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Comparing deliantra/server/server/time.C (file contents):
Revision 1.54 by root, Sun Jun 3 11:22:07 2007 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 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 it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 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
27 * collected in this file. 27 * collected in this file.
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)
39{ 39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
68{
40 int i; 69 int i;
41 object *tmp; 70 object *tmp;
42 71
43 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
46 tmp->set_speed (0.1f); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 78 tmp->speed_left = -0.2f;
48 } 79 }
80 }
49 81
50 if (op->other_arch) 82 if (op->other_arch)
51 { 83 {
52 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 85 tmp->x = op->x;
55 tmp->map = op->map; 87 tmp->map = op->map;
56 tmp->level = op->level; 88 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
58 } 90 }
59 91
60 op->destroy (); 92 op->drop_and_destroy ();
61}
62
63void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2f;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90} 93}
91 94
92void 95void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
116 129
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = arch_to_object (gen->other_arch);
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->speed)
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
265 * 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,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->speed)
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 322 ;
310 if (tmp) 324 if (tmp)
311 { 325 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 327 {
314 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"));
315 330
316 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 333 }
319 else
320 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
322 * off the gate. 336 * off the gate.
323 */ 337 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 339 {
326 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 342
329 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
330 if (i != -1) 344 if (i > 0)
331 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
332 tmp->remove (); 349 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 350 }
336 } 351 }
337 } 352 }
338 353
339 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 357 break;
343 358
344 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
345 if (tmp) 360 if (tmp)
346 {
347 op->stats.food = 1; 361 op->stats.food = 1;
348 }
349 else 362 else
350 { 363 {
351 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
352 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
355 } 369 }
356 } /* gate is halfway up */ 370 } /* gate is halfway up */
357 371
370 int v = op->value; 384 int v = op->value;
371 385
372 if (op->stats.sp) 386 if (op->stats.sp)
373 { 387 {
374 move_gate (op); 388 move_gate (op);
389
375 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 391 op->stats.sp = 0;
377 return; 392 return;
378 } 393 }
394
379 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 396 { /* keep gate down */
381 move_gate (op); 397 move_gate (op);
398
382 if (op->value != v) 399 if (op->value != v)
383 op->set_speed (0); 400 op->set_speed (0);
384 } 401 }
385} 402}
386 403
398 int last = op->value; 415 int last = op->value;
399 int detected; 416 int detected;
400 417
401 detected = 0; 418 detected = 0;
402 419
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 421 {
405 object *tmp2; 422 object *tmp2;
406 423
407 if (op->stats.hp) 424 if (op->stats.hp)
408 { 425 {
426 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
427 { 444 {
428 if (detected && last == 0) 445 if (detected && last == 0)
429 { 446 {
430 op->value = 1; 447 op->value = 1;
431 push_button (op); 448 push_button (op, tmp);
432 } 449 }
450
433 if (!detected && last == 1) 451 if (!detected && last == 1)
434 { 452 {
435 op->value = 0; 453 op->value = 0;
436 push_button (op); 454 push_button (op, tmp);
437 } 455 }
438 } 456 }
439 else 457 else
440 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
441 if (detected && last == 1) 459 if (detected && last == 1)
442 { 460 {
443 op->value = 0; 461 op->value = 0;
444 push_button (op); 462 push_button (op, tmp);
445 } 463 }
464
446 if (!detected && last == 0) 465 if (!detected && last == 0)
447 { 466 {
448 op->value = 1; 467 op->value = 1;
449 push_button (op); 468 push_button (op, tmp);
450 } 469 }
451 } 470 }
452} 471}
453
454 472
455void 473void
456animate_trigger (object *op) 474animate_trigger (object *op)
457{ 475{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468} 486}
469 487
470void 488void
471move_hole (object *op) 489move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 491 if (op->value)
476 { /* We're opening */ 492 { /* We're opening */
477 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
479 op->stats.wc = 0; 495 op->stats.wc = 0;
480 op->set_speed (0); 496 op->set_speed (0);
481 497
482 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 501 {
486 next = tmp->above; 502 next = tmp->above;
487 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
488 } 504 }
489 } 505 }
490 506
491 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
493 return; 509 return;
494 } 510 }
511
495 /* We're closing */ 512 /* We're closing */
496 op->move_on = 0; 513 op->move_on = 0;
497 514
498 op->stats.wc++; 515 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 547 {
531 object *payload = op->inv; 548 object *payload = op->inv;
532 549
533 if (payload == NULL) 550 if (payload == NULL)
534 return NULL; 551 return NULL;
552
535 payload->remove (); 553 payload->remove ();
536 op->destroy (); 554 op->destroy ();
537 return payload; 555 return payload;
538 } 556 }
539 557
582 600
583 // restore original wc, dam, attacktype and slaying 601 // restore original wc, dam, attacktype and slaying
584 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
585 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
586 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
605 op->slaying = op->custom_name;
587 606
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
595 op->slaying = 0;
596
597 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
598 op->spellarg = NULL; 608 op->custom_name = 0;
599 op->stats.sp = 0; 609 op->stats.sp = 0;
600 op->stats.hp = 0; 610 op->stats.hp = 0;
601 op->stats.grace = 0; 611 op->stats.grace = 0;
602 op->level = 0; 612 op->level = 0;
603 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
605 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
606 return op; 618 return op;
607} 619}
608 620
609/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
610 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
619 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
620 return; 632 return;
621 633
622 if (op->inv) 634 if (op->inv)
623 { 635 {
636 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 637 object *payload = op->inv;
625 638
626 payload->remove ();
627 payload->owner = 0; 639 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 641 op->destroy ();
630 } 642 }
631 else 643 else
640/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 653 */
642void 654void
643move_arrow (object *op) 655move_arrow (object *op)
644{ 656{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 657 int was_reflected;
648 maptile *m;
649 658
650 if (op->map == NULL) 659 if (!op->map)
651 { 660 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 662 op->destroy ();
654 return; 663 return;
655 } 664 }
663 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
664 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
665 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
667 */ 676 */
668 if (op->inv == NULL) 677 if (!op->inv)
669 { 678 {
670 op->destroy (); 679 op->destroy ();
671 return; 680 return;
672 } 681 }
673 682
685 stop_arrow (op); 694 stop_arrow (op);
686 return; 695 return;
687 } 696 }
688 697
689 /* Calculate target map square */ 698 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 699 was_reflected = 0;
693 700
694 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 702
697 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
698 { 704 {
699 stop_arrow (op); 705 stop_arrow (op);
700 return; 706 return;
701 } 707 }
702 708
703 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
705 { 711 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 716 break;
709 717
710 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
734 return; 742 return;
735 } 743 }
736 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
738 746
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 748 {
741 int retry = 0; 749 int retry = 0;
742 750
743 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 765 if (op->direction & 1)
758 { 766 {
759 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
760 retry = 1; 768 retry = 1;
761 } 769 }
770
762 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
763 * use this retry here to make this one block 772 * use this retry here to make this one block
764 * that did the same thing. 773 * that did the same thing.
765 */ 774 */
766 while (retry < 2) 775 while (retry < 2)
767 { 776 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 777 retry++;
773 778
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
778 */ 783 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 786
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 789
787 if (left == right) 790 if (left == right)
788 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
789 else if (left) 792 else if (left)
790 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
791 else if (right) 794 else if (right)
792 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
793 796
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 798 * don't need to retry again.
798 */ 799 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 802 break;
801
802 } 803 }
804
803 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 806 * stop it from moving.
805 */ 807 */
806 if (retry == 2) 808 if (retry == 2)
807 { 809 {
808 stop_arrow (op); 810 stop_arrow (op);
809 return; 811 return;
810 } 812 }
813
811 /* update object image for new facing */ 814 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 818 } /* object is reflected */
816 } /* object ran into a wall */ 819 } /* object ran into a wall */
817
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822 820
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
825 */ 823 */
826 op->speed -= 0.05; 824 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 825
830/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 828}
833 829
834void 830void
835change_object (object *op) 831change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
837 int i, j; 833 int i, j;
838 834
839 if (op->other_arch == NULL) 835 if (!op->other_arch)
840 { 836 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 838 return;
843 } 839 }
844 840
845 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 843 {
848 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
849 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
850 else 861 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 { 862 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
885 tmp->destroy (); 865 tmp->destroy ();
886 else 866 else
887 { 867 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
890 } 872 }
891 } 873 }
892 } 874 }
893 875
894 op->destroy (); 876 op->destroy ();
910 move_teleporter (op->more); 892 move_teleporter (op->more);
911 893
912 if (op->head) 894 if (op->head)
913 head = op->head; 895 head = op->head;
914 896
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 899 break;
918 900
919 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 932 else
951 { 933 {
952 /* Random teleporter */ 934 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 936 return;
937
955 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
956 } 939 }
957} 940}
958 941
959/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1015 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1016 999
1017 spell = op->inv; 1000 spell = op->inv;
1018 1001
1019 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1020 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1021 1004
1022 if (!spell) 1005 if (!spell)
1023 { 1006 {
1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1025 return; 1008 return;
1136 if (op->above == NULL) 1119 if (op->above == NULL)
1137 return; 1120 return;
1138 1121
1139 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1140 { 1123 {
1141 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1142 { 1125 {
1143 if (op->level <= 0) 1126 if (op->level <= 0)
1144 tmp->destroy (); 1127 tmp->destroy ();
1145 else 1128 else
1146 { 1129 {
1168 * has to make sure that there is in fact space for the object. 1151 * has to make sure that there is in fact space for the object.
1169 * It should really do this for small objects also, but there is 1152 * It should really do this for small objects also, but there is
1170 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1171 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1172*/ 1155*/
1173
1174void 1156void
1175move_creator (object *creator) 1157move_creator (object *creator)
1176{ 1158{
1177 object *new_ob; 1159 object *new_ob;
1178 1160
1180 { 1162 {
1181 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1182 return; 1164 return;
1183 } 1165 }
1184 1166
1185 if (creator->inv != NULL) 1167 if (creator->inv)
1186 { 1168 {
1187 object *ob; 1169 object *ob;
1188 int i; 1170 int i;
1189 object *ob_to_copy; 1171 object *ob_to_copy;
1190 1172
1195 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1196 { 1178 {
1197 ob_to_copy = ob; 1179 ob_to_copy = ob;
1198 } 1180 }
1199 } 1181 }
1200 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1201 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1202 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1203 } 1185 }
1204 else 1186 else
1205 { 1187 {
1206 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1207 { 1189 {
1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1209 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1210 return; 1192 return;
1211 } 1193 }
1213 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1215 } 1197 }
1216 1198
1217 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1218 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1219 { 1201 {
1220 new_ob->destroy (); 1202 new_ob->destroy ();
1221 return; 1203 return;
1222 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1223 1209
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1226 return; 1212 return;
1227 1213
1228 if (creator->slaying) 1214 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1216}
1233 1217
1234/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1242void 1226void
1243move_marker (object *op) 1227move_marker (object *op)
1244{ 1228{
1245 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1246 { 1230 {
1247 object *tmp2;
1248
1249 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1236 {
1253 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1254 break;
1255 }
1256 1238
1257 /* cycle through his inventory to look for the MARK we want to
1258 * place
1259 */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1262 break;
1263
1264 /* if we didn't find our own MARK */
1265 if (!tmp2)
1266 {
1267 object *force = get_archetype (FORCE_NAME);
1268
1269 if (op->stats.food)
1270 {
1271 force->set_speed (0.01);
1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg) 1239 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286 1241
1287 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1288 { 1243 {
1289 op->stats.hp--; 1244 op->stats.hp--;
1245
1290 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1291 { 1247 {
1292 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1293 op->destroy (); 1249 op->destroy ();
1294 return; 1250 return;
1296 } 1252 }
1297 } 1253 }
1298 } 1254 }
1299} 1255}
1300 1256
1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1301void 1302void
1302process_object (object *op) 1303process_object (object *op)
1303{ 1304{
1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1305 return; 1306 return;
1338 { 1339 {
1339 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1340 remove_force (op); 1341 remove_force (op);
1341 else 1342 else
1342 { 1343 {
1343 /* If necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1344 object *pl = op->in_player ();
1345
1346 if (pl)
1347 esrv_del_item (pl->contr, op->count);
1348
1349 op->remove ();
1350 1345
1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1352 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1353 1348
1354 op->destroy (); 1349 op->drop_and_destroy ();
1355 } 1350 }
1356 1351
1357 return; 1352 return;
1358 } 1353 }
1359 } 1354 }
1483 1478
1484 case PLAYER: 1479 case PLAYER:
1485 // players have their own speed-management, so undo the --speed_left 1480 // players have their own speed-management, so undo the --speed_left
1486 ++op->speed_left; 1481 ++op->speed_left;
1487 break; 1482 break;
1488 }
1489}
1490 1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1493}
1494

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