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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 1.42 by root, Sat Mar 17 20:36:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * 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
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 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) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
144{ 140{
145 int i; 141 int i;
146 object *op, *head = NULL, *prev = NULL; 142 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch; 143 archetype *at = gen->other_arch;
148 144
149 if (gen->other_arch == NULL) 145 if (!gen->other_arch)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return; 146 return;
153 } 147
154 /* Code below assumes the generator is on a map, as it tries 148 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator 149 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit. 150 * isn't on a map, complain and exit.
157 */ 151 */
158 if (gen->map == NULL) 152 if (!gen->map)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return; 153 return;
162 } 154
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1) 156 if (i == -1)
165 return; 157 return;
158
166 while (at != NULL) 159 while (at)
167 { 160 {
168 op = arch_to_object (at); 161 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 162 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y; 163 op->y = gen->y + freearr_y[i] + at->clone.y;
171 164
172 if (head != NULL) 165 if (head)
173 op->head = head, prev->more = op; 166 op->head = head, prev->more = op;
174 167
175 if (rndm (0, 9)) 168 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 169 generate_artifact (op, gen->map->difficulty);
170
177 insert_ob_in_map (op, gen->map, gen, 0); 171 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED)) 172 if (QUERY_FLAG (op, FLAG_FREED))
179 return; 173 return;
174
180 if (op->has_random_items ()) 175 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
182 if (head == NULL) 178 if (head == NULL)
183 head = op; 179 head = op;
180
184 prev = op; 181 prev = op;
185 at = at->more; 182 at = at->more;
186 } 183 }
187} 184}
188 185
190generate_monster (object *gen) 187generate_monster (object *gen)
191{ 188{
192 189
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 191 return;
192
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 194 generate_monster_inv (gen);
197 else 195 else
198 generate_monster_arch (gen); 196 generate_monster_arch (gen);
199 197
203remove_force (object *op) 201remove_force (object *op)
204{ 202{
205 if (--op->duration > 0) 203 if (--op->duration > 0)
206 return; 204 return;
207 205
206 if (op->env)
208 switch (op->subtype) 207 switch (op->subtype)
209 { 208 {
210 case FORCE_CONFUSION: 209 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 210 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 212
217 default: 213 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 215 change_abil (op->env, op);
222 fix_player (op->env); 216 op->env->update_stats ();
223 }
224 } 217 }
225 218
226 op->destroy (); 219 op->destroy ();
227} 220}
228 221
229void 222void
232 if (--op->stats.food > 0) 225 if (--op->stats.food > 0)
233 return; 226 return;
234 227
235 CLEAR_FLAG (op, FLAG_APPLIED); 228 CLEAR_FLAG (op, FLAG_APPLIED);
236 229
237 if (op->env != NULL) 230 if (op->env)
238 { 231 {
239 change_abil (op->env, op); 232 change_abil (op->env, op);
240 fix_player (op->env); 233 op->env->update_stats ();
241 } 234 }
242 235
243 op->destroy (); 236 op->destroy ();
244} 237}
245 238
252 return; 245 return;
253 } 246 }
254 247
255 if (op->stats.food == 1) 248 if (op->stats.food == 1)
256 { 249 {
257 /* need to remove the object before fix_player is called, else fix_player 250 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 251 * will not do anything.
259 */ 252 */
260 if (op->env->type == PLAYER) 253 if (op->env->type == PLAYER)
261 { 254 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 255 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 256 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 258 }
266 259
267 op->destroy (); 260 op->destroy ();
268 return; 261 return;
271 if (op->env->type == PLAYER) 264 if (op->env->type == PLAYER)
272 { 265 {
273 op->env->stats.food--; 266 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 267 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 268 }
269
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 271}
278 272
279 273
280void 274void
281move_gate (object *op) 275move_gate (object *op)
295 { /* Reached bottom, let's stop */ 289 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 290 op->stats.wc = 0;
297 if (op->arch->clone.speed) 291 if (op->arch->clone.speed)
298 op->value = 0; 292 op->value = 0;
299 else 293 else
300 {
301 op->speed = 0; 294 op->set_speed (0);
302 update_ob_speed (op);
303 } 295 }
304 } 296
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 298 {
307 op->move_block = 0; 299 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 301 update_all_los (op->map, op->x, op->y);
310 } 302 }
303
311 SET_ANIMATION (op, op->stats.wc); 304 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 305 update_object (op, UP_OBJ_CHANGE);
313 return; 306 return;
314 } 307 }
315 308
332 if (tmp == NULL) 325 if (tmp == NULL)
333 { 326 {
334 if (op->arch->clone.speed) 327 if (op->arch->clone.speed)
335 op->value = 1; 328 op->value = 1;
336 else 329 else
337 {
338 op->speed = 0; 330 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 331
340 }
341 return; 332 return;
342 } 333 }
343 } 334 }
344 335
345 if (op->stats.food) 336 if (op->stats.food)
436 } 427 }
437 if (--op->stats.hp <= 0) 428 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 429 { /* keep gate down */
439 move_gate (op); 430 move_gate (op);
440 if (op->value != v) 431 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 432 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 433 }
446} 434}
447 435
448/* slaying: name of the thing the detector is to look for 436/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 437 * speed: frequency of 'glances'
467 455
468 if (op->stats.hp) 456 if (op->stats.hp)
469 { 457 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 459 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 460 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 461 detected = 1;
462
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 463 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 464 detected = 1;
476 } 465 }
477 } 466 }
467
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 468 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 469 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 471 detected = 1;
484 } 472 }
485 473
486 /* the detector sets the button if detection is found */ 474 /* the detector sets the button if detection is found */
536 if (op->value) 524 if (op->value)
537 { /* We're opening */ 525 { /* We're opening */
538 if (--op->stats.wc <= 0) 526 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 527 { /* Opened, let's stop */
540 op->stats.wc = 0; 528 op->stats.wc = 0;
541 op->speed = 0; 529 op->set_speed (0);
542 update_ob_speed (op);
543 530
544 /* Hard coding this makes sense for holes I suppose */ 531 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 532 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 533 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 534 {
548 next = tmp->above; 535 next = tmp->above;
549 move_apply (op, tmp, tmp); 536 move_apply (op, tmp, tmp);
550 } 537 }
551 } 538 }
539
552 SET_ANIMATION (op, op->stats.wc); 540 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 541 update_object (op, UP_OBJ_FACE);
554 return; 542 return;
555 } 543 }
556 /* We're closing */ 544 /* We're closing */
557 op->move_on = 0; 545 op->move_on = 0;
558 546
559 op->stats.wc++; 547 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 549 op->stats.wc = NUM_ANIMATIONS (op) - 1;
550
562 SET_ANIMATION (op, op->stats.wc); 551 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 552 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 554 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 555}
571 556
572 557
573/* stop_item() returns a pointer to the stopped object. The stopped object 558/* 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 559 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 585 op->destroy ();
601 return payload; 586 return payload;
602 } 587 }
603 588
604 case ARROW: 589 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 590 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 591 op = fix_stopped_arrow (op);
607 return op; 592 return op;
608 593
609 default: 594 default:
610 return op; 595 return op;
619void 604void
620fix_stopped_item (object *op, maptile *map, object *originator) 605fix_stopped_item (object *op, maptile *map, object *originator)
621{ 606{
622 if (map == NULL) 607 if (map == NULL)
623 return; 608 return;
609
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 610 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 611 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 612 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 613 merge_ob (op, NULL); /* only some arrows actually need this */
628} 614}
629 615
630
631object * 616object *
632fix_stopped_arrow (object *op) 617fix_stopped_arrow (object *op)
633{ 618{
634 if (rndm (0, 99) < op->stats.food) 619 if (rndm (0, 99) < op->stats.food)
635 { 620 {
636 /* Small chance of breaking */ 621 /* Small chance of breaking */
637 op->destroy (); 622 op->destroy ();
638 return NULL; 623 return NULL;
639 } 624 }
640 625
626 op->set_speed (0);
641 op->direction = 0; 627 op->direction = 0;
642 op->move_on = 0; 628 op->move_on = 0;
643 op->move_type = 0; 629 op->move_type = 0;
644 op->speed = 0;
645 update_ob_speed (op);
646 op->stats.wc = op->stats.sp; 630 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 631 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 632 op->attacktype = op->stats.grace;
649 op->slaying = 0; 633 op->slaying = 0;
650 op->skill = 0; 634 op->skill = 0;
664 op->stats.hp = 0; 648 op->stats.hp = 0;
665 op->stats.grace = 0; 649 op->stats.grace = 0;
666 op->level = 0; 650 op->level = 0;
667 op->face = op->arch->clone.face; 651 op->face = op->arch->clone.face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 652 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 653 update_object (op, UP_OBJ_CHANGE);
670 return op; 654 return op;
671} 655}
672 656
673/* stop_arrow() - what to do when a non-living flying object 657/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 658 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 659 * here too. -b.t.
676 * 660 *
677 * Returns a pointer to the stopped object (which will have been removed 661 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 662 * from maps or inventories), or NULL if was destroyed.
679 */ 663 */
680
681static void 664static void
682stop_arrow (object *op) 665stop_arrow (object *op)
683{ 666{
684 if (INVOKE_OBJECT (STOP, op)) 667 if (INVOKE_OBJECT (STOP, op))
685 return; 668 return;
701 } 684 }
702} 685}
703 686
704/* Move an arrow along its course. op is the arrow or thrown object. 687/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 688 */
706
707void 689void
708move_arrow (object *op) 690move_arrow (object *op)
709{ 691{
710 object *tmp; 692 object *tmp;
711 sint16 new_x, new_y; 693 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 764 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 765 * chance that reflect_missile fails.)
784 */ 766 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 767 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 768 {
787 int number = op->face->number; 769 int number = op->face;
788 770
789 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
790 op->state = 0; 772 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 773 was_reflected = 1; /* skip normal movement calculations */
803 } 774 }
804 else 775 else
805 { 776 {
806 /* Attack the object. */ 777 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 951 * 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 952 * 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 953 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 954 * N times without the speed check.
984 */ 955 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 956 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 957 move_teleporter (op->more);
987 958
988 if (op->head) 959 if (op->head)
989 head = op->head; 960 head = op->head;
990 961
1001 if (tmp->type == PLAYER) 972 if (tmp->type == PLAYER)
1002 { 973 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 974 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 975 return;
1005 976
1006 enter_exit (tmp, head); 977 tmp->enter_exit (head);
1007 } 978 }
1008 else 979 else
1009 /* Currently only players can transfer maps */ 980 /* Currently only players can transfer maps */
1010 return; 981 return;
1011 } 982 }
1036/* This object will teleport someone to a different map 1007/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 1008 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 1009 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 1010 can't be generalized.
1040*/ 1011*/
1041
1042void 1012void
1043move_player_changer (object *op) 1013move_player_changer (object *op)
1044{ 1014{
1045 object *player; 1015 object *player;
1046 object *walk; 1016 object *walk;
1047 char c;
1048 1017
1049 if (!op->above || !EXIT_PATH (op)) 1018 if (!op->above || !EXIT_PATH (op))
1050 return; 1019 return;
1051 1020
1052 /* This isn't all that great - means that the player_mover 1021 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 1022 * needs to be on top.
1054 */ 1023 */
1055 if (op->above->type == PLAYER) 1024 if (op->above->type == PLAYER)
1056 { 1025 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 1027 return;
1028
1059 player = op->above; 1029 player = op->above;
1060 1030
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 1031 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 1032 apply_changes_to_player (player, walk);
1063 1033
1064 fix_player (player); 1034 player->update_stats ();
1065 1035
1066 esrv_send_inventory (op->above, op->above); 1036 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 1037 esrv_update_item (UPD_FACE, op->above, op->above);
1068 1038
1069 /* update players death & WoR home-position */ 1039 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 1040 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 1041 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1042 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 1043 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 1044 player->contr->bed_y = EXIT_Y (op);
1076 } 1045 }
1077 else 1046 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1047 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 1048
1080 enter_exit (op->above, op); 1049 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1050 }
1083} 1051}
1084 1052
1085/* firewalls fire other spells. 1053/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1054 * The direction of the wall is stored in op->stats.sp.
1093 1061
1094 if (!op->map) 1062 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1063 return; /* dm has created a firewall in his inventory */
1096 1064
1097 spell = op->inv; 1065 spell = op->inv;
1066
1098 if (!spell || spell->type != SPELL) 1067 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1068 spell = &op->other_arch->clone;
1069
1100 if (!spell) 1070 if (!spell)
1101 { 1071 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1072 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1073 return;
1104 } 1074 }
1105 1075
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1076 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1077}
1108
1109 1078
1110/* move_player_mover: this function takes a "player mover" as an 1079/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1080 * argument, and performs the function of a player mover, which is:
1112 * 1081 *
1113 * a player mover finds any players that are sitting on it. It 1082 * a player mover finds any players that are sitting on it. It
1146 nx = op->x + freearr_x[dir]; 1115 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1116 ny = op->y + freearr_y[dir];
1148 m = op->map; 1117 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1118 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1119 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1120 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; 1121 return;
1153 } 1122 }
1154 1123
1155 if (should_director_abort (op, victim)) 1124 if (should_director_abort (op, victim))
1156 return; 1125 return;
1217{ 1186{
1218 object *tmp; 1187 object *tmp;
1219 1188
1220 if (!op->other_arch) 1189 if (!op->other_arch)
1221 { 1190 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1191 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1192 return;
1224 } 1193 }
1225 1194
1226 if (op->above == NULL) 1195 if (op->above == NULL)
1227 return; 1196 return;
1197
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1198 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1199 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1200 if (op->other_arch->name == tmp->arch->name)
1231 { 1201 {
1232 if (op->level <= 0) 1202 if (op->level <= 0)
1233 tmp->destroy (); 1203 tmp->destroy ();
1234 else 1204 else
1235 { 1205 {
1292 } 1262 }
1293 else 1263 else
1294 { 1264 {
1295 if (creator->other_arch == NULL) 1265 if (creator->other_arch == NULL)
1296 { 1266 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1267 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1268 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1269 return;
1300 } 1270 }
1301 1271
1302 new_ob = object_create_arch (creator->other_arch); 1272 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1273 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1326 with a specific code as the slaying field. 1296 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1297 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1298 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1299 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1300 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1301void
1333move_marker (object *op) 1302move_marker (object *op)
1334{ 1303{
1304 if (object *tmp = op->ms ().player ())
1305 {
1335 object *tmp, *tmp2; 1306 object *tmp2;
1336 1307
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 */ 1308 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1309 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1310 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1344 { 1311 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1346 break;
1347 }
1348
1349 if (tmp2)
1350 tmp2->destroy (); 1312 tmp2->destroy ();
1313 break;
1314 }
1351 1315
1352 /* cycle through his inventory to look for the MARK we want to 1316 /* cycle through his inventory to look for the MARK we want to
1353 * place 1317 * place
1354 */ 1318 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1319 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1320 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1358 break; 1321 break;
1359 }
1360 1322
1361 /* if we didn't find our own MARK */ 1323 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1324 if (!tmp2)
1363 { 1325 {
1364 object *force = get_archetype (FORCE_NAME); 1326 object *force = get_archetype (FORCE_NAME);
1365 1327
1366 force->speed = 0;
1367 if (op->stats.food) 1328 if (op->stats.food)
1329 {
1330 force->set_speed (0.01);
1331 force->speed_left = -op->stats.food;
1332 }
1333 else
1334 force->set_speed (0);
1335
1336 /* put in the lock code */
1337 force->slaying = op->slaying;
1338
1339 if (op->lore)
1340 force->lore = op->lore;
1341
1342 insert_ob_in_ob (force, tmp);
1343 if (op->msg)
1344 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1345
1346 if (op->stats.hp > 0)
1347 {
1348 op->stats.hp--;
1349 if (op->stats.hp == 0)
1368 { 1350 {
1369 force->speed = 0.01; 1351 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1352 op->destroy ();
1353 return;
1371 } 1354 }
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 } 1355 }
1393 } /* if tmp2 == NULL */ 1356 }
1394 } /* if tmp->type == PLAYER */ 1357 }
1395 } /* For all objects on this space */
1396} 1358}
1397 1359
1398int 1360int
1399process_object (object *op) 1361process_object (object *op)
1400{ 1362{
1484 return 0; 1446 return 0;
1485 1447
1486 case THROWN_OBJ: 1448 case THROWN_OBJ:
1487 case ARROW: 1449 case ARROW:
1488 move_arrow (op); 1450 move_arrow (op);
1489 return 0;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0; 1451 return 0;
1494 1452
1495 case DOOR: 1453 case DOOR:
1496 remove_door (op); 1454 remove_door (op);
1497 return 0; 1455 return 0;

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