void update_char_objects(struct char_data * ch) { int i; if (GET_EQ(ch, WEAR_LIGHT) != NULL) if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT) if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2) > 0) { i = --GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2); if (i == 1) { act("Your light begins to flicker and fade.", FALSE, ch, 0, 0, TO_CHAR); act("$n's light begins to flicker and fade.", FALSE, ch, 0, 0, TO_ROOM); } else if (i == 0) { act("Your light sputters out and dies.", FALSE, ch, 0, 0, TO_CHAR); act("$n's light sputters out and dies.", FALSE, ch, 0, 0, TO_ROOM); world[ch->in_room].light--; } } for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) update_object(GET_EQ(ch, i), 2); if (ch->carrying) update_object(ch->carrying, 1); }
void update_game(Game *g) { --(g->swait); update_object(&(g->player)); if(g->player.speed > 0.0) g->player.speed -= 0.01; for(Object *o = g->asteroids; o; o = o->next) { rotate(o, 0.05); update_object(o); if(check_collision(&g->player, o) || check_collision(o, &g->player)) game_over(g); } for(Object **o = &(g->shot); *o; o = &(*o)->next) { update_object(*o); if((*o)->lifetime == 0) { Object *t = *o; *o = (*o)->next; free(t); if(!*o) return; } for(Object **p = &(g->asteroids); *p; p = &(*p)->next) { if(check_collision(*p, *o)) { Object *t = *o; *o = (*o)->next; free(t); (*p)->size *= 0.75; if((*p)->size < 0.5) { t = *p; *p = (*p)->next; free(t); } else { t = (*p)->next; (*p)->next = memcpy(malloc(sizeof(Object)), *p, sizeof(Object)); (*p)->next->next = t; (*p)->dir += ((float)(rand()%628))/100.0; accelerate(g, *p, 0.5); (*p)->next->dir += ((float)(rand()%628))/100.0; accelerate(g, (*p)->next, 1.0); } if(!*o) return; if(!*p) break; } } } for(Object **o = &(g->particles); *o;) { update_object(*o); if((*o)->lifetime == 0) { Object *t = *o; *o = (*o)->next; free(t); } else { o = &(*o)->next; } } }
void update_object( struct obj_data *obj, int use){ if (obj->obj_flags.timer > 0) obj->obj_flags.timer -= use; if (obj->contains) update_object(obj->contains, use); if (obj->next_content) if (obj->next_content != obj) update_object(obj->next_content, use); }
void update_object(struct obj_data * obj, int use) { if (GET_OBJ_TIMER(obj) > 0) GET_OBJ_TIMER(obj) -= use; if (obj->contains) update_object(obj->contains, use); if (obj->next_content) update_object(obj->next_content, use); }
static void update_object(struct obj_data *obj, int use) { /* dont update objects with a timer trigger */ if (!SCRIPT_CHECK(obj, OTRIG_TIMER) && (GET_OBJ_TIMER(obj) > 0)) GET_OBJ_TIMER(obj) -= use; if (obj->contains) update_object(obj->contains, use); if (obj->next_content) update_object(obj->next_content, use); }
void update_char_objects( struct char_data *ch ) { int i; if (ch->equipment[WEAR_LIGHT]) if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT) if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2] > 0) (ch->equipment[WEAR_LIGHT]->obj_flags.value[2])--; for(i = 0;i < MAX_WEAR;i++) if (ch->equipment[i]) update_object(ch->equipment[i],2); if (ch->carrying) update_object(ch->carrying,1); }
/** * Handles showing of a trap. * @param trap The trap. * @param where Where. * @return 1 if the trap was shown, 0 otherwise. */ int trap_show(object *trap, object *where) { object *env; if (where == NULL) { return 0; } env = trap->env; /* We must remove and reinsert it.. */ remove_ob(trap); CLEAR_FLAG(trap, FLAG_SYS_OBJECT); CLEAR_MULTI_FLAG(trap, FLAG_IS_INVISIBLE); trap->layer = LAYER_EFFECT; if (env && env->type != PLAYER && env->type != MONSTER && env->type != DOOR && !QUERY_FLAG(env, FLAG_NO_PASS)) { SET_FLAG(env, FLAG_IS_TRAPPED); /* Env object is on map */ if (!env->env) { update_object(env, UP_OBJ_FACE); } /* Somewhere else - if visible, update */ else { if (env->env->type == PLAYER || env->env->type == CONTAINER) { esrv_update_item(UPD_FLAGS, env->env, env); } } insert_ob_in_ob(trap, env); if (env->type == PLAYER || env->type == CONTAINER) { esrv_update_item(UPD_LOCATION, env, trap); } } else { insert_ob_in_map(trap, where->map, NULL, 0); } return 1; }
void handle_timer_interrupts(){ //Interrupt for when hardware timer counts to zero int i; for( i = 0 ; i < OBJECT_SIZE ;i++ ) { update_object(&co,i); update_object(&box,i); update_object(&spikes, i); update_object(&box_3 , i); update_object(&box_1, i ); } update_object(&flag,0);//update winning flag IOWR_16DIRECT(TIMER_0_BASE,0,0); //needed to show that interrupt finished executing IOWR_16DIRECT(TIMER_0_BASE,4,0x5); //restarts the hardware timer before exiting the isr return; }
void orient_editor::OnOK() { vec3d delta, pos; object *ptr; UpdateData(TRUE); pos.xyz.x = convert(m_position_x); pos.xyz.y = convert(m_position_y); pos.xyz.z = convert(m_position_z); if ((((CButton *) GetDlgItem(IDC_POINT_TO_OBJECT))->GetCheck() == 1) || (((CButton *) GetDlgItem(IDC_POINT_TO_LOCATION))->GetCheck() == 1)) set_modified(); vm_vec_sub(&delta, &pos, &Objects[cur_object_index].pos); if (delta.xyz.x || delta.xyz.y || delta.xyz.z) set_modified(); ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (ptr->flags & OF_MARKED) { vm_vec_add2(&ptr->pos, &delta); update_object(ptr); } ptr = GET_NEXT(ptr); } ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (ptr->flags & OF_MARKED) object_moved(ptr); ptr = GET_NEXT(ptr); } theApp.record_window_data(&Object_wnd_data, this); CDialog::OnOK(); }
/** * This function unblocks the exits. We blocked them to keep things from * being dumped on them during the other phases of random map generation. * @param map Map to alter. * @param maze Map layout. * @param RP Random map parameters. */ void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { int x, y; object *walk; for (x = 0; x < RP->Xsize; x++) { for (y = 0; y < RP->Ysize; y++) { if (maze[x][y] == '>' || maze[x][y] == '<') { for (walk = get_map_ob(map, x, y); walk != NULL; walk = walk->above) { if (QUERY_FLAG(walk, FLAG_NO_PASS) && walk->type != DOOR) { CLEAR_FLAG(walk, FLAG_NO_PASS); update_object(walk, UP_OBJ_FLAGS); } } } } } }
/*---------------------------------------------------------------------------- * Update all *----------------------------------------------------------------------------*/ void game_update(void) { struct static_circuit *s; struct dynamic_circuit *d; struct object *o; int i; for (s = game.static_circuits; s; s = s->next) update_static_circuit(s); for (d = game.dynamic_circuits; d; d = d->next) update_dynamic_circuit(d); for (i = SIZE_3 - 1; i >= 0; --i) if ((o = OBJ[i]) && (o->type & HEAVY)) update_heavy_object(o); update_player_object(); for (i = 0; i < game.object_count; ++i) update_object(&game.cs.objects[i]); }
/** * Main apply handler. * * Checks for unpaid items before applying. * @param op ::object causing tmp to be applied. * @param tmp ::object being applied. * @param aflag Special (always apply/unapply) flags. Nothing is done * with them in this function - they are passed to apply_special(). * @retval 0 Player or monster can't apply objects of that type. * @retval 1 Has been applied, or there was an error applying the object. * @retval 2 Objects of that type can't be applied if not in * inventory. */ int manual_apply(object *op, object *tmp, int aflag) { if (tmp->head) { tmp = tmp->head; } if (op->type == PLAYER) { CONTR(op)->praying = 0; } if (QUERY_FLAG(tmp, FLAG_UNPAID) && !QUERY_FLAG(tmp, FLAG_APPLIED)) { if (op->type == PLAYER) { new_draw_info(NDI_UNIQUE, op, "You should pay for it first."); return 1; } /* Monsters just skip unpaid items */ else { return 0; } } /* Monsters must not apply random chests, nor magic_mouths with a counter */ if (op->type != PLAYER && tmp->type == TREASURE) { return 0; } /* Trigger the APPLY event */ if (!(aflag & AP_NO_EVENT) && trigger_event(EVENT_APPLY, op, tmp, NULL, NULL, aflag, 0, 0, SCRIPT_FIX_ACTIVATOR)) { return 1; } aflag &= ~AP_NO_EVENT; /* Control apply by controling a set exp object level or player exp level */ if (tmp->item_level) { int tmp_lev; if (tmp->item_skill) { tmp_lev = find_skill_exp_level(op, tmp->item_skill); } else { tmp_lev = op->level; } if (tmp->item_level > tmp_lev) { new_draw_info(NDI_UNIQUE, op, "The item level is too high to apply."); return 1; } } switch (tmp->type) { case HOLY_ALTAR: new_draw_info_format(NDI_UNIQUE, op, "You touch the %s.", tmp->name); if (change_skill(op, SK_PRAYING)) { pray_at_altar(op, tmp); } else { new_draw_info(NDI_UNIQUE, op, "Nothing happens. It seems you miss the right skill."); } return 1; break; case HANDLE: new_draw_info(NDI_UNIQUE, op, "You turn the handle."); play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE, SOUND_NORMAL); tmp->value = tmp->value ? 0 : 1; SET_ANIMATION(tmp, ((NUM_ANIMATIONS(tmp) / NUM_FACINGS(tmp)) * tmp->direction) + tmp->value); update_object(tmp, UP_OBJ_FACE); push_button(tmp); return 1; case TRIGGER: if (check_trigger(tmp, op)) { new_draw_info(NDI_UNIQUE, op, "You turn the handle."); play_sound_map(tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE, SOUND_NORMAL); } else { new_draw_info(NDI_UNIQUE, op, "The handle doesn't move."); } return 1; case EXIT: if (op->type != PLAYER || !tmp->map) { return 0; } /* If no map path specified, we assume it is the map path of the exit. */ if (!EXIT_PATH(tmp)) { FREE_AND_ADD_REF_HASH(EXIT_PATH(tmp), tmp->map->path); } if (!EXIT_PATH(tmp) || !is_legal_2ways_exit(op, tmp) || (EXIT_Y(tmp) == -1 && EXIT_X(tmp) == -1)) { new_draw_info_format(NDI_UNIQUE, op, "The %s is closed.", query_name(tmp, NULL)); } else { /* Don't display messages for random maps. */ if (tmp->msg && strncmp(EXIT_PATH(tmp), "/!", 2) && strncmp(EXIT_PATH(tmp), "/random/", 8)) { new_draw_info(NDI_NAVY, op, tmp->msg); } enter_exit(op, tmp); } return 1; case SIGN: apply_sign(op, tmp); return 1; case BOOK: if (op->type == PLAYER) { apply_book(op, tmp); return 1; } return 0; case SKILLSCROLL: if (op->type == PLAYER) { apply_skillscroll(op, tmp); return 1; } return 0; case SPELLBOOK: if (op->type == PLAYER) { apply_spellbook(op, tmp); return 1; } return 0; case SCROLL: apply_scroll(op, tmp); return 1; case POTION: (void) apply_potion(op, tmp); return 1; case LIGHT_APPLY: apply_player_light(op, tmp); return 1; case LIGHT_REFILL: apply_player_light_refill(op, tmp); return 1; /* Eneq(@csd.uu.se): Handle apply on containers. */ case CLOSE_CON: if (op->type == PLAYER) { (void) esrv_apply_container(op, tmp->env); } return 1; case CONTAINER: if (op->type == PLAYER) { (void) esrv_apply_container(op, tmp); } return 1; case TREASURE: apply_treasure(op, tmp); return 1; case WEAPON: case ARMOUR: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case SHIELD: case HELMET: case RING: case CLOAK: case WAND: case ROD: case HORN: case SKILL: case BOW: case SKILL_ITEM: /* Not in inventory */ if (tmp->env != op) { return 2; } (void) apply_special(op, tmp, aflag); return 1; case DRINK: case FOOD: case FLESH: apply_food(op, tmp); return 1; case POISON: apply_poison(op, tmp); return 1; case SAVEBED: if (op->type == PLAYER) { apply_savebed(op); return 1; } return 0; case ARMOUR_IMPROVER: if (op->type == PLAYER) { apply_armour_improver(op, tmp); return 1; } return 0; case WEAPON_IMPROVER: apply_weapon_improver(op, tmp); return 1; case CLOCK: if (op->type == PLAYER) { timeofday_t tod; get_tod(&tod); new_draw_info_format(NDI_UNIQUE, op, "It is %d minute%s past %d o'clock %s", tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), ((tod.hour % (HOURS_PER_DAY / 2) == 0) ? (HOURS_PER_DAY / 2) : ((tod.hour) % (HOURS_PER_DAY / 2))), ((tod.hour >= (HOURS_PER_DAY / 2)) ? "pm" : "am")); return 1; } return 0; case POWER_CRYSTAL: apply_power_crystal(op, tmp); return 1; /* For lighting torches/lanterns/etc */ case LIGHTER: if (op->type == PLAYER) { apply_lighter(op, tmp); return 1; } return 0; /* So the below default case doesn't execute for these objects, * even if they have message. */ case DOOR: return 0; /* Nothing from the above... but show a message if it has one. */ default: if (tmp->msg) { new_draw_info(NDI_UNIQUE, op, tmp->msg); return 1; } return 0; } }
/** * 'victim' moves onto 'trap' (trap has FLAG_WALK_ON or FLAG_FLY_ON set) or * 'victim' leaves 'trap' (trap has FLAG_WALK_OFF or FLAG_FLY_OFF) set. * * I added the flags parameter to give the single events more information * about whats going on: * * Most important is the "MOVE_APPLY_VANISHED" flag. * If set, a object has left a tile but "vanished" and not moved (perhaps * it exploded or something). This means that some events are not * triggered like trapdoors or teleporter traps for example which have a * "FLY/MOVE_OFF" set. This will avoid that they touch invalid objects. * @param trap Object victim moved on. * @param victim The object that moved on trap. * @param originator Player, monster or other object that caused 'victim' * to move onto 'trap'. Will receive messages caused by this action. May * be NULL, however, some types of traps require an originator to * function. * @param flags Flags. */ void move_apply(object *trap, object *victim, object *originator, int flags) { static int recursion_depth = 0; /* move_apply() is the most likely candidate for causing unwanted and * possibly unlimited recursion. */ /* The following was changed because it was causing perfeclty correct * maps to fail. 1) it's not an error to recurse: * rune detonates, summoning monster. monster lands on nearby rune. * nearby rune detonates. This sort of recursion is expected and * proper. This code was causing needless crashes. */ if (recursion_depth >= 500) { LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name); return; } if (trap->head) { trap = trap->head; } /* Trigger the TRIGGER event */ if (trigger_event(EVENT_TRIGGER, victim, trap, originator, NULL, 0, 0, 0, SCRIPT_FIX_NOTHING)) { return; } recursion_depth++; switch (trap->type) { /* these objects can trigger other objects connected to them. * We need to check them at map loading time and other special * events to be sure to have a 100% working map state. */ case BUTTON: case PEDESTAL: update_button(trap); break; case TRIGGER_BUTTON: case TRIGGER_PEDESTAL: case TRIGGER_ALTAR: check_trigger(trap, victim); break; case CHECK_INV: check_inv(victim, trap); break; /* these objects trigger to but they are "instant". * We don't need to check them when loading. */ case ALTAR: /* sacrifice victim on trap */ apply_altar(trap, victim, originator); break; case CONVERTER: if (!(flags & MOVE_APPLY_VANISHED)) { convert_item(victim, trap); } break; case PLAYERMOVER: break; /* should be walk_on/fly_on only */ case SPINNER: if (victim->direction) { if ((victim->direction = victim->direction + trap->direction) > 8) { victim->direction = (victim->direction % 8) + 1; } update_turn_face(victim); } break; case DIRECTOR: if (victim->direction) { victim->direction = trap->direction; update_turn_face(victim); } break; /* no need to hit anything */ case MMISSILE: if (IS_LIVE(victim) && !(flags&MOVE_APPLY_VANISHED)) { tag_t trap_tag = trap->count; hit_player(victim, trap->stats.dam, trap, AT_MAGIC); if (!was_destroyed(trap, trap_tag)) { remove_ob(trap); } check_walk_off(trap, NULL, MOVE_APPLY_VANISHED); } break; case THROWN_OBJ: if (trap->inv == NULL || (flags & MOVE_APPLY_VANISHED)) { break; } /* fallthrough */ case ARROW: /* bad bug: monster throw a object, make a step forwards, step on object , * trigger this here and get hit by own missile - and will be own enemy. * Victim then is his own enemy and will start to kill herself (this is * removed) but we have not synced victim and his missile. To avoid senseless * action, we avoid hits here */ if ((IS_LIVE(victim) && trap->speed) && trap->owner != victim) { hit_with_arrow(trap, victim); } break; case CONE: case LIGHTNING: break; case BULLET: if ((QUERY_FLAG(victim, FLAG_NO_PASS) || IS_LIVE(victim)) && !(flags & MOVE_APPLY_VANISHED)) { check_fired_arch(trap); } break; case TRAPDOOR: { int max, sound_was_played; object *ab; if ((flags & MOVE_APPLY_VANISHED)) { break; } if (!trap->value) { sint32 tot; for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) { if (!QUERY_FLAG(ab, FLAG_FLYING)) { tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; } } if (!(trap->value = (tot > trap->weight) ? 1 : 0)) { break; } SET_ANIMATION(trap, (NUM_ANIMATIONS(trap) / NUM_FACINGS(trap)) * trap->direction + trap->value); update_object(trap, UP_OBJ_FACE); } for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab && !QUERY_FLAG(ab, FLAG_FLYING); ab = ab->above) { if (!sound_was_played) { play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE, SOUND_NORMAL); sound_was_played = 1; } if (ab->type == PLAYER) { new_draw_info(NDI_UNIQUE, ab, "You fall into a trapdoor!"); } transfer_ob(ab, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, ab, trap); } break; } case PIT: /* Pit not open? */ if ((flags & MOVE_APPLY_VANISHED) || trap->stats.wc > 0) { break; } play_sound_map(victim->map, victim->x, victim->y, SOUND_FALL_HOLE, SOUND_NORMAL); if (victim->type == PLAYER) { new_draw_info(NDI_UNIQUE, victim, "You fall through the hole!\n"); } transfer_ob(victim->head ? victim->head : victim, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, victim, trap); break; case EXIT: /* If no map path specified, we assume it is the map path of the exit. */ if (!EXIT_PATH(trap)) { FREE_AND_ADD_REF_HASH(EXIT_PATH(trap), trap->map->path); } if (!(flags & MOVE_APPLY_VANISHED) && victim->type == PLAYER && EXIT_PATH(trap) && EXIT_Y(trap) != -1 && EXIT_X(trap) != -1) { /* Basically, don't show exits leading to random maps the players output. */ if (trap->msg && strncmp(EXIT_PATH(trap), "/!", 2) && strncmp(EXIT_PATH(trap), "/random/", 8)) { new_draw_info(NDI_NAVY, victim, trap->msg); } enter_exit(victim, trap); } break; case SHOP_MAT: if (!(flags & MOVE_APPLY_VANISHED)) { apply_shop_mat(trap, victim); } break; /* Drop a certain amount of gold, and have one item identified */ case IDENTIFY_ALTAR: if (!(flags & MOVE_APPLY_VANISHED)) { apply_identify_altar(victim, trap, originator); } break; case SIGN: /* Only player should be able read signs */ if (victim->type == PLAYER) { apply_sign(victim, trap); } break; case CONTAINER: if (victim->type == PLAYER) { (void) esrv_apply_container(victim, trap); } break; case RUNE: if (!(flags & MOVE_APPLY_VANISHED) && trap->level && IS_LIVE(victim)) { spring_trap(trap, victim); } break; #if 0 /* we don't have this atm. */ case DEEP_SWAMP: if (!(flags & MOVE_APPLY_VANISHED)) { walk_on_deep_swamp(trap, victim); } break; #endif default: LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type); break; } recursion_depth--; }