 else
951 { 938 {
952 /* Random teleporter */ 939 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 941 return;
942
955 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
956 } 944 }
957} 945}
958 946
959/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1015 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1016 1004
1017 spell = op->inv; 1005 spell = op->inv;
1018 1006
1019 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1021 1009
1022 if (!spell) 1010 if (!spell)
1023 { 1011 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return; 1013 return;
1136 if (op->above == NULL) 1124 if (op->above == NULL)
1137 return; 1125 return;
1138 1126
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1128 {
1141 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1130 {
1143 if (op->level <= 0) 1131 if (op->level <= 0)
1144 tmp->destroy (); 1132 tmp->destroy ();
1145 else 1133 else
1146 { 1134 {
1168 * has to make sure that there is in fact space for the object. 1156 * 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 1157 * It should really do this for small objects also, but there is
1170 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1172*/ 1160*/
1173
1174void 1161void
1175move_creator (object *creator) 1162move_creator (object *creator)
1176{ 1163{
1177 object *new_ob; 1164 object *new_ob;
1178 1165
1180 { 1167 {
1181 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1182 return; 1169 return;
1183 } 1170 }
1184 1171
1185 if (creator->inv != NULL) 1172 if (creator->inv)
1186 { 1173 {
1187 object *ob; 1174 object *ob;
1188 int i; 1175 int i;
1189 object *ob_to_copy; 1176 object *ob_to_copy;
1190 1177
1195 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1196 { 1183 {
1197 ob_to_copy = ob; 1184 ob_to_copy = ob;
1198 } 1185 }
1199 } 1186 }
1200 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1203 } 1190 }
1204 else 1191 else
1205 { 1192 {
1206 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1207 { 1194 {
1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1209 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1210 return; 1197 return;
1211 } 1198 }
1213 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1202 }
1216 1203
1217 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1219 { 1206 {
1220 new_ob->destroy (); 1207 new_ob->destroy ();
1221 return; 1208 return;
1222 } 1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1223 1214
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1226 return; 1217 return;
1227 1218
1228 if (creator->slaying) 1219 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1221}
1233 1222
1234/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
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;
1296 } 1257 }
1297 } 1258 }
1298 } 1259 }
1299} 1260}
1300 1261
1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1287 || (op->flag [FLAG_ANIMATE]
1288 ? (op->animation_id != op->other_arch->animation_id)
1289 : (op->face != op->other_arch->face))
1290 ))
1291 get_animation_from_arch (op, op->other_arch);
1292 }
1293
1294 // lamps and torches auf maps don't use up their fuel
1295 if (op->is_on_map ())
1296 return;
1297
1298 if (op->stats.food > 0)
1299 {
1300 op->stats.food--;
1301 return;
1302 }
1303
1304 apply_lamp (op, false);
1305}
1306
1301void 1307void
1302process_object (object *op) 1308process_object (object *op)
1303{ 1309{
1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1310 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1305 return; 1311 return;
1306 1312
1307 if (INVOKE_OBJECT (TICK, op)) 1313 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return; 1314 return;
1309 1315
1310 if (QUERY_FLAG (op, FLAG_MONSTER)) 1316 if (QUERY_FLAG (op, FLAG_MONSTER))
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1317 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1312 return; 1318 return;
1317 1323
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1324 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1319 make_sure_seen (op); 1325 make_sure_seen (op);
1320 } 1326 }
1321 1327
1328 if (expect_false (
1322 if (op->flag [FLAG_GENERATOR] 1329 op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING] 1330 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP]) 1331 || op->flag [FLAG_IS_USED_UP]
1332 ))
1325 { 1333 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1334 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1327 { 1335 {
1328 change_object (op); 1336 change_object (op);
1329 return; 1337 return;
1336 { 1344 {
1337 if (QUERY_FLAG (op, FLAG_APPLIED)) 1345 if (QUERY_FLAG (op, FLAG_APPLIED))
1338 remove_force (op); 1346 remove_force (op);
1339 else 1347 else
1340 { 1348 {
1341 /* If necessary, delete the item from the players inventory */ 1349 op->remove (); // TODO: really necessary?
1342 object *pl = op->in_player ();
1343
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count);
1346
1347 op->remove ();
1348 1350
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1350 make_sure_not_seen (op); 1352 make_sure_not_seen (op);
1351 1353
1352 op->destroy (); 1354 op->drop_and_destroy ();
1353 } 1355 }
1354 1356
1355 return; 1357 return;
1356 } 1358 }
1357 } 1359 }
1481 1483
1482 case PLAYER: 1484 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left 1485 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left; 1486 ++op->speed_left;
1485 break; 1487 break;
1486 }
1487}
1488 1488
1489 case MAPSCRIPT:
1490 move_mapscript (op);
1491 break;
1492
1493 case LAMP:
1494 case TORCH:
1495 move_lamp (op);
1496 break;
1497 }
1498}
1499

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