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Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.33 by pippijn, Sat Jan 6 14:42:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 32#include <sproto.h>
33#endif
34 33
35/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
38 */ 37 */
44 object *tmp; 43 object *tmp;
45 44
46 for (i = 1; i < 9; i += 2) 45 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2;
52 } 50 }
53 51
54 if (op->other_arch) 52 if (op->other_arch)
55 { 53 {
73 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
74 { 72 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 74 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 75 { /* same key both doors */
78 tmp->speed = 0.1; 76 tmp->set_speed (0.1);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2;
81 } 78 }
82 } 79 }
80
83 if (op->other_arch) 81 if (op->other_arch)
84 { 82 {
85 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 84 tmp->x = op->x;
87 tmp->y = op->y; 85 tmp->y = op->y;
144{ 142{
145 int i; 143 int i;
146 object *op, *head = NULL, *prev = NULL; 144 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch; 145 archetype *at = gen->other_arch;
148 146
149 if (gen->other_arch == NULL) 147 if (!gen->other_arch)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return; 148 return;
153 } 149
154 /* Code below assumes the generator is on a map, as it tries 150 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator 151 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit. 152 * isn't on a map, complain and exit.
157 */ 153 */
158 if (gen->map == NULL) 154 if (!gen->map)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return; 155 return;
162 } 156
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 157 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1) 158 if (i == -1)
165 return; 159 return;
160
166 while (at != NULL) 161 while (at)
167 { 162 {
168 op = arch_to_object (at); 163 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 164 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y; 165 op->y = gen->y + freearr_y[i] + at->clone.y;
171 166
172 if (head != NULL) 167 if (head)
173 op->head = head, prev->more = op; 168 op->head = head, prev->more = op;
174 169
175 if (rndm (0, 9)) 170 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 171 generate_artifact (op, gen->map->difficulty);
172
177 insert_ob_in_map (op, gen->map, gen, 0); 173 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED)) 174 if (QUERY_FLAG (op, FLAG_FREED))
179 return; 175 return;
176
180 if (op->has_random_items ()) 177 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
179
182 if (head == NULL) 180 if (head == NULL)
183 head = op; 181 head = op;
182
184 prev = op; 183 prev = op;
185 at = at->more; 184 at = at->more;
186 } 185 }
187} 186}
188 187
190generate_monster (object *gen) 189generate_monster (object *gen)
191{ 190{
192 191
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 193 return;
194
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 196 generate_monster_inv (gen);
197 else 197 else
198 generate_monster_arch (gen); 198 generate_monster_arch (gen);
199 199
203remove_force (object *op) 203remove_force (object *op)
204{ 204{
205 if (--op->duration > 0) 205 if (--op->duration > 0)
206 return; 206 return;
207 207
208 if (op->env)
208 switch (op->subtype) 209 switch (op->subtype)
209 { 210 {
210 case FORCE_CONFUSION: 211 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 212 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 213 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 214
217 default: 215 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 216 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 217 change_abil (op->env, op);
222 fix_player (op->env); 218 op->env->update_stats ();
223 }
224 } 219 }
225 220
226 op->destroy (); 221 op->destroy ();
227} 222}
228 223
229void 224void
232 if (--op->stats.food > 0) 227 if (--op->stats.food > 0)
233 return; 228 return;
234 229
235 CLEAR_FLAG (op, FLAG_APPLIED); 230 CLEAR_FLAG (op, FLAG_APPLIED);
236 231
237 if (op->env != NULL) 232 if (op->env)
238 { 233 {
239 change_abil (op->env, op); 234 change_abil (op->env, op);
240 fix_player (op->env); 235 op->env->update_stats ();
241 } 236 }
242 237
243 op->destroy (); 238 op->destroy ();
244} 239}
245 240
258 * will not do anything. 253 * will not do anything.
259 */ 254 */
260 if (op->env->type == PLAYER) 255 if (op->env->type == PLAYER)
261 { 256 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 257 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 258 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 259 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 260 }
266 261
267 op->destroy (); 262 op->destroy ();
268 return; 263 return;
271 if (op->env->type == PLAYER) 266 if (op->env->type == PLAYER)
272 { 267 {
273 op->env->stats.food--; 268 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 269 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 270 }
271
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 272 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 273}
278 274
279 275
280void 276void
281move_gate (object *op) 277move_gate (object *op)
295 { /* Reached bottom, let's stop */ 291 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 292 op->stats.wc = 0;
297 if (op->arch->clone.speed) 293 if (op->arch->clone.speed)
298 op->value = 0; 294 op->value = 0;
299 else 295 else
300 {
301 op->speed = 0; 296 op->set_speed (0);
302 update_ob_speed (op);
303 } 297 }
304 } 298
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 299 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 300 {
307 op->move_block = 0; 301 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 302 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 303 update_all_los (op->map, op->x, op->y);
310 } 304 }
305
311 SET_ANIMATION (op, op->stats.wc); 306 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 307 update_object (op, UP_OBJ_CHANGE);
313 return; 308 return;
314 } 309 }
315 310
332 if (tmp == NULL) 327 if (tmp == NULL)
333 { 328 {
334 if (op->arch->clone.speed) 329 if (op->arch->clone.speed)
335 op->value = 1; 330 op->value = 1;
336 else 331 else
337 {
338 op->speed = 0; 332 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 333
340 }
341 return; 334 return;
342 } 335 }
343 } 336 }
344 337
345 if (op->stats.food) 338 if (op->stats.food)
436 } 429 }
437 if (--op->stats.hp <= 0) 430 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 431 { /* keep gate down */
439 move_gate (op); 432 move_gate (op);
440 if (op->value != v) 433 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 434 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 435 }
446} 436}
447 437
448/* slaying: name of the thing the detector is to look for 438/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 439 * speed: frequency of 'glances'
536 if (op->value) 526 if (op->value)
537 { /* We're opening */ 527 { /* We're opening */
538 if (--op->stats.wc <= 0) 528 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 529 { /* Opened, let's stop */
540 op->stats.wc = 0; 530 op->stats.wc = 0;
541 op->speed = 0; 531 op->set_speed (0);
542 update_ob_speed (op);
543 532
544 /* Hard coding this makes sense for holes I suppose */ 533 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 534 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 535 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 536 {
548 next = tmp->above; 537 next = tmp->above;
549 move_apply (op, tmp, tmp); 538 move_apply (op, tmp, tmp);
550 } 539 }
551 } 540 }
541
552 SET_ANIMATION (op, op->stats.wc); 542 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 543 update_object (op, UP_OBJ_FACE);
554 return; 544 return;
555 } 545 }
556 /* We're closing */ 546 /* We're closing */
557 op->move_on = 0; 547 op->move_on = 0;
558 548
559 op->stats.wc++; 549 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 551 op->stats.wc = NUM_ANIMATIONS (op) - 1;
552
562 SET_ANIMATION (op, op->stats.wc); 553 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 555 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 556 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 557}
571 558
572 559
573/* stop_item() returns a pointer to the stopped object. The stopped object 560/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 561 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 587 op->destroy ();
601 return payload; 588 return payload;
602 } 589 }
603 590
604 case ARROW: 591 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 592 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 593 op = fix_stopped_arrow (op);
607 return op; 594 return op;
608 595
609 default: 596 default:
610 return op; 597 return op;
636 /* Small chance of breaking */ 623 /* Small chance of breaking */
637 op->destroy (); 624 op->destroy ();
638 return NULL; 625 return NULL;
639 } 626 }
640 627
628 op->set_speed (0);
641 op->direction = 0; 629 op->direction = 0;
642 op->move_on = 0; 630 op->move_on = 0;
643 op->move_type = 0; 631 op->move_type = 0;
644 op->speed = 0;
645 update_ob_speed (op);
646 op->stats.wc = op->stats.sp; 632 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 633 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 634 op->attacktype = op->stats.grace;
649 op->slaying = 0; 635 op->slaying = 0;
650 op->skill = 0; 636 op->skill = 0;
675 * here too. -b.t. 661 * here too. -b.t.
676 * 662 *
677 * Returns a pointer to the stopped object (which will have been removed 663 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 664 * from maps or inventories), or NULL if was destroyed.
679 */ 665 */
680
681static void 666static void
682stop_arrow (object *op) 667stop_arrow (object *op)
683{ 668{
684 if (INVOKE_OBJECT (STOP, op)) 669 if (INVOKE_OBJECT (STOP, op))
685 return; 670 return;
980 * there is an old multipart teleporter in which the other parts 965 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 966 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 967 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 968 * N times without the speed check.
984 */ 969 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 970 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 971 move_teleporter (op->more);
987 972
988 if (op->head) 973 if (op->head)
989 head = op->head; 974 head = op->head;
990 975
1001 if (tmp->type == PLAYER) 986 if (tmp->type == PLAYER)
1002 { 987 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 989 return;
1005 990
1006 enter_exit (tmp, head); 991 tmp->enter_exit (head);
1007 } 992 }
1008 else 993 else
1009 /* Currently only players can transfer maps */ 994 /* Currently only players can transfer maps */
1010 return; 995 return;
1011 } 996 }
1036/* This object will teleport someone to a different map 1021/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 1022 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 1023 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 1024 can't be generalized.
1040*/ 1025*/
1041
1042void 1026void
1043move_player_changer (object *op) 1027move_player_changer (object *op)
1044{ 1028{
1045 object *player; 1029 object *player;
1046 object *walk; 1030 object *walk;
1059 player = op->above; 1043 player = op->above;
1060 1044
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 1045 for (walk = op->inv; walk != NULL; walk = walk->below)
1062 apply_changes_to_player (player, walk); 1046 apply_changes_to_player (player, walk);
1063 1047
1064 fix_player (player); 1048 player->update_stats ();
1065 1049
1066 esrv_send_inventory (op->above, op->above); 1050 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 1051 esrv_update_item (UPD_FACE, op->above, op->above);
1068 1052
1069 /* update players death & WoR home-position */ 1053 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 1054 sscanf (EXIT_PATH (op), "%c", &c);
1071 if (c == '/') 1055 if (c == '/')
1072 { 1056 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1057 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 1058 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 1059 player->contr->bed_y = EXIT_Y (op);
1076 } 1060 }
1077 else 1061 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1062 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 1063
1080 enter_exit (op->above, op); 1064 op->above->enter_exit (op);
1081 save_player (player, 1); 1065 player->contr->save ();
1082 } 1066 }
1083} 1067}
1084 1068
1085/* firewalls fire other spells. 1069/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1070 * The direction of the wall is stored in op->stats.sp.
1093 1077
1094 if (!op->map) 1078 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1079 return; /* dm has created a firewall in his inventory */
1096 1080
1097 spell = op->inv; 1081 spell = op->inv;
1082
1098 if (!spell || spell->type != SPELL) 1083 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1084 spell = &op->other_arch->clone;
1085
1100 if (!spell) 1086 if (!spell)
1101 { 1087 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1088 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1089 return;
1104 } 1090 }
1105 1091
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1092 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1093}
1108
1109 1094
1110/* move_player_mover: this function takes a "player mover" as an 1095/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1096 * argument, and performs the function of a player mover, which is:
1112 * 1097 *
1113 * a player mover finds any players that are sitting on it. It 1098 * a player mover finds any players that are sitting on it. It
1146 nx = op->x + freearr_x[dir]; 1131 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1132 ny = op->y + freearr_y[dir];
1148 m = op->map; 1133 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1134 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1135 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1136 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1137 return;
1153 } 1138 }
1154 1139
1155 if (should_director_abort (op, victim)) 1140 if (should_director_abort (op, victim))
1156 return; 1141 return;
1217{ 1202{
1218 object *tmp; 1203 object *tmp;
1219 1204
1220 if (!op->other_arch) 1205 if (!op->other_arch)
1221 { 1206 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1207 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1208 return;
1224 } 1209 }
1225 1210
1226 if (op->above == NULL) 1211 if (op->above == NULL)
1227 return; 1212 return;
1292 } 1277 }
1293 else 1278 else
1294 { 1279 {
1295 if (creator->other_arch == NULL) 1280 if (creator->other_arch == NULL)
1296 { 1281 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1282 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1283 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1284 return;
1300 } 1285 }
1301 1286
1302 new_ob = object_create_arch (creator->other_arch); 1287 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1330 unless hp was zero to start with, in which case it is infinite.*/ 1315 unless hp was zero to start with, in which case it is infinite.*/
1331 1316
1332void 1317void
1333move_marker (object *op) 1318move_marker (object *op)
1334{ 1319{
1320 if (object *tmp = op->ms ().player ())
1321 {
1335 object *tmp, *tmp2; 1322 object *tmp2;
1336 1323
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1324 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1344 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1346 break;
1347 } 1327 {
1348
1349 if (tmp2)
1350 tmp2->destroy (); 1328 tmp2->destroy ();
1329 break;
1330 }
1351 1331
1352 /* cycle through his inventory to look for the MARK we want to 1332 /* cycle through his inventory to look for the MARK we want to
1353 * place 1333 * place
1354 */ 1334 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break; 1337 break;
1359 }
1360 1338
1361 /* if we didn't find our own MARK */ 1339 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1340 if (tmp2 == NULL)
1363 { 1341 {
1364 object *force = get_archetype (FORCE_NAME); 1342 object *force = get_archetype (FORCE_NAME);
1365 1343
1366 force->speed = 0;
1367 if (op->stats.food) 1344 if (op->stats.food)
1345 {
1346 force->set_speed (0.01);
1347 force->speed_left = -op->stats.food;
1348 }
1349 else
1350 force->set_speed (0);
1351
1352 /* put in the lock code */
1353 force->slaying = op->slaying;
1354
1355 if (op->lore)
1356 force->lore = op->lore;
1357
1358 insert_ob_in_ob (force, tmp);
1359 if (op->msg)
1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1361
1362 if (op->stats.hp > 0)
1363 {
1364 op->stats.hp--;
1365 if (op->stats.hp == 0)
1368 { 1366 {
1369 force->speed = 0.01; 1367 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1368 op->destroy ();
1369 return;
1371 } 1370 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 op->destroy ();
1390 return;
1391 }
1392 } 1371 }
1393 } /* if tmp2 == NULL */ 1372 }
1394 } /* if tmp->type == PLAYER */ 1373 }
1395 } /* For all objects on this space */
1396} 1374}
1397 1375
1398int 1376int
1399process_object (object *op) 1377process_object (object *op)
1400{ 1378{
1484 return 0; 1462 return 0;
1485 1463
1486 case THROWN_OBJ: 1464 case THROWN_OBJ:
1487 case ARROW: 1465 case ARROW:
1488 move_arrow (op); 1466 move_arrow (op);
1489 return 0;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0; 1467 return 0;
1494 1468
1495 case DOOR: 1469 case DOOR:
1496 remove_door (op); 1470 remove_door (op);
1497 return 0; 1471 return 0;

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