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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 1.126 by root, Sat Nov 17 23:40:05 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* 26/*
26 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
28 */ 29 */
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* The following removes doors. The functions check to see if similar 34/* 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 35 * 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.) 36 * so those will be removed shortly (in a cascade like fashion.)
36 */ 37 */
37void 38void
38remove_door (object *op) 39remove_door (object *op)
50 } 51 }
51 } 52 }
52 53
53 if (op->other_arch) 54 if (op->other_arch)
54 { 55 {
55 object *tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
56 tmp->x = op->x; 57 tmp->x = op->x;
57 tmp->y = op->y; 58 tmp->y = op->y;
58 tmp->map = op->map; 59 tmp->map = op->map;
59 tmp->level = op->level; 60 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
69 int i; 70 int i;
70 object *tmp; 71 object *tmp;
71 72
72 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
73 { 74 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
75 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */ 77 { /* same key both doors */
77 tmp->set_speed (0.1f); 78 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2f; 79 tmp->speed_left = -0.2f;
79 } 80 }
80 } 81 }
81 82
82 if (op->other_arch) 83 if (op->other_arch)
83 { 84 {
84 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
85 tmp->x = op->x; 86 tmp->x = op->x;
86 tmp->y = op->y; 87 tmp->y = op->y;
87 tmp->map = op->map; 88 tmp->map = op->map;
88 tmp->level = op->level; 89 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
90 } 91 }
91 92
92 op->drop_and_destroy (); 93 op->drop_and_destroy ();
93} 94}
94 95
95void 96static void
96generate_monster (object *gen) 97generate_monster (object *gen)
97{ 98{
98 if (!gen->map) 99 if (!gen->map)
99 return; 100 return;
100 101
107 return; 108 return;
108 109
109 object *op; 110 object *op;
110 int dir; 111 int dir;
111 112
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 113 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 { 114 {
114 // either copy one item from the inventory... 115 // either copy one item from the inventory...
115 if (!gen->inv) 116 if (!gen->inv)
116 return; 117 return;
117 118
125 if (dir < 0) 126 if (dir < 0)
126 return; 127 return;
127 128
128 op = op->deep_clone (); 129 op = op->deep_clone ();
129 130
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 131 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE); 132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 } 133 }
133 else if (gen->other_arch) 134 else if (gen->other_arch)
134 { 135 {
135 // ...or use other_arch 136 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0) 138 if (dir < 0)
138 return; 139 return;
139 140
140 op = arch_to_object (gen->other_arch); 141 op = gen->other_arch->instance ();
141 } 142 }
142 else 143 else
143 return; 144 return;
144 145
145 op->expand_tail (); 146 op->expand_tail ();
158 } 159 }
159 160
160 op->destroy (); 161 op->destroy ();
161} 162}
162 163
163void 164static void
164remove_force (object *op) 165remove_force (object *op)
165{ 166{
166 if (--op->duration > 0) 167 if (--op->duration > 0)
167 return; 168 return;
168 169
169 if (op->env) 170 if (op->env)
170 switch (op->subtype) 171 switch (op->subtype)
171 { 172 {
172 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175 176
176 default: 177 default:
177 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
178 change_abil (op->env, op); 179 change_abil (op->env, op);
179 op->env->update_stats (); 180 op->env->update_stats ();
180 } 181 }
181 182
182 op->destroy (); 183 op->destroy ();
183} 184}
184 185
185void 186static void
186remove_blindness (object *op) 187remove_blindness (object *op)
187{ 188{
188 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
189 return; 190 return;
190 191
191 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
192 193
193 if (op->env) 194 if (op->env)
194 { 195 {
195 change_abil (op->env, op); 196 change_abil (op->env, op);
196 op->env->update_stats (); 197 op->env->update_stats ();
197 } 198 }
198 199
199 op->destroy (); 200 op->destroy ();
200} 201}
201 202
202void 203static void
203poison_more (object *op) 204poison_more (object *op)
204{ 205{
205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
206 { 207 {
207 op->destroy (); 208 op->destroy ();
208 return; 209 return;
209 } 210 }
210 211
213 /* need to unapply the object before update_stats is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything. 215 * will not do anything.
215 */ 216 */
216 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
217 { 218 {
218 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
219 op->env->update_stats (); 220 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 } 222 }
222 223
223 op->destroy (); 224 op->destroy ();
232 233
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234} 235}
235 236
236 237
237void 238static void
238move_gate (object *op) 239move_gate (object *op)
239{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
240 object *tmp; 241 object *tmp;
241 242
242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 { 244 {
244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 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; 246 op->stats.wc = 0;
246 } 247 }
247 248
248 /* We're going down */ 249 /* We're going down */
249 if (op->value) 250 if (op->value)
250 { 251 {
251 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
253 op->stats.wc = 0; 254 op->stats.wc = 0;
254 if (op->arch->speed) 255 if (op->arch->has_active_speed ())
255 op->value = 0; 256 op->value = 0;
256 else 257 else
257 op->set_speed (0); 258 op->set_speed (0);
258 } 259 }
259 260
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 { 262 {
262 op->move_block = 0; 263 op->move_block = 0;
263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
265 } 266 }
266 267
267 SET_ANIMATION (op, op->stats.wc); 268 SET_ANIMATION (op, op->stats.wc);
268 update_object (op, UP_OBJ_CHANGE); 269 update_object (op, UP_OBJ_CHANGE);
272 /* We're going up */ 273 /* We're going up */
273 274
274 /* First, lets see if we are already at the top */ 275 /* First, lets see if we are already at the top */
275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 276 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 { 277 {
277
278 /* Check to make sure that only non pickable and non rollable 278 /* Check to make sure that only non pickable and non rollable
279 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
280 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
281 * the gate slightly. 281 * the gate slightly.
282 */ 282 */
283 283
284 for (tmp = op->above; tmp; tmp = tmp->above) 284 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)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
286 break; 286 break;
287 287
288 if (!tmp) 288 if (!tmp)
289 { 289 {
290 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
291 op->value = 1; 291 op->value = 1;
292 else 292 else
293 op->set_speed (0); 293 op->set_speed (0);
294 294
295 return; 295 return;
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ; 322 ;
323 323
324 if (tmp) 324 if (tmp)
325 { 325 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (tmp->flag [FLAG_ALIVE])
327 { 327 {
328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate")); 329 op->play_sound (sound_find ("blocked_gate"));
330 330
331 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
333 } 333 }
334 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
336 * off the gate. 336 * off the gate.
337 */ 337 */
338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
339 { 339 {
340 /* If it has speed, it should move itself, otherwise: */ 340 /* 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); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
342 342
343 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
351 } 351 }
352 } 352 }
353 353
354 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above) 355 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)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
357 break; 357 break;
358 358
359 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
360 if (tmp) 360 if (tmp)
361 op->stats.food = 1; 361 op->stats.food = 1;
362 else 362 else
363 { 363 {
364 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365 365
366 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
369 } 369 }
370 } /* gate is halfway up */ 370 } /* gate is halfway up */
371 371
372 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
376 376
377/* hp : how long door is open/closed 377/* hp : how long door is open/closed
378 * maxhp : initial value for hp 378 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
380 */ 380 */
381void 381static void
382move_timed_gate (object *op) 382move_timed_gate (object *op)
383{ 383{
384 int v = op->value; 384 int v = op->value;
385 385
386 if (op->stats.sp) 386 if (op->stats.sp)
405 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
406 * connected: connected value of detector 406 * connected: connected value of detector
407 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
408 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
409 */ 409 */
410 410static void
411void
412move_detector (object *op) 411move_detector (object *op)
413{ 412{
414 object *tmp; 413 object *tmp;
415 int last = op->value; 414 int last = op->value;
416 int detected; 415 int detected;
483 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
484 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
485 } 484 }
486} 485}
487 486
488void 487static void
489move_hole (object *op) 488move_hole (object *op)
490{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
491 if (op->value) 490 if (op->value)
492 { /* We're opening */ 491 { /* We're opening */
493 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
503 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
504 } 503 }
505 } 504 }
506 505
507 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
508 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_CHANGE);
509 return; 508 return;
510 } 509 }
511 510
512 /* We're closing */ 511 /* We're closing */
513 op->move_on = 0; 512 op->move_on = 0;
514 513
515 op->stats.wc++; 514 op->stats.wc++;
516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if (op->stats.wc >= NUM_ANIMATIONS (op))
517 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518 517
519 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
520 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_CHANGE);
521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
522 op->set_speed (0); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
523} 522}
524 523
525 524
526/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
574fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
575{ 574{
576 if (map == NULL) 575 if (map == NULL)
577 return; 576 return;
578 577
579 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (op->flag [FLAG_REMOVED])
580 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
581 else if (op->type == ARROW) 580 else if (op->type == ARROW)
582 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
583} 582}
584 583
610 op->stats.hp = 0; 609 op->stats.hp = 0;
611 op->stats.grace = 0; 610 op->stats.grace = 0;
612 op->level = 0; 611 op->level = 0;
613 op->face = op->arch->face; 612 op->face = op->arch->face;
614 op->owner = 0; 613 op->owner = 0;
614
615 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615 616
616 update_object (op, UP_OBJ_CHANGE); 617 update_object (op, UP_OBJ_CHANGE);
617 618
618 return op; 619 return op;
619} 620}
647 if (op) 648 if (op)
648 merge_ob (op, 0); 649 merge_ob (op, 0);
649 } 650 }
650} 651}
651 652
652/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
653 */ 654 */
654void 655void
655move_arrow (object *op) 656move_arrow (object *op)
656{ 657{
657 int was_reflected; 658 int was_reflected;
658 659
659 if (!op->map) 660 if (!op->map)
660 { 661 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy (); 663 op->destroy ();
663 return; 664 return;
664 } 665 }
665 666
666 /* we need to stop thrown objects at some point. Like here. */ 667 /* we need to stop thrown objects at some point. Like here. */
685 stop_arrow (op); 686 stop_arrow (op);
686 return; 687 return;
687 } 688 }
688 } 689 }
689 690
691 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
692 * about 17 squares. Tune as needed.
693 */
694 op->set_speed (op->speed - 0.05);
695
690 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 696 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
691 values look rediculous. */ 697 values look ridiculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 698 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
693 { 699 {
694 stop_arrow (op); 700 stop_arrow (op);
695 return; 701 return;
696 } 702 }
697 703
710 if (pos->flags () & P_IS_ALIVE) 716 if (pos->flags () & P_IS_ALIVE)
711 { 717 {
712 object *tmp; 718 object *tmp;
713 719
714 for (tmp = pos->bot; tmp; tmp = tmp->above) 720 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 721 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
716 break; 722 {
717
718 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
720 * move into it. 725 * move into it.
721 */ 726 */
722 if (tmp && tmp != op->owner) 727
723 {
724 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
727 */ 731 */
728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
729 { 733 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4); 734 op->direction = absdir (op->direction + 4);
733 update_turn_face (op); 735 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */ 736 was_reflected = 1; /* skip normal movement calculations */
735 } 737 }
736 else 738 else
737 { 739 {
738 /* Attack the object. */ 740 /* Attack the object. */
739 op = hit_with_arrow (op, tmp); 741 op = hit_with_arrow (op, tmp);
740 742
741 if (!op) 743 if (!op)
742 return; 744 return;
743 } 745 }
744 } /* if this is not hitting its owner */ 746
745 } /* if there is something alive on this space */ 747 break;
748 }
749 }
746 750
747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
748 { 752 {
749 int retry = 0; 753 int retry = 0;
750 754
752 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
753 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
754 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
755 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
756 */ 760 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
758 { 762 {
759 stop_arrow (op); 763 stop_arrow (op);
760 return; 764 return;
761 } 765 }
762 else 766 else
816 if (op->has_anim ()) 820 if (op->has_anim ())
817 op->set_anim_frame (op->direction); 821 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 822 } /* object is reflected */
819 } /* object ran into a wall */ 823 } /* object ran into a wall */
820 824
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. */ 825 /* Move the arrow. */
827 op->move_to (pos); 826 op->move_to (pos);
828} 827}
829 828
830void 829static void
831change_object (object *op) 830change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch) 832 if (!op->other_arch)
836 { 833 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 835 return;
839 } 836 }
840 837
841 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
843 { 840 {
844 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
845 return; 842 return;
846 843
847 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
848 } 845 }
849 846
850 object *env = op->env; 847 object *env = op->env;
851 848
852 op->remove (); 849 op->remove ();
853 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
854 { 851 {
855 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
856 853
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858 855
859 if (env) 856 if (env)
860 env->insert (tmp); 857 env->insert (tmp);
861 else 858 else
862 { 859 {
863 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
864 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
865 tmp->destroy (); 863 tmp->destroy ();
866 else 864 else
867 { 865 {
868 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
893 891
894 if (op->head) 892 if (op->head)
895 head = op->head; 893 head = op->head;
896 894
897 for (tmp = op->above; tmp; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
899 break; 897 break;
900 898
901 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
903 return; 901 return;
904 902
905 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
906 { 904 {
907 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
942/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
943 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
944 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
945 can't be generalized. 943 can't be generalized.
946*/ 944*/
947void 945static void
948move_player_changer (object *op) 946move_player_changer (object *op)
949{ 947{
950 object *player;
951 object *walk;
952
953 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
954 return; 949 return;
955 950
956 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
957 * needs to be on top. 952 * needs to be on top.
958 */ 953 */
959 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
960 { 955 {
956 object *player = op->above;
957
961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
962 return; 959 return;
963 960
964 player = op->above;
965
966 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
967 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
968 963
969 player->update_stats (); 964 player->update_stats ();
970 965
971 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1009 } 1004 }
1010 1005
1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1012} 1007}
1013 1008
1014/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1015 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1016 * 1011 *
1017 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
1018 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1019 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1020 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1021 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1022 */ 1017 */
1023void 1018static void
1024move_player_mover (object *op) 1019move_player_mover (object *op)
1025{ 1020{
1026 int dir = op->stats.sp; 1021 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 1022
1034 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1023 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1035 { 1024 {
1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1025 if (victim->flag [FLAG_ALIVE]
1026 && !victim->flag [FLAG_WIZPASS]
1037 (victim->move_type & op->move_type || !victim->move_type)) 1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1038 { 1030 {
1031 op->destroy ();
1032 return;
1033 }
1034
1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1039
1040 sint16 nx = op->x + DIRX (dir);
1041 sint16 ny = op->y + DIRY (dir);
1042 maptile *m = op->map;
1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1045 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1046 return;
1047 }
1039 1048
1040 if (victim->head) 1049 if (victim->head)
1041 victim = victim->head; 1050 victim = victim->head;
1042 1051
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)) 1052 if (should_director_abort (op, victim))
1059 return; 1053 return;
1060 1054
1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1062 { 1056 {
1063 if (nextmover->type == PLAYERMOVER) 1057 if (nextmover->type == PLAYERMOVER)
1064 nextmover->speed_left = -.99f; 1058 nextmover->speed_left = -.99f;
1065 1059
1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1060 if (nextmover->flag [FLAG_ALIVE])
1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ 1061 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1068 } 1062 }
1069 1063
1070 if (victim->type == PLAYER) 1064 if (victim->type == PLAYER)
1071 { 1065 {
1072 /* only level >=1 movers move people */ 1066 /* only level >=1 movers move people */
1073 if (op->level) 1067 if (op->level)
1074 { 1068 {
1075 /* Following is a bit of hack. We need to make sure it 1069 /* Following is a bit of hack. We need to make sure it
1076 * is cleared, otherwise the player will get stuck in 1070 * is cleared, otherwise the player will get stuck in
1077 * place. This can happen if the player used a spell to 1071 * place. This can happen if the player used a spell to
1078 * get to this space. 1072 * get to this space.
1079 */ 1073 */
1080 victim->contr->fire_on = 0; 1074 victim->contr->fire_on = 0;
1081 victim->speed_left = 1.f; 1075 victim->speed_left = 1.f;
1082 move_player (victim, dir); 1076 move_player (victim, dir);
1083 } 1077 }
1084 else 1078 else
1085 return; 1079 return;
1086 } 1080 }
1087 else 1081 else
1088 move_object (victim, dir); 1082 victim->move (dir);
1089 1083
1090 if (!op->stats.maxsp && op->attacktype) 1084 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2; 1085 op->stats.maxsp = 2;
1092 1086
1093 if (op->attacktype) 1087 if (op->attacktype)
1094 { /* flag to paralyze the player */ 1088 { /* flag to paralyze the player */
1095 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1089 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1096 } 1090 }
1097 } 1091 }
1098 } 1092 }
1099} 1093}
1100 1094
1138 break; 1132 break;
1139 } 1133 }
1140 } 1134 }
1141} 1135}
1142 1136
1143/* move_creator (by peterm) 1137/* move_creator (by peterm)
1144 * it has the creator object create it's other_arch right on top of it. 1138 * it has the creator object create it's other_arch right on top of it.
1145 * connected: what will trigger it 1139 * connected: what will trigger it
1146 * hp: how many times it may create before stopping 1140 * hp: how many times it may create before stopping
1147 * lifesave: if set, it'll never disappear but will go on creating 1141 * lifesave: if set, it'll never disappear but will go on creating
1148 * everytime it's triggered 1142 * everytime it's triggered
1156void 1150void
1157move_creator (object *creator) 1151move_creator (object *creator)
1158{ 1152{
1159 object *new_ob; 1153 object *new_ob;
1160 1154
1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1155 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1162 { 1156 {
1163 creator->stats.hp = -1; 1157 creator->stats.hp = -1;
1164 return; 1158 return;
1165 } 1159 }
1166 1160
1170 int i; 1164 int i;
1171 object *ob_to_copy; 1165 object *ob_to_copy;
1172 1166
1173 /* select random object from inventory to copy */ 1167 /* select random object from inventory to copy */
1174 ob_to_copy = creator->inv; 1168 ob_to_copy = creator->inv;
1175 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1176 { 1170 {
1177 if (rndm (0, i) == 0) 1171 if (rndm (0, i) == 0)
1178 { 1172 {
1179 ob_to_copy = ob; 1173 ob_to_copy = ob;
1180 } 1174 }
1181 } 1175 }
1176
1182 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1185 } 1180 }
1186 else 1181 else
1187 { 1182 {
1188 if (!creator->other_arch) 1183 if (!creator->other_arch)
1203 return; 1198 return;
1204 } 1199 }
1205 1200
1206 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes 1202 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1203 if (new_ob->need_identify ())
1204 new_ob->set_flag (FLAG_IDENTIFIED);
1209 1205
1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1211 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1207 if (new_ob->flag [FLAG_FREED])
1212 return; 1208 return;
1213 1209
1214 if (creator->slaying) 1210 if (creator->slaying)
1215 new_ob->name = new_ob->title = creator->slaying; 1211 new_ob->name = new_ob->title = creator->slaying;
1216} 1212}
1254 } 1250 }
1255} 1251}
1256 1252
1257// mapscript objects activate themselves (only) then their timer fires 1253// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object? 1254// TODO: maybe they should simply trigger the link like any other object?
1259void 1255static void
1260move_mapscript (object *op) 1256move_mapscript (object *op)
1261{ 1257{
1262 op->set_speed (0); 1258 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0); 1259 cfperl_mapscript_activate (op, true, op, 0);
1264} 1260}
1265 1261
1262static void
1266void move_lamp (object *op) 1263move_lamp (object *op)
1267{ 1264{
1268 // if the lamp/torch is off, we should disable it. 1265 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius) 1266 if (!op->glow_radius)
1270 { 1267 {
1271 op->set_speed (0); 1268 op->set_speed (0);
1300} 1297}
1301 1298
1302void 1299void
1303process_object (object *op) 1300process_object (object *op)
1304{ 1301{
1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1302 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1306 return; 1303 return;
1307 1304
1308 if (expect_false (INVOKE_OBJECT (TICK, op))) 1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1306 return;
1310 1307
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1308 if (op->flag [FLAG_MONSTER])
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1309 if (move_monster (op) || op->flag [FLAG_FREED])
1313 return; 1310 return;
1314 1311
1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1312 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1316 { 1313 {
1317 animate_object (op, op->contr ? op->facing : op->direction); 1314 animate_object (op, op->contr ? op->facing : op->direction);
1318 1315
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1316 if (op->flag [FLAG_SEE_ANYWHERE])
1320 make_sure_seen (op); 1317 make_sure_seen (op);
1321 } 1318 }
1322 1319
1323 if (expect_false ( 1320 if (expect_false (
1324 op->flag [FLAG_GENERATOR] 1321 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING] 1322 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP] 1323 || op->flag [FLAG_IS_USED_UP]
1327 )) 1324 ))
1328 { 1325 {
1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (op->flag [FLAG_CHANGING] && !op->state)
1330 { 1327 {
1331 change_object (op); 1328 change_object (op);
1332 return; 1329 return;
1333 } 1330 }
1334 1331
1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1336 generate_monster (op); 1333 generate_monster (op);
1337 1334
1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1339 { 1336 {
1340 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (op->flag [FLAG_APPLIED])
1341 remove_force (op); 1338 remove_force (op);
1342 else 1339 else
1343 { 1340 {
1344 op->remove (); // TODO: really necessary? 1341 op->remove (); // TODO: really necessary?
1345 1342
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1343 if (op->flag [FLAG_SEE_ANYWHERE])
1347 make_sure_not_seen (op); 1344 make_sure_not_seen (op);
1348 1345
1349 op->drop_and_destroy (); 1346 op->drop_and_destroy ();
1350 } 1347 }
1351 1348
1487 1484
1488 case LAMP: 1485 case LAMP:
1489 case TORCH: 1486 case TORCH:
1490 move_lamp (op); 1487 move_lamp (op);
1491 break; 1488 break;
1492 }
1493}
1494 1489
1490 case PHYSICS: // hmm, bad naming
1491 move_physics (op);
1492 break;
1493 }
1494}
1495

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