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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 1.44 by root, Sat Apr 21 22:01:57 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;
91 } 87 }
92 88
93 op->destroy (); 89 op->destroy ();
94} 90}
95 91
92static void
93generate_monster_tail (object *gen, object *op)
94{
95 op->expand_tail ();
96
97 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
98 if (i >= 0)
99 {
100 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
101 {
102 if (rndm (0, 9))
103 generate_artifact (op, gen->map->difficulty);
104
105 if (op->has_random_items ())
106 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
107
108 return;
109 }
110 }
111
112 op->destroy ();
113}
114
96/* Will generate a monster according to content 115/* Will generate a monster according to content
97 * of generator. 116 * of generator.
98 */ 117 */
99void 118static void
100generate_monster_inv (object *gen) 119generate_monster_inv (object *gen)
101{ 120{
102 int i; 121 if (!gen->inv)
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 122 return;
123
124 /* First count number of objects in inv */
125 int index = 0;
126 object *op;
127 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
128 if (!rndm (++index))
129 op = tmp;
130
130 head = object_create_clone (op); 131 op = object_create_clone (op);
132
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 133 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE); 134 unflag_inv (op, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9)) 135
134 generate_artifact (head, gen->map->difficulty); 136 generate_monster_tail (gen, op);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); 137}
136 if (QUERY_FLAG (head, FLAG_FREED)) 138
139static void
140generate_monster_arch (object *gen)
141{
142 if (archetype *at = gen->other_arch)
143 generate_monster_tail (gen, arch_to_object (at));
144}
145
146void
147generate_monster (object *gen)
148{
149 if (!gen->map)
137 return; 150 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 151
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 152 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 153 return;
154
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 155 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 156 generate_monster_inv (gen);
197 else 157 else
198 generate_monster_arch (gen); 158 generate_monster_arch (gen);
199 159
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
205 if (--op->duration > 0) 165 if (--op->duration > 0)
206 return; 166 return;
207 167
168 if (op->env)
208 switch (op->subtype) 169 switch (op->subtype)
209 { 170 {
210 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 174
217 default: 175 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 177 change_abil (op->env, op);
222 fix_player (op->env); 178 op->env->update_stats ();
223 }
224 } 179 }
225 180
226 op->destroy (); 181 op->destroy ();
227} 182}
228 183
229void 184void
232 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
233 return; 188 return;
234 189
235 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
236 191
237 if (op->env != NULL) 192 if (op->env)
238 { 193 {
239 change_abil (op->env, op); 194 change_abil (op->env, op);
240 fix_player (op->env); 195 op->env->update_stats ();
241 } 196 }
242 197
243 op->destroy (); 198 op->destroy ();
244} 199}
245 200
252 return; 207 return;
253 } 208 }
254 209
255 if (op->stats.food == 1) 210 if (op->stats.food == 1)
256 { 211 {
257 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 213 * will not do anything.
259 */ 214 */
260 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
261 { 216 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 218 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 220 }
266 221
267 op->destroy (); 222 op->destroy ();
268 return; 223 return;
271 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
272 { 227 {
273 op->env->stats.food--; 228 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 230 }
231
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 233}
278 234
279 235
280void 236void
281move_gate (object *op) 237move_gate (object *op)
295 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 252 op->stats.wc = 0;
297 if (op->arch->clone.speed) 253 if (op->arch->clone.speed)
298 op->value = 0; 254 op->value = 0;
299 else 255 else
300 {
301 op->speed = 0; 256 op->set_speed (0);
302 update_ob_speed (op);
303 } 257 }
304 } 258
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 260 {
307 op->move_block = 0; 261 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
310 } 264 }
265
311 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
313 return; 268 return;
314 } 269 }
315 270
332 if (tmp == NULL) 287 if (tmp == NULL)
333 { 288 {
334 if (op->arch->clone.speed) 289 if (op->arch->clone.speed)
335 op->value = 1; 290 op->value = 1;
336 else 291 else
337 {
338 op->speed = 0; 292 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 293
340 }
341 return; 294 return;
342 } 295 }
343 } 296 }
344 297
345 if (op->stats.food) 298 if (op->stats.food)
436 } 389 }
437 if (--op->stats.hp <= 0) 390 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 391 { /* keep gate down */
439 move_gate (op); 392 move_gate (op);
440 if (op->value != v) 393 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 394 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 395 }
446} 396}
447 397
448/* slaying: name of the thing the detector is to look for 398/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 399 * speed: frequency of 'glances'
467 417
468 if (op->stats.hp) 418 if (op->stats.hp)
469 { 419 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 421 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 423 detected = 1;
424
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 426 detected = 1;
476 } 427 }
477 } 428 }
429
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 430 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 431 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 433 detected = 1;
484 } 434 }
485 435
486 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
536 if (op->value) 486 if (op->value)
537 { /* We're opening */ 487 { /* We're opening */
538 if (--op->stats.wc <= 0) 488 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 489 { /* Opened, let's stop */
540 op->stats.wc = 0; 490 op->stats.wc = 0;
541 op->speed = 0; 491 op->set_speed (0);
542 update_ob_speed (op);
543 492
544 /* Hard coding this makes sense for holes I suppose */ 493 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 494 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 495 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 496 {
548 next = tmp->above; 497 next = tmp->above;
549 move_apply (op, tmp, tmp); 498 move_apply (op, tmp, tmp);
550 } 499 }
551 } 500 }
501
552 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
554 return; 504 return;
555 } 505 }
556 /* We're closing */ 506 /* We're closing */
557 op->move_on = 0; 507 op->move_on = 0;
558 508
559 op->stats.wc++; 509 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 511 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512
562 SET_ANIMATION (op, op->stats.wc); 513 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 514 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 516 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 517}
571 518
572 519
573/* stop_item() returns a pointer to the stopped object. The stopped object 520/* 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 521 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 547 op->destroy ();
601 return payload; 548 return payload;
602 } 549 }
603 550
604 case ARROW: 551 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 552 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 553 op = fix_stopped_arrow (op);
607 return op; 554 return op;
608 555
609 default: 556 default:
610 return op; 557 return op;
619void 566void
620fix_stopped_item (object *op, maptile *map, object *originator) 567fix_stopped_item (object *op, maptile *map, object *originator)
621{ 568{
622 if (map == NULL) 569 if (map == NULL)
623 return; 570 return;
571
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 572 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 573 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 574 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 575 merge_ob (op, NULL); /* only some arrows actually need this */
628} 576}
629 577
630
631object * 578object *
632fix_stopped_arrow (object *op) 579fix_stopped_arrow (object *op)
633{ 580{
634 if (rndm (0, 99) < op->stats.food) 581 if (rndm (0, 99) < op->stats.food)
635 { 582 {
636 /* Small chance of breaking */ 583 /* Small chance of breaking */
637 op->destroy (); 584 op->destroy ();
638 return NULL; 585 return NULL;
639 } 586 }
640 587
588 op->set_speed (0);
641 op->direction = 0; 589 op->direction = 0;
642 op->move_on = 0; 590 op->move_on = 0;
643 op->move_type = 0; 591 op->move_type = 0;
644 op->speed = 0;
645 update_ob_speed (op);
646 op->stats.wc = op->stats.sp; 592 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 593 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 594 op->attacktype = op->stats.grace;
649 op->slaying = 0; 595 op->slaying = 0;
650 op->skill = 0; 596 op->skill = 0;
664 op->stats.hp = 0; 610 op->stats.hp = 0;
665 op->stats.grace = 0; 611 op->stats.grace = 0;
666 op->level = 0; 612 op->level = 0;
667 op->face = op->arch->clone.face; 613 op->face = op->arch->clone.face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
670 return op; 616 return op;
671} 617}
672 618
673/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 621 * here too. -b.t.
676 * 622 *
677 * Returns a pointer to the stopped object (which will have been removed 623 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
679 */ 625 */
680
681static void 626static void
682stop_arrow (object *op) 627stop_arrow (object *op)
683{ 628{
684 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
685 return; 630 return;
701 } 646 }
702} 647}
703 648
704/* Move an arrow along its course. op is the arrow or thrown object. 649/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 650 */
706
707void 651void
708move_arrow (object *op) 652move_arrow (object *op)
709{ 653{
710 object *tmp; 654 object *tmp;
711 sint16 new_x, new_y; 655 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
784 */ 728 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 730 {
787 int number = op->face->number; 731 int number = op->face;
788 732
789 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
790 op->state = 0; 734 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 */ 735 was_reflected = 1; /* skip normal movement calculations */
803 } 736 }
804 else 737 else
805 { 738 {
806 /* Attack the object. */ 739 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 913 * 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 914 * 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 915 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 916 * N times without the speed check.
984 */ 917 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 918 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 919 move_teleporter (op->more);
987 920
988 if (op->head) 921 if (op->head)
989 head = op->head; 922 head = op->head;
990 923
1001 if (tmp->type == PLAYER) 934 if (tmp->type == PLAYER)
1002 { 935 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 936 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 937 return;
1005 938
1006 enter_exit (tmp, head); 939 tmp->enter_exit (head);
1007 } 940 }
1008 else 941 else
1009 /* Currently only players can transfer maps */ 942 /* Currently only players can transfer maps */
1010 return; 943 return;
1011 } 944 }
1036/* This object will teleport someone to a different map 969/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 970 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 971 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 972 can't be generalized.
1040*/ 973*/
1041
1042void 974void
1043move_player_changer (object *op) 975move_player_changer (object *op)
1044{ 976{
1045 object *player; 977 object *player;
1046 object *walk; 978 object *walk;
1047 char c;
1048 979
1049 if (!op->above || !EXIT_PATH (op)) 980 if (!op->above || !EXIT_PATH (op))
1050 return; 981 return;
1051 982
1052 /* This isn't all that great - means that the player_mover 983 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 984 * needs to be on top.
1054 */ 985 */
1055 if (op->above->type == PLAYER) 986 if (op->above->type == PLAYER)
1056 { 987 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 989 return;
990
1059 player = op->above; 991 player = op->above;
1060 992
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 993 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 994 apply_changes_to_player (player, walk);
1063 995
1064 fix_player (player); 996 player->update_stats ();
1065 997
1066 esrv_send_inventory (op->above, op->above); 998 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 999 esrv_update_item (UPD_FACE, op->above, op->above);
1068 1000
1069 /* update players death & WoR home-position */ 1001 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 1002 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 1003 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1004 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 1005 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 1006 player->contr->bed_y = EXIT_Y (op);
1076 } 1007 }
1077 else 1008 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1009 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 1010
1080 enter_exit (op->above, op); 1011 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1012 }
1083} 1013}
1084 1014
1085/* firewalls fire other spells. 1015/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1016 * The direction of the wall is stored in op->stats.sp.
1093 1023
1094 if (!op->map) 1024 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1025 return; /* dm has created a firewall in his inventory */
1096 1026
1097 spell = op->inv; 1027 spell = op->inv;
1028
1098 if (!spell || spell->type != SPELL) 1029 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1030 spell = &op->other_arch->clone;
1031
1100 if (!spell) 1032 if (!spell)
1101 { 1033 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1034 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1035 return;
1104 } 1036 }
1105 1037
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1038 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1039}
1108
1109 1040
1110/* move_player_mover: this function takes a "player mover" as an 1041/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1042 * argument, and performs the function of a player mover, which is:
1112 * 1043 *
1113 * a player mover finds any players that are sitting on it. It 1044 * a player mover finds any players that are sitting on it. It
1146 nx = op->x + freearr_x[dir]; 1077 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1078 ny = op->y + freearr_y[dir];
1148 m = op->map; 1079 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1080 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1081 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1082 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; 1083 return;
1153 } 1084 }
1154 1085
1155 if (should_director_abort (op, victim)) 1086 if (should_director_abort (op, victim))
1156 return; 1087 return;
1217{ 1148{
1218 object *tmp; 1149 object *tmp;
1219 1150
1220 if (!op->other_arch) 1151 if (!op->other_arch)
1221 { 1152 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1153 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1154 return;
1224 } 1155 }
1225 1156
1226 if (op->above == NULL) 1157 if (op->above == NULL)
1227 return; 1158 return;
1159
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1160 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1161 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1162 if (op->other_arch->name == tmp->arch->name)
1231 { 1163 {
1232 if (op->level <= 0) 1164 if (op->level <= 0)
1233 tmp->destroy (); 1165 tmp->destroy ();
1234 else 1166 else
1235 { 1167 {
1292 } 1224 }
1293 else 1225 else
1294 { 1226 {
1295 if (creator->other_arch == NULL) 1227 if (creator->other_arch == NULL)
1296 { 1228 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1229 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1230 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1231 return;
1300 } 1232 }
1301 1233
1302 new_ob = object_create_arch (creator->other_arch); 1234 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1235 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1326 with a specific code as the slaying field. 1258 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1259 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1260 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1261 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.*/ 1262 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1263void
1333move_marker (object *op) 1264move_marker (object *op)
1334{ 1265{
1266 if (object *tmp = op->ms ().player ())
1267 {
1335 object *tmp, *tmp2; 1268 object *tmp2;
1336 1269
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 */ 1270 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1271 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1272 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1344 { 1273 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1346 break;
1347 }
1348
1349 if (tmp2)
1350 tmp2->destroy (); 1274 tmp2->destroy ();
1275 break;
1276 }
1351 1277
1352 /* cycle through his inventory to look for the MARK we want to 1278 /* cycle through his inventory to look for the MARK we want to
1353 * place 1279 * place
1354 */ 1280 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1281 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1282 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1358 break; 1283 break;
1359 }
1360 1284
1361 /* if we didn't find our own MARK */ 1285 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1286 if (!tmp2)
1363 { 1287 {
1364 object *force = get_archetype (FORCE_NAME); 1288 object *force = get_archetype (FORCE_NAME);
1365 1289
1366 force->speed = 0;
1367 if (op->stats.food) 1290 if (op->stats.food)
1291 {
1292 force->set_speed (0.01);
1293 force->speed_left = -op->stats.food;
1294 }
1295 else
1296 force->set_speed (0);
1297
1298 /* put in the lock code */
1299 force->slaying = op->slaying;
1300
1301 if (op->lore)
1302 force->lore = op->lore;
1303
1304 insert_ob_in_ob (force, tmp);
1305 if (op->msg)
1306 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1307
1308 if (op->stats.hp > 0)
1309 {
1310 op->stats.hp--;
1311 if (op->stats.hp == 0)
1368 { 1312 {
1369 force->speed = 0.01; 1313 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1314 op->destroy ();
1315 return;
1371 } 1316 }
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 } 1317 }
1393 } /* if tmp2 == NULL */ 1318 }
1394 } /* if tmp->type == PLAYER */ 1319 }
1395 } /* For all objects on this space */
1396} 1320}
1397 1321
1398int 1322int
1399process_object (object *op) 1323process_object (object *op)
1400{ 1324{
1484 return 0; 1408 return 0;
1485 1409
1486 case THROWN_OBJ: 1410 case THROWN_OBJ:
1487 case ARROW: 1411 case ARROW:
1488 move_arrow (op); 1412 move_arrow (op);
1489 return 0;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0; 1413 return 0;
1494 1414
1495 case DOOR: 1415 case DOOR:
1496 remove_door (op); 1416 remove_door (op);
1497 return 0; 1417 return 0;

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