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Comparing deliantra/server/server/time.C (file contents):
Revision 1.95 by root, Mon Oct 26 11:31:39 2009 UTC vs.
Revision 1.123 by root, Thu Nov 17 04:59:33 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
28 */ 28 */
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
50 } 50 }
51 } 51 }
52 52
53 if (op->other_arch) 53 if (op->other_arch)
54 { 54 {
55 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
56 tmp->x = op->x; 56 tmp->x = op->x;
57 tmp->y = op->y; 57 tmp->y = op->y;
58 tmp->map = op->map; 58 tmp->map = op->map;
59 tmp->level = op->level; 59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
79 } 79 }
80 } 80 }
81 81
82 if (op->other_arch) 82 if (op->other_arch)
83 { 83 {
84 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
85 tmp->x = op->x; 85 tmp->x = op->x;
86 tmp->y = op->y; 86 tmp->y = op->y;
87 tmp->map = op->map; 87 tmp->map = op->map;
88 tmp->level = op->level; 88 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
90 } 90 }
91 91
92 op->drop_and_destroy (); 92 op->drop_and_destroy ();
93} 93}
94 94
95void 95static void
96generate_monster (object *gen) 96generate_monster (object *gen)
97{ 97{
98 if (!gen->map) 98 if (!gen->map)
99 return; 99 return;
100 100
107 return; 107 return;
108 108
109 object *op; 109 object *op;
110 int dir; 110 int dir;
111 111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 { 113 {
114 // either copy one item from the inventory... 114 // either copy one item from the inventory...
115 if (!gen->inv) 115 if (!gen->inv)
116 return; 116 return;
117 117
125 if (dir < 0) 125 if (dir < 0)
126 return; 126 return;
127 127
128 op = op->deep_clone (); 128 op = op->deep_clone ();
129 129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 } 132 }
133 else if (gen->other_arch) 133 else if (gen->other_arch)
134 { 134 {
135 // ...or use other_arch 135 // ...or use other_arch
136 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);
137 if (dir < 0) 137 if (dir < 0)
138 return; 138 return;
139 139
140 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
141 } 141 }
142 else 142 else
143 return; 143 return;
144 144
145 op->expand_tail (); 145 op->expand_tail ();
158 } 158 }
159 159
160 op->destroy (); 160 op->destroy ();
161} 161}
162 162
163void 163static void
164remove_force (object *op) 164remove_force (object *op)
165{ 165{
166 if (--op->duration > 0) 166 if (--op->duration > 0)
167 return; 167 return;
168 168
169 if (op->env) 169 if (op->env)
170 switch (op->subtype) 170 switch (op->subtype)
171 { 171 {
172 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
174 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");
175 175
176 default: 176 default:
177 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
178 change_abil (op->env, op); 178 change_abil (op->env, op);
179 op->env->update_stats (); 179 op->env->update_stats ();
180 } 180 }
181 181
182 op->destroy (); 182 op->destroy ();
183} 183}
184 184
185void 185static void
186remove_blindness (object *op) 186remove_blindness (object *op)
187{ 187{
188 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
189 return; 189 return;
190 190
191 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
192 192
193 if (op->env) 193 if (op->env)
194 { 194 {
195 change_abil (op->env, op); 195 change_abil (op->env, op);
196 op->env->update_stats (); 196 op->env->update_stats ();
197 } 197 }
198 198
199 op->destroy (); 199 op->destroy ();
200} 200}
201 201
202void 202static void
203poison_more (object *op) 203poison_more (object *op)
204{ 204{
205 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)
206 { 206 {
207 op->destroy (); 207 op->destroy ();
208 return; 208 return;
209 } 209 }
210 210
213 /* 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
214 * will not do anything. 214 * will not do anything.
215 */ 215 */
216 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
217 { 217 {
218 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
219 op->env->update_stats (); 219 op->env->update_stats ();
220 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.");
221 } 221 }
222 222
223 op->destroy (); 223 op->destroy ();
232 232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234} 234}
235 235
236 236
237void 237static void
238move_gate (object *op) 238move_gate (object *op)
239{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
240 object *tmp; 240 object *tmp;
241 241
242 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))
243 { 243 {
244 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));
245 op->stats.wc = 0; 245 op->stats.wc = 0;
246 } 246 }
247 247
248 /* We're going down */ 248 /* We're going down */
249 if (op->value) 249 if (op->value)
250 { 250 {
251 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
253 op->stats.wc = 0; 253 op->stats.wc = 0;
254 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
255 op->value = 0; 255 op->value = 0;
256 else 256 else
257 op->set_speed (0); 257 op->set_speed (0);
258 } 258 }
259 259
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 { 261 {
262 op->move_block = 0; 262 op->move_block = 0;
263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
265 } 265 }
266 266
267 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
268 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
272 /* We're going up */ 272 /* We're going up */
273 273
274 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 { 276 {
277
278 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
279 * 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,
280 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
281 * the gate slightly. 280 * the gate slightly.
282 */ 281 */
283 282
284 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
285 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])
286 break; 285 break;
287 286
288 if (!tmp) 287 if (!tmp)
289 { 288 {
290 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
291 op->value = 1; 290 op->value = 1;
292 else 291 else
293 op->set_speed (0); 292 op->set_speed (0);
294 293
295 return; 294 return;
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ; 321 ;
323 322
324 if (tmp) 323 if (tmp)
325 { 324 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
327 { 326 {
328 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);
329 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
330 329
331 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
333 } 332 }
334 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
336 * off the gate. 335 * off the gate.
337 */ 336 */
338 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]))
339 { 338 {
340 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
341 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);
342 341
343 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
351 } 350 }
352 } 351 }
353 352
354 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
356 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])
357 break; 356 break;
358 357
359 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
360 if (tmp) 359 if (tmp)
361 op->stats.food = 1; 360 op->stats.food = 1;
362 else 361 else
363 { 362 {
364 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
365 364
366 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
369 } 368 }
370 } /* gate is halfway up */ 369 } /* gate is halfway up */
371 370
372 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
376 375
377/* hp : how long door is open/closed 376/* hp : how long door is open/closed
378 * maxhp : initial value for hp 377 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
380 */ 379 */
381void 380static void
382move_timed_gate (object *op) 381move_timed_gate (object *op)
383{ 382{
384 int v = op->value; 383 int v = op->value;
385 384
386 if (op->stats.sp) 385 if (op->stats.sp)
405 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
406 * connected: connected value of detector 405 * connected: connected value of detector
407 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
408 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
409 */ 408 */
410 409static void
411void
412move_detector (object *op) 410move_detector (object *op)
413{ 411{
414 object *tmp; 412 object *tmp;
415 int last = op->value; 413 int last = op->value;
416 int detected; 414 int detected;
483 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
484 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
485 } 483 }
486} 484}
487 485
488void 486static void
489move_hole (object *op) 487move_hole (object *op)
490{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
491 if (op->value) 489 if (op->value)
492 { /* We're opening */ 490 { /* We're opening */
493 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
503 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
504 } 502 }
505 } 503 }
506 504
507 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
508 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
509 return; 507 return;
510 } 508 }
511 509
512 /* We're closing */ 510 /* We're closing */
513 op->move_on = 0; 511 op->move_on = 0;
514 512
515 op->stats.wc++; 513 op->stats.wc++;
516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
517 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518 516
519 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
520 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
522 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
523} 521}
524 522
525 523
526/* 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
574fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
575{ 573{
576 if (map == NULL) 574 if (map == NULL)
577 return; 575 return;
578 576
579 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
580 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
581 else if (op->type == ARROW) 579 else if (op->type == ARROW)
582 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
583} 581}
584 582
610 op->stats.hp = 0; 608 op->stats.hp = 0;
611 op->stats.grace = 0; 609 op->stats.grace = 0;
612 op->level = 0; 610 op->level = 0;
613 op->face = op->arch->face; 611 op->face = op->arch->face;
614 op->owner = 0; 612 op->owner = 0;
613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615 615
616 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617 617
618 return op; 618 return op;
619} 619}
647 if (op) 647 if (op)
648 merge_ob (op, 0); 648 merge_ob (op, 0);
649 } 649 }
650} 650}
651 651
652/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
653 */ 653 */
654void 654void
655move_arrow (object *op) 655move_arrow (object *op)
656{ 656{
657 int was_reflected; 657 int was_reflected;
658 658
659 if (!op->map) 659 if (!op->map)
660 { 660 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy (); 662 op->destroy ();
663 return; 663 return;
664 } 664 }
665 665
666 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
685 stop_arrow (op); 685 stop_arrow (op);
686 return; 686 return;
687 } 687 }
688 } 688 }
689 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
690 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
691 values look rediculous. */ 696 values look ridiculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
693 { 698 {
694 stop_arrow (op); 699 stop_arrow (op);
695 return; 700 return;
696 } 701 }
697 702
710 if (pos->flags () & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
711 { 716 {
712 object *tmp; 717 object *tmp;
713 718
714 for (tmp = pos->bot; tmp; tmp = tmp->above) 719 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
716 break; 721 {
717
718 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
720 * move into it. 724 * move into it.
721 */ 725 */
722 if (tmp && tmp != op->owner) 726
723 {
724 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
727 */ 730 */
728 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))
729 { 732 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
733 update_turn_face (op); 734 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
735 } 736 }
736 else 737 else
737 { 738 {
738 /* Attack the object. */ 739 /* Attack the object. */
739 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
740 741
741 if (!op) 742 if (!op)
742 return; 743 return;
743 } 744 }
744 } /* if this is not hitting its owner */ 745
745 } /* if there is something alive on this space */ 746 break;
747 }
748 }
746 749
747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
748 { 751 {
749 int retry = 0; 752 int retry = 0;
750 753
752 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
753 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
754 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
755 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
756 */ 759 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
758 { 761 {
759 stop_arrow (op); 762 stop_arrow (op);
760 return; 763 return;
761 } 764 }
762 else 765 else
816 if (op->has_anim ()) 819 if (op->has_anim ())
817 op->set_anim_frame (op->direction); 820 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 821 } /* object is reflected */
819 } /* object ran into a wall */ 822 } /* object ran into a wall */
820 823
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */ 824 /* Move the arrow. */
827 op->move_to (pos); 825 op->move_to (pos);
828} 826}
829 827
830void 828static void
831change_object (object *op) 829change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch) 831 if (!op->other_arch)
836 { 832 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 834 return;
839 } 835 }
840 836
841 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
843 { 839 {
844 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
845 return; 841 return;
846 842
847 op->stats.food = 1; /* so 1 other_arch is made */ 843 op->stats.food = 1; /* so 1 other_arch is made */
848 } 844 }
849 845
850 object *env = op->env; 846 object *env = op->env;
851 847
852 op->remove (); 848 op->remove ();
853 for (i = 0; i < op->stats.food; i++) 849 for (int i = 0; i < op->stats.food; i++)
854 { 850 {
855 object *tmp = arch_to_object (op->other_arch); 851 object *tmp = op->other_arch->instance ();
856 852
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858 854
859 if (env) 855 if (env)
860 env->insert (tmp); 856 env->insert (tmp);
861 else 857 else
862 { 858 {
863 j = find_first_free_spot (tmp, op->map, op->x, op->y); 859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
864 if (j < 0) /* No free spot */ 861 if (j < 0) /* No free spot */
865 tmp->destroy (); 862 tmp->destroy ();
866 else 863 else
867 { 864 {
868 mapxy pos (op); pos.move (j); 865 mapxy pos (op); pos.move (j);
893 890
894 if (op->head) 891 if (op->head)
895 head = op->head; 892 head = op->head;
896 893
897 for (tmp = op->above; tmp; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
899 break; 896 break;
900 897
901 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
903 return; 900 return;
904 901
905 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
906 { 903 {
907 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
942/* This object will teleport someone to a different map 939/* This object will teleport someone to a different map
943 and will also apply changes to the player from its inventory. 940 and will also apply changes to the player from its inventory.
944 This was invented for giving classes, but there's no reason it 941 This was invented for giving classes, but there's no reason it
945 can't be generalized. 942 can't be generalized.
946*/ 943*/
947void 944static void
948move_player_changer (object *op) 945move_player_changer (object *op)
949{ 946{
950 object *player;
951 object *walk;
952
953 if (!op->above || !EXIT_PATH (op)) 947 if (!op->above || !EXIT_PATH (op))
954 return; 948 return;
955 949
956 /* This isn't all that great - means that the player_mover 950 /* This isn't all that great - means that the player_mover
957 * needs to be on top. 951 * needs to be on top.
958 */ 952 */
959 if (op->above->type == PLAYER) 953 if (op->above->type == PLAYER)
960 { 954 {
955 object *player = op->above;
956
961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
962 return; 958 return;
963 959
964 player = op->above;
965
966 for (walk = op->inv; walk; walk = walk->below) 960 for (object *walk = op->inv; walk; walk = walk->below)
967 apply_changes_to_player (player, walk); 961 apply_changes_to_player (player, walk);
968 962
969 player->update_stats (); 963 player->update_stats ();
970 964
971 esrv_send_inventory (op->above, op->above); 965 esrv_send_inventory (op->above, op->above);
1009 } 1003 }
1010 1004
1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1012} 1006}
1013 1007
1014/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1015 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1016 * 1010 *
1017 * a player mover finds any players that are sitting on it. It 1011 * a player mover finds any players that are sitting on it. It
1018 * moves them in the op->stats.sp direction. speed is how often it'll move. 1012 * moves them in the op->stats.sp direction. speed is how often it'll move.
1019 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1013 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1020 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1014 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1021 * it'll paralyze the victim for hp*his speed/op->speed 1015 * it'll paralyze the victim for hp*his speed/op->speed
1022 */ 1016 */
1023void 1017static void
1024move_player_mover (object *op) 1018move_player_mover (object *op)
1025{ 1019{
1026 int dir = op->stats.sp; 1020 int dir = 0;
1027 sint16 nx, ny;
1028 maptile *m;
1029
1030 /* Determine direction now for random movers so we do the right thing */
1031 if (!dir)
1032 dir = rndm (1, 8);
1033 1021
1034 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1035 { 1023 {
1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1037 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1038 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1039 1047
1040 if (victim->head) 1048 if (victim->head)
1041 victim = victim->head; 1049 victim = victim->head;
1042 1050
1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1044 {
1045 op->remove ();
1046 return;
1047 }
1048
1049 nx = op->x + freearr_x[dir];
1050 ny = op->y + freearr_y[dir];
1051 m = op->map;
1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1053 {
1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1055 return;
1056 }
1057
1058 if (should_director_abort (op, victim)) 1051 if (should_director_abort (op, victim))
1059 return; 1052 return;
1060 1053
1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1062 { 1055 {
1063 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1064 nextmover->speed_left = -.99f; 1057 nextmover->speed_left = -.99f;
1065 1058
1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1068 } 1061 }
1069 1062
1070 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1071 { 1064 {
1072 /* only level >=1 movers move people */ 1065 /* only level >=1 movers move people */
1073 if (op->level) 1066 if (op->level)
1074 { 1067 {
1075 /* Following is a bit of hack. We need to make sure it 1068 /* Following is a bit of hack. We need to make sure it
1076 * is cleared, otherwise the player will get stuck in 1069 * is cleared, otherwise the player will get stuck in
1077 * place. This can happen if the player used a spell to 1070 * place. This can happen if the player used a spell to
1078 * get to this space. 1071 * get to this space.
1079 */ 1072 */
1080 victim->contr->fire_on = 0; 1073 victim->contr->fire_on = 0;
1081 victim->speed_left = 1.f; 1074 victim->speed_left = 1.f;
1082 move_player (victim, dir); 1075 move_player (victim, dir);
1083 } 1076 }
1084 else 1077 else
1085 return; 1078 return;
1086 } 1079 }
1087 else 1080 else
1088 move_object (victim, dir); 1081 victim->move (dir);
1089 1082
1090 if (!op->stats.maxsp && op->attacktype) 1083 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2; 1084 op->stats.maxsp = 2;
1092 1085
1093 if (op->attacktype) 1086 if (op->attacktype)
1094 { /* flag to paralyze the player */ 1087 { /* flag to paralyze the player */
1095 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1096 } 1089 }
1097 } 1090 }
1098 } 1091 }
1099} 1092}
1100 1093
1156void 1149void
1157move_creator (object *creator) 1150move_creator (object *creator)
1158{ 1151{
1159 object *new_ob; 1152 object *new_ob;
1160 1153
1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1162 { 1155 {
1163 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1164 return; 1157 return;
1165 } 1158 }
1166 1159
1170 int i; 1163 int i;
1171 object *ob_to_copy; 1164 object *ob_to_copy;
1172 1165
1173 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1174 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1175 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1176 { 1169 {
1177 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1178 { 1171 {
1179 ob_to_copy = ob; 1172 ob_to_copy = ob;
1180 } 1173 }
1181 } 1174 }
1175
1182 new_ob = ob_to_copy->deep_clone (); 1176 new_ob = ob_to_copy->deep_clone ();
1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1185 } 1179 }
1186 else 1180 else
1187 { 1181 {
1188 if (!creator->other_arch) 1182 if (!creator->other_arch)
1203 return; 1197 return;
1204 } 1198 }
1205 1199
1206 // for now lets try to identify everything generated here, it mostly 1200 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes 1201 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1209 1204
1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1211 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1212 return; 1207 return;
1213 1208
1214 if (creator->slaying) 1209 if (creator->slaying)
1215 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1216} 1211}
1254 } 1249 }
1255} 1250}
1256 1251
1257// mapscript objects activate themselves (only) then their timer fires 1252// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object? 1253// TODO: maybe they should simply trigger the link like any other object?
1259void 1254static void
1260move_mapscript (object *op) 1255move_mapscript (object *op)
1261{ 1256{
1262 op->set_speed (0); 1257 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0); 1258 cfperl_mapscript_activate (op, true, op, 0);
1264} 1259}
1265 1260
1261static void
1266void move_lamp (object *op) 1262move_lamp (object *op)
1267{ 1263{
1268 // if the lamp/torch is off, we should disable it. 1264 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius) 1265 if (!op->glow_radius)
1270 { 1266 {
1271 op->set_speed (0); 1267 op->set_speed (0);
1300} 1296}
1301 1297
1302void 1298void
1303process_object (object *op) 1299process_object (object *op)
1304{ 1300{
1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1306 return; 1302 return;
1307 1303
1308 if (expect_false (INVOKE_OBJECT (TICK, op))) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1305 return;
1310 1306
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1313 return; 1309 return;
1314 1310
1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1316 { 1312 {
1317 animate_object (op, op->contr ? op->facing : op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1318 1314
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1320 make_sure_seen (op); 1316 make_sure_seen (op);
1321 } 1317 }
1322 1318
1323 if (expect_false ( 1319 if (expect_false (
1324 op->flag [FLAG_GENERATOR] 1320 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING] 1321 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP] 1322 || op->flag [FLAG_IS_USED_UP]
1327 )) 1323 ))
1328 { 1324 {
1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (op->flag [FLAG_CHANGING] && !op->state)
1330 { 1326 {
1331 change_object (op); 1327 change_object (op);
1332 return; 1328 return;
1333 } 1329 }
1334 1330
1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1336 generate_monster (op); 1332 generate_monster (op);
1337 1333
1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1339 { 1335 {
1340 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1341 remove_force (op); 1337 remove_force (op);
1342 else 1338 else
1343 { 1339 {
1344 op->remove (); // TODO: really necessary? 1340 op->remove (); // TODO: really necessary?
1345 1341
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1347 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1348 1344
1349 op->drop_and_destroy (); 1345 op->drop_and_destroy ();
1350 } 1346 }
1351 1347
1487 1483
1488 case LAMP: 1484 case LAMP:
1489 case TORCH: 1485 case TORCH:
1490 move_lamp (op); 1486 move_lamp (op);
1491 break; 1487 break;
1492 }
1493}
1494 1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1493}
1494

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