ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.58 by root, Sat Jun 30 03:00:55 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 from the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
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 }
120 else if (gen->other_arch) 133 else if (gen->other_arch)
121 { 134 {
122 // ...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);
137 if (dir < 0)
138 return;
139
123 op = arch_to_object (gen->other_arch); 140 op = arch_to_object (gen->other_arch);
124 } 141 }
125 else 142 else
126 return; 143 return;
127 144
128 op->expand_tail (); 145 op->expand_tail ();
129 146
130 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
131 if (i >= 0) 148
149 if (pos.insert (op, gen))
132 { 150 {
133 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
134 {
135 if (rndm (0, 9)) 151 if (rndm (0, 9))
136 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
137 153
138 if (op->has_random_items ()) 154 if (op->has_random_items ())
139 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
140 156
141 return; 157 return;
142 }
143 } 158 }
144 159
145 op->destroy (); 160 op->destroy ();
146} 161}
147 162
264 * 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,
265 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
266 * the gate slightly. 281 * the gate slightly.
267 */ 282 */
268 283
269 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
270 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))
271 break; 286 break;
272 287
273 if (tmp == NULL) 288 if (!tmp)
274 { 289 {
275 if (op->arch->speed) 290 if (op->arch->speed)
276 op->value = 1; 291 op->value = 1;
277 else 292 else
278 op->set_speed (0); 293 op->set_speed (0);
291 } 306 }
292 else 307 else
293 { /* The gate is still going up */ 308 { /* The gate is still going up */
294 op->stats.wc++; 309 op->stats.wc++;
295 310
296 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
297 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
298 313
299 /* 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.
300 * 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
301 */ 316 */
302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
303 { 318 {
304 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
305 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ; 322 ;
309 if (tmp) 324 if (tmp)
310 { 325 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 327 {
313 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"));
314 330
315 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
316 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);
317 } 333 }
318 else
319 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
320 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
321 * off the gate. 336 * off the gate.
322 */ 337 */
323 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)))
324 { 339 {
325 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
326 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);
327 342
328 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
329 if (i != -1) 344 if (i > 0)
330 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
331 tmp->remove (); 349 tmp->move_to (pos);
332 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
333 insert_ob_in_map (tmp, op->map, op, 0);
334 } 350 }
335 } 351 }
336 } 352 }
337 353
338 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
339 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
340 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))
341 break; 357 break;
342 358
343 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
344 if (tmp) 360 if (tmp)
345 {
346 op->stats.food = 1; 361 op->stats.food = 1;
347 }
348 else 362 else
349 { 363 {
350 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
351 if (!op->arch->stats.ac) 366 if (!op->arch->stats.ac)
352 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
353 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
354 } 369 }
355 } /* gate is halfway up */ 370 } /* gate is halfway up */
369 int v = op->value; 384 int v = op->value;
370 385
371 if (op->stats.sp) 386 if (op->stats.sp)
372 { 387 {
373 move_gate (op); 388 move_gate (op);
389
374 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
375 op->stats.sp = 0; 391 op->stats.sp = 0;
376 return; 392 return;
377 } 393 }
394
378 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
379 { /* keep gate down */ 396 { /* keep gate down */
380 move_gate (op); 397 move_gate (op);
398
381 if (op->value != v) 399 if (op->value != v)
382 op->set_speed (0); 400 op->set_speed (0);
383 } 401 }
384} 402}
385 403
397 int last = op->value; 415 int last = op->value;
398 int detected; 416 int detected;
399 417
400 detected = 0; 418 detected = 0;
401 419
402 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)
403 { 421 {
404 object *tmp2; 422 object *tmp2;
405 423
406 if (op->stats.hp) 424 if (op->stats.hp)
407 { 425 {
425 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
426 { 444 {
427 if (detected && last == 0) 445 if (detected && last == 0)
428 { 446 {
429 op->value = 1; 447 op->value = 1;
430 push_button (op); 448 push_button (op, tmp);
431 } 449 }
450
432 if (!detected && last == 1) 451 if (!detected && last == 1)
433 { 452 {
434 op->value = 0; 453 op->value = 0;
435 push_button (op); 454 push_button (op, tmp);
436 } 455 }
437 } 456 }
438 else 457 else
439 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
440 if (detected && last == 1) 459 if (detected && last == 1)
441 { 460 {
442 op->value = 0; 461 op->value = 0;
443 push_button (op); 462 push_button (op, tmp);
444 } 463 }
464
445 if (!detected && last == 0) 465 if (!detected && last == 0)
446 { 466 {
447 op->value = 1; 467 op->value = 1;
448 push_button (op); 468 push_button (op, tmp);
449 } 469 }
450 } 470 }
451} 471}
452
453 472
454void 473void
455animate_trigger (object *op) 474animate_trigger (object *op)
456{ 475{
457 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
467} 486}
468 487
469void 488void
470move_hole (object *op) 489move_hole (object *op)
471{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
472 object *next, *tmp;
473
474 if (op->value) 491 if (op->value)
475 { /* We're opening */ 492 { /* We're opening */
476 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
477 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
478 op->stats.wc = 0; 495 op->stats.wc = 0;
479 op->set_speed (0); 496 op->set_speed (0);
480 497
481 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
482 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
483 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
484 { 501 {
485 next = tmp->above; 502 next = tmp->above;
486 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
487 } 504 }
488 } 505 }
489 506
490 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
491 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
492 return; 509 return;
493 } 510 }
511
494 /* We're closing */ 512 /* We're closing */
495 op->move_on = 0; 513 op->move_on = 0;
496 514
497 op->stats.wc++; 515 op->stats.wc++;
498 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
529 { 547 {
530 object *payload = op->inv; 548 object *payload = op->inv;
531 549
532 if (payload == NULL) 550 if (payload == NULL)
533 return NULL; 551 return NULL;
552
534 payload->remove (); 553 payload->remove ();
535 op->destroy (); 554 op->destroy ();
536 return payload; 555 return payload;
537 } 556 }
538 557
581 600
582 // restore original wc, dam, attacktype and slaying 601 // restore original wc, dam, attacktype and slaying
583 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
584 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
585 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
605 op->slaying = op->custom_name;
586 606
587 if (op->spellarg)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = 0;
592 }
593 else
594 op->slaying = 0;
595
596 /* 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 */
597 op->spellarg = NULL; 608 op->custom_name = 0;
598 op->stats.sp = 0; 609 op->stats.sp = 0;
599 op->stats.hp = 0; 610 op->stats.hp = 0;
600 op->stats.grace = 0; 611 op->stats.grace = 0;
601 op->level = 0; 612 op->level = 0;
602 op->face = op->arch->face; 613 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
604 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
605 return op; 618 return op;
606} 619}
607 620
608/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
609 * 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
618 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
619 return; 632 return;
620 633
621 if (op->inv) 634 if (op->inv)
622 { 635 {
636 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 637 object *payload = op->inv;
624 638
625 payload->remove ();
626 payload->owner = 0; 639 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 641 op->destroy ();
629 } 642 }
630 else 643 else
639/* 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.
640 */ 653 */
641void 654void
642move_arrow (object *op) 655move_arrow (object *op)
643{ 656{
644 object *tmp;
645 sint16 new_x, new_y;
646 int was_reflected, mflags; 657 int was_reflected;
647 maptile *m;
648 658
649 if (op->map == NULL) 659 if (!op->map)
650 { 660 {
651 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
652 op->destroy (); 662 op->destroy ();
653 return; 663 return;
654 } 664 }
662 * 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,
663 * 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
664 * 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,
665 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
666 */ 676 */
667 if (op->inv == NULL) 677 if (!op->inv)
668 { 678 {
669 op->destroy (); 679 op->destroy ();
670 return; 680 return;
671 } 681 }
672 682
684 stop_arrow (op); 694 stop_arrow (op);
685 return; 695 return;
686 } 696 }
687 697
688 /* Calculate target map square */ 698 /* Calculate target map square */
689 new_x = op->x + DIRX (op);
690 new_y = op->y + DIRY (op);
691 was_reflected = 0; 699 was_reflected = 0;
692 700
693 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
694 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
695 702
696 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
697 { 704 {
698 stop_arrow (op); 705 stop_arrow (op);
699 return; 706 return;
700 } 707 }
701 708
702 /* 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 */
703 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
704 { 711 {
705 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)
706 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
707 break; 716 break;
708 717
709 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
710 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
733 return; 742 return;
734 } 743 }
735 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
736 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
737 746
738 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))
739 { 748 {
740 int retry = 0; 749 int retry = 0;
741 750
742 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
743 * 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
756 if (op->direction & 1) 765 if (op->direction & 1)
757 { 766 {
758 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
759 retry = 1; 768 retry = 1;
760 } 769 }
770
761 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
762 * use this retry here to make this one block 772 * use this retry here to make this one block
763 * that did the same thing. 773 * that did the same thing.
764 */ 774 */
765 while (retry < 2) 775 while (retry < 2)
766 { 776 {
767 int left, right, mflags;
768 maptile *m1;
769 sint16 x1, y1;
770
771 retry++; 777 retry++;
772 778
773 /* 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
774 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
775 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
776 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
777 */ 783 */
778 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));
779 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
780 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
781 786
782 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));
783 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
784 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
785 789
786 if (left == right) 790 if (left == right)
787 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
788 else if (left) 792 else if (left)
789 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
790 else if (right) 794 else if (right)
791 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
792 796
793 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
794
795 /* 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 -
796 * don't need to retry again. 798 * don't need to retry again.
797 */ 799 */
798 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))
799 break; 802 break;
800
801 } 803 }
804
802 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
803 * top it from moving. 806 * stop it from moving.
804 */ 807 */
805 if (retry == 2) 808 if (retry == 2)
806 { 809 {
807 stop_arrow (op); 810 stop_arrow (op);
808 return; 811 return;
809 } 812 }
813
810 /* update object image for new facing */ 814 /* update object image for new facing */
811 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
812 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
813 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
814 } /* object is reflected */ 818 } /* object is reflected */
815 } /* object ran into a wall */ 819 } /* object ran into a wall */
816
817 /* Move the arrow. */
818 op->remove ();
819 op->x = new_x;
820 op->y = new_y;
821 820
822 /* 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
823 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
824 */ 823 */
825 op->speed -= 0.05; 824 op->speed -= 0.05;
826 insert_ob_in_map (op, m, op, 0);
827}
828 825
829/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
830 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
831 * Modified this routine to allow held objects. b.t. */ 828}
832 829
833void 830void
834change_object (object *op) 831change_object (object *op)
835{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
836 int i, j; 833 int i, j;
837 834
838 if (op->other_arch == NULL) 835 if (!op->other_arch)
839 { 836 {
840 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 ());
841 return; 838 return;
842 } 839 }
843 840
844 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
845 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
846 { 843 {
847 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
848 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);
849 else 861 else
850 op->stats.food = 1; /* so 1 other_arch is made */
851 }
852
853 object *pl = op->in_player ();
854 object *env = op->env;
855
856 op->remove ();
857 for (i = 0; i < NROFNEWOBJS (op); i++)
858 {
859 object *tmp = arch_to_object (op->other_arch);
860
861 if (op->type == LAMP)
862 tmp->stats.food = op->stats.food - 1;
863
864 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
865 if (env)
866 {
867 tmp->x = env->x, tmp->y = env->y;
868 tmp = insert_ob_in_ob (tmp, env);
869
870 /* If this object is the players inventory, we need to tell the
871 * client of the change. Insert_ob_in_map takes care of the
872 * updating the client, so we don't need to do that below.
873 */
874 if (pl)
875 {
876 esrv_del_item (pl->contr, op->count);
877 esrv_send_item (pl, tmp);
878 }
879 }
880 else
881 { 862 {
882 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);
883 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
884 tmp->destroy (); 865 tmp->destroy ();
885 else 866 else
886 { 867 {
887 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
888 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
889 } 872 }
890 } 873 }
891 } 874 }
892 875
893 op->destroy (); 876 op->destroy ();
949 else 932 else
950 { 933 {
951 /* Random teleporter */ 934 /* Random teleporter */
952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
953 return; 936 return;
937
954 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
955 } 939 }
956} 940}
957 941
958/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1167 * 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.
1168 * 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
1169 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1170 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1171*/ 1155*/
1172
1173void 1156void
1174move_creator (object *creator) 1157move_creator (object *creator)
1175{ 1158{
1176 object *new_ob; 1159 object *new_ob;
1177 1160
1179 { 1162 {
1180 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1181 return; 1164 return;
1182 } 1165 }
1183 1166
1184 if (creator->inv != NULL) 1167 if (creator->inv)
1185 { 1168 {
1186 object *ob; 1169 object *ob;
1187 int i; 1170 int i;
1188 object *ob_to_copy; 1171 object *ob_to_copy;
1189 1172
1194 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1195 { 1178 {
1196 ob_to_copy = ob; 1179 ob_to_copy = ob;
1197 } 1180 }
1198 } 1181 }
1199 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1200 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1201 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1202 } 1185 }
1203 else 1186 else
1204 { 1187 {
1205 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1206 { 1189 {
1207 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",
1208 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1209 return; 1192 return;
1210 } 1193 }
1212 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1213 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1214 } 1197 }
1215 1198
1216 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1217 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))
1218 { 1201 {
1219 new_ob->destroy (); 1202 new_ob->destroy ();
1220 return; 1203 return;
1221 } 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);
1222 1209
1223 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);
1224 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1225 return; 1212 return;
1226 1213
1227 if (creator->slaying) 1214 if (creator->slaying)
1228 {
1229 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1230 }
1231} 1216}
1232 1217
1233/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1234 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1235 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1241void 1226void
1242move_marker (object *op) 1227move_marker (object *op)
1243{ 1228{
1244 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1245 { 1230 {
1246 object *tmp2;
1247
1248 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1249 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1250 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1251 { 1236 {
1252 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1253 break;
1254 }
1255 1238
1256 /* cycle through his inventory to look for the MARK we want to
1257 * place
1258 */
1259 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1260 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1261 break;
1262
1263 /* if we didn't find our own MARK */
1264 if (!tmp2)
1265 {
1266 object *force = get_archetype (FORCE_NAME);
1267
1268 if (op->stats.food)
1269 {
1270 force->set_speed (0.01);
1271 force->speed_left = -op->stats.food;
1272 }
1273 else
1274 force->set_speed (0);
1275
1276 /* put in the lock code */
1277 force->slaying = op->slaying;
1278
1279 if (op->lore)
1280 force->lore = op->lore;
1281
1282 insert_ob_in_ob (force, tmp);
1283 if (op->msg) 1239 if (op->msg)
1284 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1285 1241
1286 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1287 { 1243 {
1288 op->stats.hp--; 1244 op->stats.hp--;
1245
1289 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1290 { 1247 {
1291 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1292 op->destroy (); 1249 op->destroy ();
1293 return; 1250 return;
1295 } 1252 }
1296 } 1253 }
1297 } 1254 }
1298} 1255}
1299 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
1300void 1302void
1301process_object (object *op) 1303process_object (object *op)
1302{ 1304{
1303 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1304 return; 1306 return;
1337 { 1339 {
1338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1339 remove_force (op); 1341 remove_force (op);
1340 else 1342 else
1341 { 1343 {
1342 /* If necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1343 object *pl = op->in_player ();
1344
1345 if (pl)
1346 esrv_del_item (pl->contr, op->count);
1347
1348 op->remove ();
1349 1345
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1351 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1352 1348
1353 op->destroy (); 1349 op->drop_and_destroy ();
1354 } 1350 }
1355 1351
1356 return; 1352 return;
1357 } 1353 }
1358 } 1354 }
1482 1478
1483 case PLAYER: 1479 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left 1480 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left; 1481 ++op->speed_left;
1486 break; 1482 break;
1487 }
1488}
1489 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines