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Comparing deliantra/server/server/time.C (file contents):
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC vs.
Revision 1.113 by root, Tue Oct 12 05:30:12 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
49 } 50 }
50 } 51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
78 } 79 }
79 } 80 }
80 81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->drop_and_destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94void 95static void
95generate_monster (object *gen) 96generate_monster (object *gen)
96{ 97{
97 if (!gen->map) 98 if (!gen->map)
98 return; 99 return;
99 100
106 return; 107 return;
107 108
108 object *op; 109 object *op;
109 int dir; 110 int dir;
110 111
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
112 { 113 {
113 // either copy one item from the inventory... 114 // either copy one item from the inventory...
114 if (!gen->inv) 115 if (!gen->inv)
115 return; 116 return;
116 117
124 if (dir < 0) 125 if (dir < 0)
125 return; 126 return;
126 127
127 op = op->deep_clone (); 128 op = op->deep_clone ();
128 129
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
131 } 132 }
132 else if (gen->other_arch) 133 else if (gen->other_arch)
133 { 134 {
134 // ...or use other_arch 135 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0) 137 if (dir < 0)
137 return; 138 return;
138 139
139 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
140 } 141 }
141 else 142 else
142 return; 143 return;
143 144
144 op->expand_tail (); 145 op->expand_tail ();
157 } 158 }
158 159
159 op->destroy (); 160 op->destroy ();
160} 161}
161 162
162void 163static void
163remove_force (object *op) 164remove_force (object *op)
164{ 165{
165 if (--op->duration > 0) 166 if (--op->duration > 0)
166 return; 167 return;
167 168
168 if (op->env) 169 if (op->env)
169 switch (op->subtype) 170 switch (op->subtype)
170 { 171 {
171 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
174 175
175 default: 176 default:
176 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
177 change_abil (op->env, op); 178 change_abil (op->env, op);
178 op->env->update_stats (); 179 op->env->update_stats ();
179 } 180 }
180 181
181 op->destroy (); 182 op->destroy ();
182} 183}
183 184
184void 185static void
185remove_blindness (object *op) 186remove_blindness (object *op)
186{ 187{
187 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
188 return; 189 return;
189 190
190 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
191 192
192 if (op->env) 193 if (op->env)
193 { 194 {
194 change_abil (op->env, op); 195 change_abil (op->env, op);
195 op->env->update_stats (); 196 op->env->update_stats ();
196 } 197 }
197 198
198 op->destroy (); 199 op->destroy ();
199} 200}
200 201
201void 202static void
202poison_more (object *op) 203poison_more (object *op)
203{ 204{
204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
205 { 206 {
206 op->destroy (); 207 op->destroy ();
207 return; 208 return;
208 } 209 }
209 210
212 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
213 * will not do anything. 214 * will not do anything.
214 */ 215 */
215 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
216 { 217 {
217 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
218 op->env->update_stats (); 219 op->env->update_stats ();
219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
220 } 221 }
221 222
222 op->destroy (); 223 op->destroy ();
231 232
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233} 234}
234 235
235 236
236void 237static void
237move_gate (object *op) 238move_gate (object *op)
238{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
239 object *tmp; 240 object *tmp;
240 241
241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
248 if (op->value) 249 if (op->value)
249 { 250 {
250 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 253 op->stats.wc = 0;
253 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
254 op->value = 0; 255 op->value = 0;
255 else 256 else
256 op->set_speed (0); 257 op->set_speed (0);
257 } 258 }
258 259
259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
260 { 261 {
261 op->move_block = 0; 262 op->move_block = 0;
262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
263 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
264 } 265 }
265 266
266 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
267 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
279 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 281 * the gate slightly.
281 */ 282 */
282 283
283 for (tmp = op->above; tmp; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 break; 286 break;
286 287
287 if (!tmp) 288 if (!tmp)
288 { 289 {
289 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
290 op->value = 1; 291 op->value = 1;
291 else 292 else
292 op->set_speed (0); 293 op->set_speed (0);
293 294
294 return; 295 return;
320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ; 322 ;
322 323
323 if (tmp) 324 if (tmp)
324 { 325 {
325 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
326 { 327 {
327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
329 330
330 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
332 } 333 }
333 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
334 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
335 * off the gate. 336 * off the gate.
336 */ 337 */
337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
338 { 339 {
339 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
341 342
342 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
350 } 351 }
351 } 352 }
352 353
353 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
354 for (tmp = op->above; tmp; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
356 break; 357 break;
357 358
358 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
359 if (tmp) 360 if (tmp)
360 op->stats.food = 1; 361 op->stats.food = 1;
361 else 362 else
362 { 363 {
363 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
364 365
365 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
366 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
367 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
368 } 369 }
369 } /* gate is halfway up */ 370 } /* gate is halfway up */
370 371
371 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
375 376
376/* hp : how long door is open/closed 377/* hp : how long door is open/closed
377 * maxhp : initial value for hp 378 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
379 */ 380 */
380void 381static void
381move_timed_gate (object *op) 382move_timed_gate (object *op)
382{ 383{
383 int v = op->value; 384 int v = op->value;
384 385
385 if (op->stats.sp) 386 if (op->stats.sp)
404 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
405 * connected: connected value of detector 406 * connected: connected value of detector
406 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
408 */ 409 */
409 410static void
410void
411move_detector (object *op) 411move_detector (object *op)
412{ 412{
413 object *tmp; 413 object *tmp;
414 int last = op->value; 414 int last = op->value;
415 int detected; 415 int detected;
482 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484 } 484 }
485} 485}
486 486
487void 487static void
488move_hole (object *op) 488move_hole (object *op)
489{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
490 if (op->value) 490 if (op->value)
491 { /* We're opening */ 491 { /* We're opening */
492 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
502 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
503 } 503 }
504 } 504 }
505 505
506 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_CHANGE);
508 return; 508 return;
509 } 509 }
510 510
511 /* We're closing */ 511 /* We're closing */
512 op->move_on = 0; 512 op->move_on = 0;
513 513
514 op->stats.wc++; 514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if (op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517 517
518 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_CHANGE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
522} 522}
523 523
524 524
525/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
573fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
574{ 574{
575 if (map == NULL) 575 if (map == NULL)
576 return; 576 return;
577 577
578 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
579 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW) 580 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
582} 582}
583 583
599 599
600 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
604 605
605 if (op->spellarg)
606 {
607 op->slaying = op->spellarg;
608 free (op->spellarg);
609 op->spellarg = 0;
610 }
611 else
612 op->slaying = 0;
613
614 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
615 op->spellarg = NULL; 607 op->custom_name = 0;
616 op->stats.sp = 0; 608 op->stats.sp = 0;
617 op->stats.hp = 0; 609 op->stats.hp = 0;
618 op->stats.grace = 0; 610 op->stats.grace = 0;
619 op->level = 0; 611 op->level = 0;
620 op->face = op->arch->face; 612 op->face = op->arch->face;
621 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
622 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
623 return op; 617 return op;
624} 618}
625 619
626/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
627 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
652 if (op) 646 if (op)
653 merge_ob (op, 0); 647 merge_ob (op, 0);
654 } 648 }
655} 649}
656 650
657/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
658 */ 652 */
659void 653void
660move_arrow (object *op) 654move_arrow (object *op)
661{ 655{
662 int was_reflected; 656 int was_reflected;
663 657
664 if (!op->map) 658 if (!op->map)
665 { 659 {
666 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
667 op->destroy (); 661 op->destroy ();
668 return; 662 return;
669 } 663 }
670 664
671 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
690 stop_arrow (op); 684 stop_arrow (op);
691 return; 685 return;
692 } 686 }
693 } 687 }
694 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->set_speed (op->speed - 0.05);
693
695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
696 values look rediculous. */ 695 values look rediculous. */
697 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
698 { 697 {
699 stop_arrow (op); 698 stop_arrow (op);
700 return; 699 return;
701 } 700 }
702 701
715 if (pos->flags () & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
716 { 715 {
717 object *tmp; 716 object *tmp;
718 717
719 for (tmp = pos->bot; tmp; tmp = tmp->above) 718 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 719 if (tmp->flag [FLAG_ALIVE])
721 break; 720 break;
722 721
723 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
724 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
725 * move into it. 724 * move into it.
728 { 727 {
729 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
730 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
731 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
732 */ 731 */
733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
734 { 733 {
735 int number = op->face; 734 int number = op->face;
736 735
737 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
738 update_turn_face (op); 737 update_turn_face (op);
757 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
758 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
759 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
760 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
761 */ 760 */
762 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
763 { 762 {
764 stop_arrow (op); 763 stop_arrow (op);
765 return; 764 return;
766 } 765 }
767 else 766 else
816 return; 815 return;
817 } 816 }
818 817
819 /* update object image for new facing */ 818 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
822 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
823 } /* object is reflected */ 822 } /* object is reflected */
824 } /* object ran into a wall */ 823 } /* object ran into a wall */
825 824
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed.
828 */
829 op->speed -= 0.05;
830
831 /* Move the arrow. */ 825 /* Move the arrow. */
832 op->move_to (pos); 826 op->move_to (pos);
833} 827}
834 828
835void 829static void
836change_object (object *op) 830change_object (object *op)
837{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
838 int i, j;
839
840 if (!op->other_arch) 832 if (!op->other_arch)
841 { 833 {
842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
843 return; 835 return;
844 } 836 }
845 837
846 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
847 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
848 { 840 {
849 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
850 return; 842 return;
851 843
852 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
853 } 845 }
854 846
855 object *env = op->env; 847 object *env = op->env;
856 848
857 op->remove (); 849 op->remove ();
858 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
859 { 851 {
860 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
861 853
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863 855
864 if (env) 856 if (env)
865 env->insert (tmp); 857 env->insert (tmp);
866 else 858 else
867 { 859 {
868 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
869 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
870 tmp->destroy (); 863 tmp->destroy ();
871 else 864 else
872 { 865 {
873 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
898 891
899 if (op->head) 892 if (op->head)
900 head = op->head; 893 head = op->head;
901 894
902 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
904 break; 897 break;
905 898
906 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
908 return; 901 return;
909 902
910 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
911 { 904 {
912 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
947/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
948 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
949 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
950 can't be generalized. 943 can't be generalized.
951*/ 944*/
952void 945static void
953move_player_changer (object *op) 946move_player_changer (object *op)
954{ 947{
955 object *player;
956 object *walk;
957
958 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
959 return; 949 return;
960 950
961 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
962 * needs to be on top. 952 * needs to be on top.
963 */ 953 */
964 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
965 { 955 {
956 object *player = op->above;
957
966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
967 return; 959 return;
968 960
969 player = op->above;
970
971 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
972 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
973 963
974 player->update_stats (); 964 player->update_stats ();
975 965
976 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1014 } 1004 }
1015 1005
1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1017} 1007}
1018 1008
1019/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1020 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1021 * 1011 *
1022 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
1023 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1024 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1025 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1026 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1027 */ 1017 */
1028void 1018static void
1029move_player_mover (object *op) 1019move_player_mover (object *op)
1030{ 1020{
1031 int dir = op->stats.sp; 1021 int dir = 0;
1032 sint16 nx, ny;
1033 maptile *m;
1034
1035 /* Determine direction now for random movers so we do the right thing */
1036 if (!dir)
1037 dir = rndm (1, 8);
1038 1022
1039 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1023 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1040 { 1024 {
1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1025 if (victim->flag [FLAG_ALIVE]
1026 && !victim->flag [FLAG_WIZPASS]
1042 (victim->move_type & op->move_type || !victim->move_type)) 1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1043 { 1030 {
1031 op->destroy ();
1032 return;
1033 }
1034
1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1039
1040 sint16 nx = op->x + freearr_x[dir];
1041 sint16 ny = op->y + freearr_y[dir];
1042 maptile *m = op->map;
1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1045 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1046 return;
1047 }
1044 1048
1045 if (victim->head) 1049 if (victim->head)
1046 victim = victim->head; 1050 victim = victim->head;
1047 1051
1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1049 {
1050 op->remove ();
1051 return;
1052 }
1053
1054 nx = op->x + freearr_x[dir];
1055 ny = op->y + freearr_y[dir];
1056 m = op->map;
1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1058 {
1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1060 return;
1061 }
1062
1063 if (should_director_abort (op, victim)) 1052 if (should_director_abort (op, victim))
1064 return; 1053 return;
1065 1054
1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1067 { 1056 {
1068 if (nextmover->type == PLAYERMOVER) 1057 if (nextmover->type == PLAYERMOVER)
1069 nextmover->speed_left = -.99f; 1058 nextmover->speed_left = -.99f;
1070 1059
1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1060 if (nextmover->flag [FLAG_ALIVE])
1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1061 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1073 } 1062 }
1074 1063
1075 if (victim->type == PLAYER) 1064 if (victim->type == PLAYER)
1076 { 1065 {
1077 /* only level >=1 movers move people */ 1066 /* only level >=1 movers move people */
1078 if (op->level) 1067 if (op->level)
1079 { 1068 {
1080 /* Following is a bit of hack. We need to make sure it 1069 /* Following is a bit of hack. We need to make sure it
1081 * is cleared, otherwise the player will get stuck in 1070 * is cleared, otherwise the player will get stuck in
1082 * place. This can happen if the player used a spell to 1071 * place. This can happen if the player used a spell to
1083 * get to this space. 1072 * get to this space.
1084 */ 1073 */
1085 victim->contr->fire_on = 0; 1074 victim->contr->fire_on = 0;
1086 victim->speed_left = 1.f; 1075 victim->speed_left = 1.f;
1087 move_player (victim, dir); 1076 move_player (victim, dir);
1088 } 1077 }
1089 else 1078 else
1090 return; 1079 return;
1091 } 1080 }
1092 else 1081 else
1093 move_object (victim, dir); 1082 victim->move (dir);
1094 1083
1095 if (!op->stats.maxsp && op->attacktype) 1084 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2; 1085 op->stats.maxsp = 2;
1097 1086
1098 if (op->attacktype) 1087 if (op->attacktype)
1099 { /* flag to paralyze the player */ 1088 { /* flag to paralyze the player */
1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1089 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1101 } 1090 }
1102 } 1091 }
1103 } 1092 }
1104} 1093}
1105 1094
1161void 1150void
1162move_creator (object *creator) 1151move_creator (object *creator)
1163{ 1152{
1164 object *new_ob; 1153 object *new_ob;
1165 1154
1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1155 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1167 { 1156 {
1168 creator->stats.hp = -1; 1157 creator->stats.hp = -1;
1169 return; 1158 return;
1170 } 1159 }
1171 1160
1175 int i; 1164 int i;
1176 object *ob_to_copy; 1165 object *ob_to_copy;
1177 1166
1178 /* select random object from inventory to copy */ 1167 /* select random object from inventory to copy */
1179 ob_to_copy = creator->inv; 1168 ob_to_copy = creator->inv;
1180 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1181 { 1170 {
1182 if (rndm (0, i) == 0) 1171 if (rndm (0, i) == 0)
1183 { 1172 {
1184 ob_to_copy = ob; 1173 ob_to_copy = ob;
1185 } 1174 }
1186 } 1175 }
1176
1187 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1190 } 1180 }
1191 else 1181 else
1192 { 1182 {
1193 if (!creator->other_arch) 1183 if (!creator->other_arch)
1208 return; 1198 return;
1209 } 1199 }
1210 1200
1211 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes 1202 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 if (new_ob->need_identify ())
1204 new_ob->set_flag (FLAG_IDENTIFIED);
1214 1205
1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1216 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1207 if (new_ob->flag [FLAG_FREED])
1217 return; 1208 return;
1218 1209
1219 if (creator->slaying) 1210 if (creator->slaying)
1220 new_ob->name = new_ob->title = creator->slaying; 1211 new_ob->name = new_ob->title = creator->slaying;
1221} 1212}
1235 { 1226 {
1236 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1237 if (object *force = tmp->force_find (op->name)) 1228 if (object *force = tmp->force_find (op->name))
1238 force->destroy (); 1229 force->destroy ();
1239 1230
1240 if (!tmp->force_find (op->slaying)) 1231 if (op->slaying && !tmp->force_find (op->slaying))
1241 { 1232 {
1242 tmp->force_add (op->slaying, op->stats.food); 1233 tmp->force_add (op->slaying, op->stats.food);
1243 1234
1244 if (op->msg) 1235 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1259 } 1250 }
1260} 1251}
1261 1252
1262// mapscript objects activate themselves (only) then their timer fires 1253// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object? 1254// TODO: maybe they should simply trigger the link like any other object?
1264void 1255static void
1265move_mapscript (object *op) 1256move_mapscript (object *op)
1266{ 1257{
1267 op->set_speed (0); 1258 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0); 1259 cfperl_mapscript_activate (op, true, op, 0);
1269} 1260}
1270 1261
1262static void
1271void move_lamp (object *op) 1263move_lamp (object *op)
1272{ 1264{
1273 // if the lamp/torch is off, we should disable it. 1265 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius) 1266 if (!op->glow_radius)
1275 { 1267 {
1276 op->set_speed (0); 1268 op->set_speed (0);
1277 return; 1269 return;
1278 } 1270 }
1279 else 1271 else
1280 { 1272 {
1281 // check whether the face might needs to be updated 1273 // check whether the face might need to be updated
1282 // (currently this is needed to have already switched on torches 1274 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype) 1275 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch 1276 if (op->other_arch
1285 && ( 1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1286 op->flag [FLAG_ANIMATE] 1279 || (op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id) 1280 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face) 1281 : (op->face != op->other_arch->face))
1289 )) 1282 ))
1290 get_animation_from_arch (op, op->other_arch); 1283 get_animation_from_arch (op, op->other_arch);
1291 } 1284 }
1292 1285
1293 // lamps and torches auf maps don't use up their fuel 1286 // lamps and torches on maps don't use up their fuel
1294 if (op->is_on_map ()) 1287 if (op->is_on_map ())
1295 return; 1288 return;
1296 1289
1297 if (op->stats.food > 0) 1290 if (op->stats.food > 0)
1298 { 1291 {
1304} 1297}
1305 1298
1306void 1299void
1307process_object (object *op) 1300process_object (object *op)
1308{ 1301{
1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1302 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1310 return; 1303 return;
1311 1304
1312 if (expect_false (INVOKE_OBJECT (TICK, op))) 1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1313 return; 1306 return;
1314 1307
1315 if (QUERY_FLAG (op, FLAG_MONSTER)) 1308 if (op->flag [FLAG_MONSTER])
1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1309 if (move_monster (op) || op->flag [FLAG_FREED])
1317 return; 1310 return;
1318 1311
1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1312 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1320 { 1313 {
1321 animate_object (op, op->contr ? op->facing : op->direction); 1314 animate_object (op, op->contr ? op->facing : op->direction);
1322 1315
1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1316 if (op->flag [FLAG_SEE_ANYWHERE])
1324 make_sure_seen (op); 1317 make_sure_seen (op);
1325 } 1318 }
1326 1319
1327 if (expect_false ( 1320 if (expect_false (
1328 op->flag [FLAG_GENERATOR] 1321 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING] 1322 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP] 1323 || op->flag [FLAG_IS_USED_UP]
1331 )) 1324 ))
1332 { 1325 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (op->flag [FLAG_CHANGING] && !op->state)
1334 { 1327 {
1335 change_object (op); 1328 change_object (op);
1336 return; 1329 return;
1337 } 1330 }
1338 1331
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1340 generate_monster (op); 1333 generate_monster (op);
1341 1334
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1343 { 1336 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (op->flag [FLAG_APPLIED])
1345 remove_force (op); 1338 remove_force (op);
1346 else 1339 else
1347 { 1340 {
1348 op->remove (); // TODO: really necessary? 1341 op->remove (); // TODO: really necessary?
1349 1342
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1343 if (op->flag [FLAG_SEE_ANYWHERE])
1351 make_sure_not_seen (op); 1344 make_sure_not_seen (op);
1352 1345
1353 op->drop_and_destroy (); 1346 op->drop_and_destroy ();
1354 } 1347 }
1355 1348

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