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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 1.118 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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))
242 { 243 {
243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
244 op->stats.wc = 0; 245 op->stats.wc = 0;
245 } 246 }
246 247
247 /* We're going down */ 248 /* We're going down */
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);
271 /* We're going up */ 272 /* We're going up */
272 273
273 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 { 276 {
276
277 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * 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,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp = op->above; tmp; tmp = tmp->above) 283 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)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 break; 285 break;
286 286
287 if (!tmp) 287 if (!tmp)
288 { 288 {
289 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
290 op->value = 1; 290 op->value = 1;
291 else 291 else
292 op->set_speed (0); 292 op->set_speed (0);
293 293
294 return; 294 return;
320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ; 321 ;
322 322
323 if (tmp) 323 if (tmp)
324 { 324 {
325 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
326 { 326 {
327 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")); 328 op->play_sound (sound_find ("blocked_gate"));
329 329
330 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
332 } 332 }
333 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
334 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
335 * off the gate. 335 * off the gate.
336 */ 336 */
337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
338 { 338 {
339 /* If it has speed, it should move itself, otherwise: */ 339 /* 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); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
341 341
342 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
350 } 350 }
351 } 351 }
352 352
353 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
354 for (tmp = op->above; tmp; tmp = tmp->above) 354 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)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
356 break; 356 break;
357 357
358 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
359 if (tmp) 359 if (tmp)
360 op->stats.food = 1; 360 op->stats.food = 1;
361 else 361 else
362 { 362 {
363 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364 364
365 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
366 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
367 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
368 } 368 }
369 } /* gate is halfway up */ 369 } /* gate is halfway up */
370 370
371 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
375 375
376/* hp : how long door is open/closed 376/* hp : how long door is open/closed
377 * maxhp : initial value for hp 377 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
379 */ 379 */
380void 380static void
381move_timed_gate (object *op) 381move_timed_gate (object *op)
382{ 382{
383 int v = op->value; 383 int v = op->value;
384 384
385 if (op->stats.sp) 385 if (op->stats.sp)
404 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
405 * connected: connected value of detector 405 * connected: connected value of detector
406 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
408 */ 408 */
409 409static void
410void
411move_detector (object *op) 410move_detector (object *op)
412{ 411{
413 object *tmp; 412 object *tmp;
414 int last = op->value; 413 int last = op->value;
415 int detected; 414 int detected;
482 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
484 } 483 }
485} 484}
486 485
487void 486static void
488move_hole (object *op) 487move_hole (object *op)
489{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
490 if (op->value) 489 if (op->value)
491 { /* We're opening */ 490 { /* We're opening */
492 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
502 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
503 } 502 }
504 } 503 }
505 504
506 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
508 return; 507 return;
509 } 508 }
510 509
511 /* We're closing */ 510 /* We're closing */
512 op->move_on = 0; 511 op->move_on = 0;
513 512
514 op->stats.wc++; 513 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517 516
518 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
522} 521}
523 522
524 523
525/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
573fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
574{ 573{
575 if (map == NULL) 574 if (map == NULL)
576 return; 575 return;
577 576
578 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
579 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW) 579 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
582} 581}
583 582
599 598
600 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
604 604
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 */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
615 op->spellarg = NULL; 606 op->custom_name = 0;
616 op->stats.sp = 0; 607 op->stats.sp = 0;
617 op->stats.hp = 0; 608 op->stats.hp = 0;
618 op->stats.grace = 0; 609 op->stats.grace = 0;
619 op->level = 0; 610 op->level = 0;
620 op->face = op->arch->face; 611 op->face = op->arch->face;
621 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
622 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
623 return op; 616 return op;
624} 617}
625 618
626/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
627 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
652 if (op) 645 if (op)
653 merge_ob (op, 0); 646 merge_ob (op, 0);
654 } 647 }
655} 648}
656 649
657/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
658 */ 651 */
659void 652void
660move_arrow (object *op) 653move_arrow (object *op)
661{ 654{
662 int was_reflected; 655 int was_reflected;
663 656
664 if (!op->map) 657 if (!op->map)
665 { 658 {
666 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
667 op->destroy (); 660 op->destroy ();
668 return; 661 return;
669 } 662 }
670 663
671 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
690 stop_arrow (op); 683 stop_arrow (op);
691 return; 684 return;
692 } 685 }
693 } 686 }
694 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
696 values look rediculous. */ 694 values look rediculous. */
697 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
698 { 696 {
699 stop_arrow (op); 697 stop_arrow (op);
700 return; 698 return;
701 } 699 }
702 700
715 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
716 { 714 {
717 object *tmp; 715 object *tmp;
718 716
719 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
721 break; 719 break;
722 720
723 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
724 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
725 * move into it. 723 * move into it.
728 { 726 {
729 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
730 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
731 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
732 */ 730 */
733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
734 { 732 {
735 int number = op->face;
736
737 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
738 update_turn_face (op); 734 update_turn_face (op);
739 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
740 } 736 }
741 else 737 else
757 * 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
758 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
759 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
760 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
761 */ 757 */
762 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
763 { 759 {
764 stop_arrow (op); 760 stop_arrow (op);
765 return; 761 return;
766 } 762 }
767 else 763 else
816 return; 812 return;
817 } 813 }
818 814
819 /* update object image for new facing */ 815 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
822 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
823 } /* object is reflected */ 819 } /* object is reflected */
824 } /* object ran into a wall */ 820 } /* object ran into a wall */
825 821
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. */ 822 /* Move the arrow. */
832 op->move_to (pos); 823 op->move_to (pos);
833} 824}
834 825
835void 826static void
836change_object (object *op) 827change_object (object *op)
837{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
838 int i, j;
839
840 if (!op->other_arch) 829 if (!op->other_arch)
841 { 830 {
842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
843 return; 832 return;
844 } 833 }
845 834
846 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
847 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
848 { 837 {
849 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
850 return; 839 return;
851 840
852 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
853 } 842 }
854 843
855 object *env = op->env; 844 object *env = op->env;
856 845
857 op->remove (); 846 op->remove ();
858 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
859 { 848 {
860 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
861 850
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863 852
864 if (env) 853 if (env)
865 env->insert (tmp); 854 env->insert (tmp);
866 else 855 else
867 { 856 {
868 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
869 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
870 tmp->destroy (); 860 tmp->destroy ();
871 else 861 else
872 { 862 {
873 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
898 888
899 if (op->head) 889 if (op->head)
900 head = op->head; 890 head = op->head;
901 891
902 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
904 break; 894 break;
905 895
906 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
908 return; 898 return;
909 899
910 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
911 { 901 {
912 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
947/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
948 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
949 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
950 can't be generalized. 940 can't be generalized.
951*/ 941*/
952void 942static void
953move_player_changer (object *op) 943move_player_changer (object *op)
954{ 944{
955 object *player;
956 object *walk;
957
958 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
959 return; 946 return;
960 947
961 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
962 * needs to be on top. 949 * needs to be on top.
963 */ 950 */
964 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
965 { 952 {
953 object *player = op->above;
954
966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
967 return; 956 return;
968 957
969 player = op->above;
970
971 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
972 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
973 960
974 player->update_stats (); 961 player->update_stats ();
975 962
976 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1014 } 1001 }
1015 1002
1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1017} 1004}
1018 1005
1019/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1020 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1021 * 1008 *
1022 * a player mover finds any players that are sitting on it. It 1009 * 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. 1010 * 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, 1011 * 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, 1012 * 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 1013 * it'll paralyze the victim for hp*his speed/op->speed
1027 */ 1014 */
1028void 1015static void
1029move_player_mover (object *op) 1016move_player_mover (object *op)
1030{ 1017{
1031 int dir = op->stats.sp; 1018 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 1019
1039 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1040 { 1021 {
1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1042 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1043 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1044 1045
1045 if (victim->head) 1046 if (victim->head)
1046 victim = victim->head; 1047 victim = victim->head;
1047 1048
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)) 1049 if (should_director_abort (op, victim))
1064 return; 1050 return;
1065 1051
1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1067 { 1053 {
1068 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1069 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1070 1056
1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1073 } 1059 }
1074 1060
1075 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1076 { 1062 {
1077 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1078 if (op->level) 1064 if (op->level)
1079 { 1065 {
1080 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1081 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1082 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1083 * get to this space. 1069 * get to this space.
1084 */ 1070 */
1085 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1086 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1087 move_player (victim, dir); 1073 move_player (victim, dir);
1088 } 1074 }
1089 else 1075 else
1090 return; 1076 return;
1091 } 1077 }
1092 else 1078 else
1093 move_object (victim, dir); 1079 victim->move (dir);
1094 1080
1095 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1097 1083
1098 if (op->attacktype) 1084 if (op->attacktype)
1099 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1101 } 1087 }
1102 } 1088 }
1103 } 1089 }
1104} 1090}
1105 1091
1161void 1147void
1162move_creator (object *creator) 1148move_creator (object *creator)
1163{ 1149{
1164 object *new_ob; 1150 object *new_ob;
1165 1151
1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1167 { 1153 {
1168 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1169 return; 1155 return;
1170 } 1156 }
1171 1157
1175 int i; 1161 int i;
1176 object *ob_to_copy; 1162 object *ob_to_copy;
1177 1163
1178 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1179 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1180 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1181 { 1167 {
1182 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1183 { 1169 {
1184 ob_to_copy = ob; 1170 ob_to_copy = ob;
1185 } 1171 }
1186 } 1172 }
1173
1187 new_ob = ob_to_copy->deep_clone (); 1174 new_ob = ob_to_copy->deep_clone ();
1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1190 } 1177 }
1191 else 1178 else
1192 { 1179 {
1193 if (!creator->other_arch) 1180 if (!creator->other_arch)
1208 return; 1195 return;
1209 } 1196 }
1210 1197
1211 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes 1199 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1214 1202
1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1216 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1217 return; 1205 return;
1218 1206
1219 if (creator->slaying) 1207 if (creator->slaying)
1220 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1221} 1209}
1235 { 1223 {
1236 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1237 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1238 force->destroy (); 1226 force->destroy ();
1239 1227
1240 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1241 { 1229 {
1242 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1243 1231
1244 if (op->msg) 1232 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1259 } 1247 }
1260} 1248}
1261 1249
1262// mapscript objects activate themselves (only) then their timer fires 1250// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object? 1251// TODO: maybe they should simply trigger the link like any other object?
1264void 1252static void
1265move_mapscript (object *op) 1253move_mapscript (object *op)
1266{ 1254{
1267 op->set_speed (0); 1255 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0); 1256 cfperl_mapscript_activate (op, true, op, 0);
1269} 1257}
1270 1258
1259static void
1271void move_lamp (object *op) 1260move_lamp (object *op)
1272{ 1261{
1273 // if the lamp/torch is off, we should disable it. 1262 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius) 1263 if (!op->glow_radius)
1275 { 1264 {
1276 op->set_speed (0); 1265 op->set_speed (0);
1277 return; 1266 return;
1278 } 1267 }
1279 else 1268 else
1280 { 1269 {
1281 // check whether the face might needs to be updated 1270 // check whether the face might need to be updated
1282 // (currently this is needed to have already switched on torches 1271 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype) 1272 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch 1273 if (op->other_arch
1285 && ( 1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1286 op->flag [FLAG_ANIMATE] 1276 || (op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id) 1277 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face) 1278 : (op->face != op->other_arch->face))
1289 )) 1279 ))
1290 get_animation_from_arch (op, op->other_arch); 1280 get_animation_from_arch (op, op->other_arch);
1291 } 1281 }
1292 1282
1293 // lamps and torches auf maps don't use up their fuel 1283 // lamps and torches on maps don't use up their fuel
1294 if (op->is_on_map ()) 1284 if (op->is_on_map ())
1295 return; 1285 return;
1296 1286
1297 if (op->stats.food > 0) 1287 if (op->stats.food > 0)
1298 { 1288 {
1304} 1294}
1305 1295
1306void 1296void
1307process_object (object *op) 1297process_object (object *op)
1308{ 1298{
1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1310 return; 1300 return;
1311 1301
1312 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1313 return; 1303 return;
1314 1304
1315 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1317 return; 1307 return;
1318 1308
1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1320 { 1310 {
1321 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1322 1312
1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1324 make_sure_seen (op); 1314 make_sure_seen (op);
1325 } 1315 }
1326 1316
1327 if (expect_false ( 1317 if (expect_false (
1328 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1331 )) 1321 ))
1332 { 1322 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1334 { 1324 {
1335 change_object (op); 1325 change_object (op);
1336 return; 1326 return;
1337 } 1327 }
1338 1328
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1340 generate_monster (op); 1330 generate_monster (op);
1341 1331
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1343 { 1333 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1345 remove_force (op); 1335 remove_force (op);
1346 else 1336 else
1347 { 1337 {
1348 op->remove (); // TODO: really necessary? 1338 op->remove (); // TODO: really necessary?
1349 1339
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1351 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1352 1342
1353 op->drop_and_destroy (); 1343 op->drop_and_destroy ();
1354 } 1344 }
1355 1345
1491 1481
1492 case LAMP: 1482 case LAMP:
1493 case TORCH: 1483 case TORCH:
1494 move_lamp (op); 1484 move_lamp (op);
1495 break; 1485 break;
1496 }
1497}
1498 1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1491}
1492

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