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Comparing deliantra/server/server/time.C (file contents):
Revision 1.64 by root, Thu Aug 23 15:20:34 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;
101 int i; 109 int dir;
102 110
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 112 {
105 // either copy one item from the inventory... 113 // either copy one item from the inventory...
106 if (!gen->inv) 114 if (!gen->inv)
110 int index = 0; 118 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 120 if (!rndm (++index))
113 op = tmp; 121 op = tmp;
114 122
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (i < 0) 124 if (dir < 0)
117 return; 125 return;
118 126
119 op = object_create_clone (op); 127 op = op->deep_clone ();
120 128
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 131 }
124 else if (gen->other_arch) 132 else if (gen->other_arch)
125 { 133 {
126 // ...or use other_arch 134 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); 135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (i < 0) 136 if (dir < 0)
129 return; 137 return;
130 138
131 op = arch_to_object (gen->other_arch); 139 op = arch_to_object (gen->other_arch);
132 } 140 }
133 else 141 else
134 return; 142 return;
135 143
136 op->expand_tail (); 144 op->expand_tail ();
137 145
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
139 { 149 {
140 if (rndm (0, 9)) 150 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
142 152
143 if (op->has_random_items ()) 153 if (op->has_random_items ())
268 * 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,
269 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
270 * the gate slightly. 280 * the gate slightly.
271 */ 281 */
272 282
273 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
274 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))
275 break; 285 break;
276 286
277 if (tmp == NULL) 287 if (!tmp)
278 { 288 {
279 if (op->arch->speed) 289 if (op->arch->speed)
280 op->value = 1; 290 op->value = 1;
281 else 291 else
282 op->set_speed (0); 292 op->set_speed (0);
295 } 305 }
296 else 306 else
297 { /* The gate is still going up */ 307 { /* The gate is still going up */
298 op->stats.wc++; 308 op->stats.wc++;
299 309
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
302 312
303 /* 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.
304 * 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
305 */ 315 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 { 317 {
308 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ; 321 ;
313 if (tmp) 323 if (tmp)
314 { 324 {
315 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
316 { 326 {
317 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"));
318 329
319 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
320 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);
321 } 332 }
322 else
323 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
324 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
325 * off the gate. 335 * off the gate.
326 */ 336 */
327 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)))
328 { 338 {
329 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
330 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);
331 341
332 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
333 if (i != -1) 343 if (i > 0)
334 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
335 tmp->remove (); 348 tmp->move_to (pos);
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
337 insert_ob_in_map (tmp, op->map, op, 0);
338 } 349 }
339 } 350 }
340 } 351 }
341 352
342 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
343 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
344 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))
345 break; 356 break;
346 357
347 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
348 if (tmp) 359 if (tmp)
349 {
350 op->stats.food = 1; 360 op->stats.food = 1;
351 }
352 else 361 else
353 { 362 {
354 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
355 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
356 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
357 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
358 } 368 }
359 } /* gate is halfway up */ 369 } /* gate is halfway up */
373 int v = op->value; 383 int v = op->value;
374 384
375 if (op->stats.sp) 385 if (op->stats.sp)
376 { 386 {
377 move_gate (op); 387 move_gate (op);
388
378 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0; 390 op->stats.sp = 0;
380 return; 391 return;
381 } 392 }
393
382 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
383 { /* keep gate down */ 395 { /* keep gate down */
384 move_gate (op); 396 move_gate (op);
397
385 if (op->value != v) 398 if (op->value != v)
386 op->set_speed (0); 399 op->set_speed (0);
387 } 400 }
388} 401}
389 402
401 int last = op->value; 414 int last = op->value;
402 int detected; 415 int detected;
403 416
404 detected = 0; 417 detected = 0;
405 418
406 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)
407 { 420 {
408 object *tmp2; 421 object *tmp2;
409 422
410 if (op->stats.hp) 423 if (op->stats.hp)
411 { 424 {
429 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
430 { 443 {
431 if (detected && last == 0) 444 if (detected && last == 0)
432 { 445 {
433 op->value = 1; 446 op->value = 1;
434 push_button (op); 447 push_button (op, tmp);
435 } 448 }
449
436 if (!detected && last == 1) 450 if (!detected && last == 1)
437 { 451 {
438 op->value = 0; 452 op->value = 0;
439 push_button (op); 453 push_button (op, tmp);
440 } 454 }
441 } 455 }
442 else 456 else
443 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
444 if (detected && last == 1) 458 if (detected && last == 1)
445 { 459 {
446 op->value = 0; 460 op->value = 0;
447 push_button (op); 461 push_button (op, tmp);
448 } 462 }
463
449 if (!detected && last == 0) 464 if (!detected && last == 0)
450 { 465 {
451 op->value = 1; 466 op->value = 1;
452 push_button (op); 467 push_button (op, tmp);
453 } 468 }
454 } 469 }
455} 470}
456
457 471
458void 472void
459animate_trigger (object *op) 473animate_trigger (object *op)
460{ 474{
461 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
471} 485}
472 486
473void 487void
474move_hole (object *op) 488move_hole (object *op)
475{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
476 object *next, *tmp;
477
478 if (op->value) 490 if (op->value)
479 { /* We're opening */ 491 { /* We're opening */
480 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
481 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
482 op->stats.wc = 0; 494 op->stats.wc = 0;
483 op->set_speed (0); 495 op->set_speed (0);
484 496
485 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
486 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
487 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
488 { 500 {
489 next = tmp->above; 501 next = tmp->above;
490 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
491 } 503 }
492 } 504 }
493 505
494 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
495 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
496 return; 508 return;
497 } 509 }
510
498 /* We're closing */ 511 /* We're closing */
499 op->move_on = 0; 512 op->move_on = 0;
500 513
501 op->stats.wc++; 514 op->stats.wc++;
502 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
533 { 546 {
534 object *payload = op->inv; 547 object *payload = op->inv;
535 548
536 if (payload == NULL) 549 if (payload == NULL)
537 return NULL; 550 return NULL;
551
538 payload->remove (); 552 payload->remove ();
539 op->destroy (); 553 op->destroy ();
540 return payload; 554 return payload;
541 } 555 }
542 556
622 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
623 return; 637 return;
624 638
625 if (op->inv) 639 if (op->inv)
626 { 640 {
641 // replace this by straightforward drop to ground?
627 object *payload = op->inv; 642 object *payload = op->inv;
628 643
629 payload->remove ();
630 payload->owner = 0; 644 payload->owner = 0;
631 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
632 op->destroy (); 646 op->destroy ();
633 } 647 }
634 else 648 else
643/* 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.
644 */ 658 */
645void 659void
646move_arrow (object *op) 660move_arrow (object *op)
647{ 661{
648 object *tmp;
649 sint16 new_x, new_y;
650 int was_reflected, mflags; 662 int was_reflected;
651 maptile *m;
652 663
653 if (op->map == NULL) 664 if (!op->map)
654 { 665 {
655 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
656 op->destroy (); 667 op->destroy ();
657 return; 668 return;
658 } 669 }
666 * 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,
667 * 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
668 * 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,
669 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
670 */ 681 */
671 if (op->inv == NULL) 682 if (!op->inv)
672 { 683 {
673 op->destroy (); 684 op->destroy ();
674 return; 685 return;
675 } 686 }
676 687
688 stop_arrow (op); 699 stop_arrow (op);
689 return; 700 return;
690 } 701 }
691 702
692 /* Calculate target map square */ 703 /* Calculate target map square */
693 new_x = op->x + DIRX (op);
694 new_y = op->y + DIRY (op);
695 was_reflected = 0; 704 was_reflected = 0;
696 705
697 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
698 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
699 707
700 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
701 { 709 {
702 stop_arrow (op); 710 stop_arrow (op);
703 return; 711 return;
704 } 712 }
705 713
706 /* 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 */
707 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
708 { 716 {
709 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)
710 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
711 break; 721 break;
712 722
713 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
714 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
737 return; 747 return;
738 } 748 }
739 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
740 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
741 751
742 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))
743 { 753 {
744 int retry = 0; 754 int retry = 0;
745 755
746 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
747 * 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
760 if (op->direction & 1) 770 if (op->direction & 1)
761 { 771 {
762 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
763 retry = 1; 773 retry = 1;
764 } 774 }
775
765 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
766 * use this retry here to make this one block 777 * use this retry here to make this one block
767 * that did the same thing. 778 * that did the same thing.
768 */ 779 */
769 while (retry < 2) 780 while (retry < 2)
770 { 781 {
771 int left, right, mflags;
772 maptile *m1;
773 sint16 x1, y1;
774
775 retry++; 782 retry++;
776 783
777 /* 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
778 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
779 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
780 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
781 */ 788 */
782 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));
783 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
784 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
785 791
786 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));
787 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
789 794
790 if (left == right) 795 if (left == right)
791 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
792 else if (left) 797 else if (left)
793 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
794 else if (right) 799 else if (right)
795 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
796 801
797 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
798
799 /* 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 -
800 * don't need to retry again. 803 * don't need to retry again.
801 */ 804 */
802 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))
803 break; 807 break;
804
805 } 808 }
809
806 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
807 * top it from moving. 811 * stop it from moving.
808 */ 812 */
809 if (retry == 2) 813 if (retry == 2)
810 { 814 {
811 stop_arrow (op); 815 stop_arrow (op);
812 return; 816 return;
813 } 817 }
818
814 /* update object image for new facing */ 819 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
817 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
818 } /* object is reflected */ 823 } /* object is reflected */
819 } /* object ran into a wall */ 824 } /* object ran into a wall */
820 825
821 /* Move the arrow. */
822 op->remove ();
823 op->x = new_x;
824 op->y = new_y;
825
826 /* 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
827 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
828 */ 828 */
829 op->speed -= 0.05; 829 op->speed -= 0.05;
830 insert_ob_in_map (op, m, op, 0);
831}
832 830
833/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
834 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
835 * Modified this routine to allow held objects. b.t. */ 833}
836 834
837void 835void
838change_object (object *op) 836change_object (object *op)
839{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
840 int i, j; 838 int i, j;
841 839
842 if (op->other_arch == NULL) 840 if (!op->other_arch)
843 { 841 {
844 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 ());
845 return; 843 return;
846 } 844 }
847 845
848 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
849 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
850 { 848 {
851 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
852 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);
853 else 866 else
854 op->stats.food = 1; /* so 1 other_arch is made */
855 }
856
857 object *pl = op->in_player ();
858 object *env = op->env;
859
860 op->remove ();
861 for (i = 0; i < NROFNEWOBJS (op); i++)
862 {
863 object *tmp = arch_to_object (op->other_arch);
864
865 if (op->type == LAMP)
866 tmp->stats.food = op->stats.food - 1;
867
868 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
869 if (env)
870 {
871 tmp->x = env->x, tmp->y = env->y;
872 tmp = insert_ob_in_ob (tmp, env);
873
874 /* If this object is the players inventory, we need to tell the
875 * client of the change. Insert_ob_in_map takes care of the
876 * updating the client, so we don't need to do that below.
877 */
878 if (pl)
879 {
880 esrv_del_item (pl->contr, op->count);
881 esrv_send_item (pl, tmp);
882 }
883 }
884 else
885 { 867 {
886 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);
887 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
888 tmp->destroy (); 870 tmp->destroy ();
889 else 871 else
890 { 872 {
891 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
892 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
893 } 877 }
894 } 878 }
895 } 879 }
896 880
897 op->destroy (); 881 op->destroy ();
953 else 937 else
954 { 938 {
955 /* Random teleporter */ 939 /* Random teleporter */
956 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
957 return; 941 return;
942
958 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
959 } 944 }
960} 945}
961 946
962/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1182 { 1167 {
1183 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1184 return; 1169 return;
1185 } 1170 }
1186 1171
1187 if (creator->inv != NULL) 1172 if (creator->inv)
1188 { 1173 {
1189 object *ob; 1174 object *ob;
1190 int i; 1175 int i;
1191 object *ob_to_copy; 1176 object *ob_to_copy;
1192 1177
1197 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1198 { 1183 {
1199 ob_to_copy = ob; 1184 ob_to_copy = ob;
1200 } 1185 }
1201 } 1186 }
1202 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1203 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1204 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1205 } 1190 }
1206 else 1191 else
1207 { 1192 {
1208 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1209 { 1194 {
1210 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",
1211 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1212 return; 1197 return;
1213 } 1198 }
1215 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1216 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1217 } 1202 }
1218 1203
1219 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1220 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))
1221 { 1206 {
1222 new_ob->destroy (); 1207 new_ob->destroy ();
1223 return; 1208 return;
1224 } 1209 }
1225 1210
1230 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);
1231 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1232 return; 1217 return;
1233 1218
1234 if (creator->slaying) 1219 if (creator->slaying)
1235 {
1236 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1237 }
1238} 1221}
1239 1222
1240/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1241 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1242 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1274 } 1257 }
1275 } 1258 }
1276 } 1259 }
1277} 1260}
1278 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
1279void 1306void
1280process_object (object *op) 1307process_object (object *op)
1281{ 1308{
1282 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1283 return; 1310 return;
1316 { 1343 {
1317 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1318 remove_force (op); 1345 remove_force (op);
1319 else 1346 else
1320 { 1347 {
1321 /* If necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1322 object *pl = op->in_player ();
1323
1324 if (pl)
1325 esrv_del_item (pl->contr, op->count);
1326
1327 op->remove ();
1328 1349
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1331 1352
1332 op->destroy (); 1353 op->drop_and_destroy ();
1333 } 1354 }
1334 1355
1335 return; 1356 return;
1336 } 1357 }
1337 } 1358 }
1461 1482
1462 case PLAYER: 1483 case PLAYER:
1463 // players have their own speed-management, so undo the --speed_left 1484 // players have their own speed-management, so undo the --speed_left
1464 ++op->speed_left; 1485 ++op->speed_left;
1465 break; 1486 break;
1466 }
1467}
1468 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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