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Comparing deliantra/server/server/time.C (file contents):
Revision 1.61 by root, Thu Jul 12 19:42:14 2007 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* 24/*
25 * 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
26 * collected in this file. 26 * collected in this file.
34 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
35 */ 35 */
36void 36void
37remove_door (object *op) 37remove_door (object *op)
38{ 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{
39 int i; 68 int i;
40 object *tmp; 69 object *tmp;
41 70
42 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
43 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]);
44 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
45 tmp->set_speed (0.1f); 76 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 77 tmp->speed_left = -0.2f;
47 } 78 }
79 }
48 80
49 if (op->other_arch) 81 if (op->other_arch)
50 { 82 {
51 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
52 tmp->x = op->x; 84 tmp->x = op->x;
54 tmp->map = op->map; 86 tmp->map = op->map;
55 tmp->level = op->level; 87 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
57 } 89 }
58 90
59 op->destroy (); 91 op->drop_and_destroy ();
60}
61
62void
63remove_door2 (object *op)
64{
65 int i;
66 object *tmp;
67
68 for (i = 1; i < 9; i += 2)
69 {
70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
71 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */
73 tmp->set_speed (0.1f);
74 tmp->speed_left = -0.2f;
75 }
76 }
77
78 if (op->other_arch)
79 {
80 tmp = arch_to_object (op->other_arch);
81 tmp->x = op->x;
82 tmp->y = op->y;
83 tmp->map = op->map;
84 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0);
86 }
87
88 op->destroy ();
89} 92}
90 93
91void 94void
92generate_monster (object *gen) 95generate_monster (object *gen)
93{ 96{
95 return; 98 return;
96 99
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 101 return;
99 102
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
100 object *op; 108 object *op;
109 int dir;
101 110
102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
103 { 112 {
104 // either copy one item from the inventory... 113 // either copy one item from the inventory...
105 if (!gen->inv) 114 if (!gen->inv)
109 int index = 0; 118 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index)) 120 if (!rndm (++index))
112 op = tmp; 121 op = tmp;
113 122
114 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 ();
115 128
116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 } 131 }
119 else if (gen->other_arch) 132 else if (gen->other_arch)
120 { 133 {
121 // ...or use other_arch 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
122 op = arch_to_object (gen->other_arch); 139 op = arch_to_object (gen->other_arch);
123 } 140 }
124 else 141 else
125 return; 142 return;
126 143
127 op->expand_tail (); 144 op->expand_tail ();
128 145
129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 146 mapxy pos (gen); pos.move (dir);
130 if (i >= 0) 147
148 if (pos.insert (op, gen))
131 { 149 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9)) 150 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
136 152
137 if (op->has_random_items ()) 153 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139 155
140 return; 156 return;
141 }
142 } 157 }
143 158
144 op->destroy (); 159 op->destroy ();
145} 160}
146 161
263 * 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,
264 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
265 * the gate slightly. 280 * the gate slightly.
266 */ 281 */
267 282
268 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
269 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))
270 break; 285 break;
271 286
272 if (tmp == NULL) 287 if (!tmp)
273 { 288 {
274 if (op->arch->speed) 289 if (op->arch->speed)
275 op->value = 1; 290 op->value = 1;
276 else 291 else
277 op->set_speed (0); 292 op->set_speed (0);
290 } 305 }
291 else 306 else
292 { /* The gate is still going up */ 307 { /* The gate is still going up */
293 op->stats.wc++; 308 op->stats.wc++;
294 309
295 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
296 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
297 312
298 /* 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.
299 * 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
300 */ 315 */
301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
302 { 317 {
303 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
304 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ; 321 ;
308 if (tmp) 323 if (tmp)
309 { 324 {
310 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
311 { 326 {
312 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"));
313 329
314 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
315 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);
316 } 332 }
317 else
318 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
320 * off the gate. 335 * off the gate.
321 */ 336 */
322 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)))
323 { 338 {
324 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
325 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);
326 341
327 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
328 if (i != -1) 343 if (i > 0)
329 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
330 tmp->remove (); 348 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 349 }
334 } 350 }
335 } 351 }
336 352
337 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
339 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))
340 break; 356 break;
341 357
342 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
343 if (tmp) 359 if (tmp)
344 {
345 op->stats.food = 1; 360 op->stats.food = 1;
346 }
347 else 361 else
348 { 362 {
349 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
350 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
353 } 368 }
354 } /* gate is halfway up */ 369 } /* gate is halfway up */
368 int v = op->value; 383 int v = op->value;
369 384
370 if (op->stats.sp) 385 if (op->stats.sp)
371 { 386 {
372 move_gate (op); 387 move_gate (op);
388
373 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 390 op->stats.sp = 0;
375 return; 391 return;
376 } 392 }
393
377 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 395 { /* keep gate down */
379 move_gate (op); 396 move_gate (op);
397
380 if (op->value != v) 398 if (op->value != v)
381 op->set_speed (0); 399 op->set_speed (0);
382 } 400 }
383} 401}
384 402
396 int last = op->value; 414 int last = op->value;
397 int detected; 415 int detected;
398 416
399 detected = 0; 417 detected = 0;
400 418
401 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)
402 { 420 {
403 object *tmp2; 421 object *tmp2;
404 422
405 if (op->stats.hp) 423 if (op->stats.hp)
406 { 424 {
424 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
425 { 443 {
426 if (detected && last == 0) 444 if (detected && last == 0)
427 { 445 {
428 op->value = 1; 446 op->value = 1;
429 push_button (op); 447 push_button (op, tmp);
430 } 448 }
449
431 if (!detected && last == 1) 450 if (!detected && last == 1)
432 { 451 {
433 op->value = 0; 452 op->value = 0;
434 push_button (op); 453 push_button (op, tmp);
435 } 454 }
436 } 455 }
437 else 456 else
438 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
439 if (detected && last == 1) 458 if (detected && last == 1)
440 { 459 {
441 op->value = 0; 460 op->value = 0;
442 push_button (op); 461 push_button (op, tmp);
443 } 462 }
463
444 if (!detected && last == 0) 464 if (!detected && last == 0)
445 { 465 {
446 op->value = 1; 466 op->value = 1;
447 push_button (op); 467 push_button (op, tmp);
448 } 468 }
449 } 469 }
450} 470}
451
452 471
453void 472void
454animate_trigger (object *op) 473animate_trigger (object *op)
455{ 474{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
466} 485}
467 486
468void 487void
469move_hole (object *op) 488move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 490 if (op->value)
474 { /* We're opening */ 491 { /* We're opening */
475 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
477 op->stats.wc = 0; 494 op->stats.wc = 0;
478 op->set_speed (0); 495 op->set_speed (0);
479 496
480 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 500 {
484 next = tmp->above; 501 next = tmp->above;
485 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
486 } 503 }
487 } 504 }
488 505
489 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
491 return; 508 return;
492 } 509 }
510
493 /* We're closing */ 511 /* We're closing */
494 op->move_on = 0; 512 op->move_on = 0;
495 513
496 op->stats.wc++; 514 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
528 { 546 {
529 object *payload = op->inv; 547 object *payload = op->inv;
530 548
531 if (payload == NULL) 549 if (payload == NULL)
532 return NULL; 550 return NULL;
551
533 payload->remove (); 552 payload->remove ();
534 op->destroy (); 553 op->destroy ();
535 return payload; 554 return payload;
536 } 555 }
537 556
617 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
618 return; 637 return;
619 638
620 if (op->inv) 639 if (op->inv)
621 { 640 {
641 // replace this by straightforward drop to ground?
622 object *payload = op->inv; 642 object *payload = op->inv;
623 643
624 payload->remove ();
625 payload->owner = 0; 644 payload->owner = 0;
626 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
627 op->destroy (); 646 op->destroy ();
628 } 647 }
629 else 648 else
638/* 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.
639 */ 658 */
640void 659void
641move_arrow (object *op) 660move_arrow (object *op)
642{ 661{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 662 int was_reflected;
646 maptile *m;
647 663
648 if (op->map == NULL) 664 if (!op->map)
649 { 665 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy (); 667 op->destroy ();
652 return; 668 return;
653 } 669 }
661 * 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,
662 * 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
663 * 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,
664 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
665 */ 681 */
666 if (op->inv == NULL) 682 if (!op->inv)
667 { 683 {
668 op->destroy (); 684 op->destroy ();
669 return; 685 return;
670 } 686 }
671 687
683 stop_arrow (op); 699 stop_arrow (op);
684 return; 700 return;
685 } 701 }
686 702
687 /* Calculate target map square */ 703 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 704 was_reflected = 0;
691 705
692 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 707
695 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
696 { 709 {
697 stop_arrow (op); 710 stop_arrow (op);
698 return; 711 return;
699 } 712 }
700 713
701 /* 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 */
702 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
703 { 716 {
704 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)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break; 721 break;
707 722
708 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
732 return; 747 return;
733 } 748 }
734 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
736 751
737 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))
738 { 753 {
739 int retry = 0; 754 int retry = 0;
740 755
741 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
742 * 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
755 if (op->direction & 1) 770 if (op->direction & 1)
756 { 771 {
757 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
758 retry = 1; 773 retry = 1;
759 } 774 }
775
760 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
761 * use this retry here to make this one block 777 * use this retry here to make this one block
762 * that did the same thing. 778 * that did the same thing.
763 */ 779 */
764 while (retry < 2) 780 while (retry < 2)
765 { 781 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 782 retry++;
771 783
772 /* 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
773 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
776 */ 788 */
777 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));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780 791
781 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));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784 794
785 if (left == right) 795 if (left == right)
786 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
787 else if (left) 797 else if (left)
788 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
789 else if (right) 799 else if (right)
790 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
791 801
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* 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 -
795 * don't need to retry again. 803 * don't need to retry again.
796 */ 804 */
797 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))
798 break; 807 break;
799
800 } 808 }
809
801 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 811 * stop it from moving.
803 */ 812 */
804 if (retry == 2) 813 if (retry == 2)
805 { 814 {
806 stop_arrow (op); 815 stop_arrow (op);
807 return; 816 return;
808 } 817 }
818
809 /* update object image for new facing */ 819 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
812 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
813 } /* object is reflected */ 823 } /* object is reflected */
814 } /* object ran into a wall */ 824 } /* object ran into a wall */
815 825
816 /* Move the arrow. */
817 op->remove ();
818 op->x = new_x;
819 op->y = new_y;
820
821 /* 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
822 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
823 */ 828 */
824 op->speed -= 0.05; 829 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826}
827 830
828/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
829 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
830 * Modified this routine to allow held objects. b.t. */ 833}
831 834
832void 835void
833change_object (object *op) 836change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
835 int i, j; 838 int i, j;
836 839
837 if (op->other_arch == NULL) 840 if (!op->other_arch)
838 { 841 {
839 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 ());
840 return; 843 return;
841 } 844 }
842 845
843 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 { 848 {
846 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
847 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);
848 else 866 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 }
879 else
880 { 867 {
881 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);
882 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
883 tmp->destroy (); 870 tmp->destroy ();
884 else 871 else
885 { 872 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
888 } 877 }
889 } 878 }
890 } 879 }
891 880
892 op->destroy (); 881 op->destroy ();
948 else 937 else
949 { 938 {
950 /* Random teleporter */ 939 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 941 return;
942
953 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
954 } 944 }
955} 945}
956 946
957/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1166 * 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.
1167 * 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
1168 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1169 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1170*/ 1160*/
1171
1172void 1161void
1173move_creator (object *creator) 1162move_creator (object *creator)
1174{ 1163{
1175 object *new_ob; 1164 object *new_ob;
1176 1165
1178 { 1167 {
1179 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1180 return; 1169 return;
1181 } 1170 }
1182 1171
1183 if (creator->inv != NULL) 1172 if (creator->inv)
1184 { 1173 {
1185 object *ob; 1174 object *ob;
1186 int i; 1175 int i;
1187 object *ob_to_copy; 1176 object *ob_to_copy;
1188 1177
1193 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1194 { 1183 {
1195 ob_to_copy = ob; 1184 ob_to_copy = ob;
1196 } 1185 }
1197 } 1186 }
1198 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1199 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1200 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1201 } 1190 }
1202 else 1191 else
1203 { 1192 {
1204 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1205 { 1194 {
1206 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",
1207 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1208 return; 1197 return;
1209 } 1198 }
1211 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1213 } 1202 }
1214 1203
1215 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1216 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))
1217 { 1206 {
1218 new_ob->destroy (); 1207 new_ob->destroy ();
1219 return; 1208 return;
1220 } 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);
1221 1214
1222 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);
1223 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1224 return; 1217 return;
1225 1218
1226 if (creator->slaying) 1219 if (creator->slaying)
1227 {
1228 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1229 }
1230} 1221}
1231 1222
1232/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1233 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1234 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1266 } 1257 }
1267 } 1258 }
1268 } 1259 }
1269} 1260}
1270 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]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304}
1305
1271void 1306void
1272process_object (object *op) 1307process_object (object *op)
1273{ 1308{
1274 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1275 return; 1310 return;
1308 { 1343 {
1309 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1310 remove_force (op); 1345 remove_force (op);
1311 else 1346 else
1312 { 1347 {
1313 /* If necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1314 object *pl = op->in_player ();
1315
1316 if (pl)
1317 esrv_del_item (pl->contr, op->count);
1318
1319 op->remove ();
1320 1349
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1322 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1323 1352
1324 op->destroy (); 1353 op->drop_and_destroy ();
1325 } 1354 }
1326 1355
1327 return; 1356 return;
1328 } 1357 }
1329 } 1358 }
1453 1482
1454 case PLAYER: 1483 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left 1484 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left; 1485 ++op->speed_left;
1457 break; 1486 break;
1458 }
1459}
1460 1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1497}
1498

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