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

Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.65 by root, Mon Aug 27 05:40:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* 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 33 * 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.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
42{ 38{
43 int i; 39 int i;
44 object *tmp; 40 object *tmp;
45 41
46 for (i = 1; i < 9; i += 2) 42 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) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 44 {
49 tmp->speed = 0.1; 45 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
52 } 47 }
53 48
54 if (op->other_arch) 49 if (op->other_arch)
55 { 50 {
56 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
73 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
74 { 69 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 72 { /* same key both doors */
78 tmp->speed = 0.1; 73 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
81 } 75 }
82 } 76 }
77
83 if (op->other_arch) 78 if (op->other_arch)
84 { 79 {
85 tmp = arch_to_object (op->other_arch); 80 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 81 tmp->x = op->x;
87 tmp->y = op->y; 82 tmp->y = op->y;
91 } 86 }
92 87
93 op->destroy (); 88 op->destroy ();
94} 89}
95 90
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 91void
100generate_monster_inv (object *gen) 92generate_monster (object *gen)
101{ 93{
94 if (!gen->map)
95 return;
96
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return;
99
100 object *op;
102 int i; 101 int i;
103 object *op, *head = NULL;
104 102
105 int qty = 0; 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
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 { 104 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 105 // either copy one item from the inventory...
106 if (!gen->inv)
114 return; 107 return;
115 } 108
116 /*First count numer of objects in inv */ 109 // first select one item from the inventory
110 int index = 0;
117 for (op = gen->inv; op; op = op->below) 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
118 qty++; 112 if (!rndm (++index))
119 if (!qty) 113 op = tmp;
120 { 114
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); 115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1) 116 if (i < 0)
117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
133 else
129 return; 134 return;
130 head = object_create_clone (op); 135
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 136 op->expand_tail ();
132 unflag_inv (head, FLAG_IS_A_TEMPLATE); 137
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); 138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
136 if (QUERY_FLAG (head, FLAG_FREED))
137 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 } 139 {
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)) 140 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 141 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 142
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 143 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 145
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 146 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 147 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 148
149 op->destroy ();
200} 150}
201 151
202void 152void
203remove_force (object *op) 153remove_force (object *op)
204{ 154{
205 if (--op->duration > 0) 155 if (--op->duration > 0)
206 return; 156 return;
207 157
158 if (op->env)
208 switch (op->subtype) 159 switch (op->subtype)
209 { 160 {
210 case FORCE_CONFUSION: 161 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 162 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 163 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 164
217 default: 165 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 166 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 167 change_abil (op->env, op);
222 fix_player (op->env); 168 op->env->update_stats ();
223 }
224 } 169 }
225 170
226 op->destroy (); 171 op->destroy ();
227} 172}
228 173
229void 174void
232 if (--op->stats.food > 0) 177 if (--op->stats.food > 0)
233 return; 178 return;
234 179
235 CLEAR_FLAG (op, FLAG_APPLIED); 180 CLEAR_FLAG (op, FLAG_APPLIED);
236 181
237 if (op->env != NULL) 182 if (op->env)
238 { 183 {
239 change_abil (op->env, op); 184 change_abil (op->env, op);
240 fix_player (op->env); 185 op->env->update_stats ();
241 } 186 }
242 187
243 op->destroy (); 188 op->destroy ();
244} 189}
245 190
252 return; 197 return;
253 } 198 }
254 199
255 if (op->stats.food == 1) 200 if (op->stats.food == 1)
256 { 201 {
257 /* need to remove the object before fix_player is called, else fix_player 202 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 203 * will not do anything.
259 */ 204 */
260 if (op->env->type == PLAYER) 205 if (op->env->type == PLAYER)
261 { 206 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 207 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 208 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 209 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 210 }
266 211
267 op->destroy (); 212 op->destroy ();
268 return; 213 return;
271 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
272 { 217 {
273 op->env->stats.food--; 218 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 220 }
221
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 223}
278 224
279 225
280void 226void
281move_gate (object *op) 227move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 228{ /* 1 = going down, 0 = going up */
283 object *tmp; 229 object *tmp;
284 230
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 232 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 233 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 238 if (op->value)
293 { 239 {
294 if (--op->stats.wc <= 0) 240 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 241 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 242 op->stats.wc = 0;
297 if (op->arch->clone.speed) 243 if (op->arch->speed)
298 op->value = 0; 244 op->value = 0;
299 else 245 else
300 {
301 op->speed = 0; 246 op->set_speed (0);
302 update_ob_speed (op);
303 } 247 }
304 } 248
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 249 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 250 {
307 op->move_block = 0; 251 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 252 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 253 update_all_los (op->map, op->x, op->y);
310 } 254 }
255
311 SET_ANIMATION (op, op->stats.wc); 256 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 257 update_object (op, UP_OBJ_CHANGE);
313 return; 258 return;
314 } 259 }
315 260
323 * objects are above the gate. If so, we finish closing the gate, 268 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 269 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 270 * the gate slightly.
326 */ 271 */
327 272
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 273 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 275 break;
331 276
332 if (tmp == NULL) 277 if (!tmp)
333 { 278 {
334 if (op->arch->clone.speed) 279 if (op->arch->speed)
335 op->value = 1; 280 op->value = 1;
336 else 281 else
337 {
338 op->speed = 0; 282 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 283
340 }
341 return; 284 return;
342 } 285 }
343 } 286 }
344 287
345 if (op->stats.food) 288 if (op->stats.food)
362 */ 305 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 307 {
365 /* Halfway or further, check blocks */ 308 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 309 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
368 312
369 if (tmp != NULL) 313 if (tmp)
370 { 314 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 316 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
318 op->play_sound (sound_find ("blocked_gate"));
319
374 if (tmp->type == PLAYER) 320 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 322 }
377 else
378 /* If the object is not alive, and the object either can 323 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 324 * be picked up or the object rolls, move the object
380 * off the gate. 325 * off the gate.
381 */ 326 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 328 {
384 /* If it has speed, it should move itself, otherwise: */ 329 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
386 331
387 /* If there is a free spot, move the object someplace */ 332 /* If there is a free spot, move the object someplace */
393 } 338 }
394 } 339 }
395 } 340 }
396 341
397 /* See if there is still anything blocking the gate */ 342 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 343 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 345 break;
401 346
402 /* IF there is, start putting the gate down */ 347 /* IF there is, start putting the gate down */
403 if (tmp) 348 if (tmp)
404 {
405 op->stats.food = 1; 349 op->stats.food = 1;
406 }
407 else 350 else
408 { 351 {
409 op->move_block = MOVE_ALL; 352 op->move_block = MOVE_ALL;
353
410 if (!op->arch->clone.stats.ac) 354 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 355 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 356 update_all_los (op->map, op->x, op->y);
413 } 357 }
414 } /* gate is halfway up */ 358 } /* gate is halfway up */
415 359
428 int v = op->value; 372 int v = op->value;
429 373
430 if (op->stats.sp) 374 if (op->stats.sp)
431 { 375 {
432 move_gate (op); 376 move_gate (op);
377
433 if (op->value != v) /* change direction ? */ 378 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 379 op->stats.sp = 0;
435 return; 380 return;
436 } 381 }
382
437 if (--op->stats.hp <= 0) 383 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 384 { /* keep gate down */
439 move_gate (op); 385 move_gate (op);
386
440 if (op->value != v) 387 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 388 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 389 }
446} 390}
447 391
448/* slaying: name of the thing the detector is to look for 392/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 393 * speed: frequency of 'glances'
459 int last = op->value; 403 int last = op->value;
460 int detected; 404 int detected;
461 405
462 detected = 0; 406 detected = 0;
463 407
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 408 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above)
465 { 409 {
466 object *tmp2; 410 object *tmp2;
467 411
468 if (op->stats.hp) 412 if (op->stats.hp)
469 { 413 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 414 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 415 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 416 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 417 detected = 1;
418
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 419 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 420 detected = 1;
476 } 421 }
477 } 422 }
423
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 425 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 426 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 427 detected = 1;
484 } 428 }
485 429
486 /* the detector sets the button if detection is found */ 430 /* the detector sets the button if detection is found */
489 if (detected && last == 0) 433 if (detected && last == 0)
490 { 434 {
491 op->value = 1; 435 op->value = 1;
492 push_button (op); 436 push_button (op);
493 } 437 }
438
494 if (!detected && last == 1) 439 if (!detected && last == 1)
495 { 440 {
496 op->value = 0; 441 op->value = 0;
497 push_button (op); 442 push_button (op);
498 } 443 }
502 if (detected && last == 1) 447 if (detected && last == 1)
503 { 448 {
504 op->value = 0; 449 op->value = 0;
505 push_button (op); 450 push_button (op);
506 } 451 }
452
507 if (!detected && last == 0) 453 if (!detected && last == 0)
508 { 454 {
509 op->value = 1; 455 op->value = 1;
510 push_button (op); 456 push_button (op);
511 } 457 }
536 if (op->value) 482 if (op->value)
537 { /* We're opening */ 483 { /* We're opening */
538 if (--op->stats.wc <= 0) 484 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 485 { /* Opened, let's stop */
540 op->stats.wc = 0; 486 op->stats.wc = 0;
541 op->speed = 0; 487 op->set_speed (0);
542 update_ob_speed (op);
543 488
544 /* Hard coding this makes sense for holes I suppose */ 489 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 490 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 491 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 492 {
548 next = tmp->above; 493 next = tmp->above;
549 move_apply (op, tmp, tmp); 494 move_apply (op, tmp, tmp);
550 } 495 }
551 } 496 }
497
552 SET_ANIMATION (op, op->stats.wc); 498 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 499 update_object (op, UP_OBJ_FACE);
554 return; 500 return;
555 } 501 }
556 /* We're closing */ 502 /* We're closing */
557 op->move_on = 0; 503 op->move_on = 0;
558 504
559 op->stats.wc++; 505 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 507 op->stats.wc = NUM_ANIMATIONS (op) - 1;
508
562 SET_ANIMATION (op, op->stats.wc); 509 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 510 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 511 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 512 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 513}
571 514
572 515
573/* stop_item() returns a pointer to the stopped object. The stopped object 516/* 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 517 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 543 op->destroy ();
601 return payload; 544 return payload;
602 } 545 }
603 546
604 case ARROW: 547 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 548 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 549 op = fix_stopped_arrow (op);
607 return op; 550 return op;
608 551
609 default: 552 default:
610 return op; 553 return op;
619void 562void
620fix_stopped_item (object *op, maptile *map, object *originator) 563fix_stopped_item (object *op, maptile *map, object *originator)
621{ 564{
622 if (map == NULL) 565 if (map == NULL)
623 return; 566 return;
567
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 568 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 569 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 570 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 571 merge_ob (op, NULL); /* only some arrows actually need this */
628} 572}
629 573
630
631object * 574object *
632fix_stopped_arrow (object *op) 575fix_stopped_arrow (object *op)
633{ 576{
634 if (rndm (0, 99) < op->stats.food) 577 if (rndm (0, 99) < op->stats.food)
635 { 578 {
636 /* Small chance of breaking */ 579 /* Small chance of breaking */
637 op->destroy (); 580 op->destroy ();
638 return NULL; 581 return NULL;
639 } 582 }
640 583
584 op->set_speed (0);
641 op->direction = 0; 585 op->direction = 0;
642 op->move_on = 0; 586 op->move_on = 0;
643 op->move_type = 0; 587 op->move_type = 0;
644 op->speed = 0; 588 op->skill = 0; // really?
645 update_ob_speed (op); 589
590 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 591 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 592 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 593 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 594
652 if (op->spellarg != NULL) 595 if (op->spellarg)
653 { 596 {
654 op->slaying = op->spellarg; 597 op->slaying = op->spellarg;
655 free (op->spellarg); 598 free (op->spellarg);
656 op->spellarg = NULL; 599 op->spellarg = 0;
657 } 600 }
658 else 601 else
659 op->slaying = NULL; 602 op->slaying = 0;
660 603
661 /* Reset these to zero, so that object::can_merge will work properly */ 604 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 605 op->spellarg = NULL;
663 op->stats.sp = 0; 606 op->stats.sp = 0;
664 op->stats.hp = 0; 607 op->stats.hp = 0;
665 op->stats.grace = 0; 608 op->stats.grace = 0;
666 op->level = 0; 609 op->level = 0;
667 op->face = op->arch->clone.face; 610 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 611 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 612 update_object (op, UP_OBJ_CHANGE);
670 return op; 613 return op;
671} 614}
672 615
673/* stop_arrow() - what to do when a non-living flying object 616/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 617 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 618 * here too. -b.t.
676 * 619 *
677 * Returns a pointer to the stopped object (which will have been removed 620 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 621 * from maps or inventories), or NULL if was destroyed.
679 */ 622 */
680
681static void 623static void
682stop_arrow (object *op) 624stop_arrow (object *op)
683{ 625{
684 if (INVOKE_OBJECT (STOP, op)) 626 if (INVOKE_OBJECT (STOP, op))
685 return; 627 return;
694 op->destroy (); 636 op->destroy ();
695 } 637 }
696 else 638 else
697 { 639 {
698 op = fix_stopped_arrow (op); 640 op = fix_stopped_arrow (op);
641
699 if (op) 642 if (op)
700 merge_ob (op, NULL); 643 merge_ob (op, 0);
701 } 644 }
702} 645}
703 646
704/* Move an arrow along its course. op is the arrow or thrown object. 647/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 648 */
706
707void 649void
708move_arrow (object *op) 650move_arrow (object *op)
709{ 651{
710 object *tmp; 652 object *tmp;
711 sint16 new_x, new_y; 653 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
784 */ 726 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 728 {
787 int number = op->face->number; 729 int number = op->face;
788 730
789 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
790 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
803 } 734 }
804 else 735 else
805 { 736 {
806 /* Attack the object. */ 737 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 911 * 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 912 * 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 913 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 914 * N times without the speed check.
984 */ 915 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 916 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 917 move_teleporter (op->more);
987 918
988 if (op->head) 919 if (op->head)
989 head = op->head; 920 head = op->head;
990 921
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 922 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 923 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 924 break;
994 925
995 /* If nothing above us to move, nothing to do */ 926 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 927 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 932 if (tmp->type == PLAYER)
1002 { 933 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 935 return;
1005 936
1006 enter_exit (tmp, head); 937 tmp->enter_exit (head);
1007 } 938 }
1008 else 939 else
1009 /* Currently only players can transfer maps */ 940 /* Currently only players can transfer maps */
1010 return; 941 return;
1011 } 942 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 961 return;
1031 teleport (head, TELEPORTER, tmp); 962 teleport (head, TELEPORTER, tmp);
1032 } 963 }
1033} 964}
1034
1035 965
1036/* This object will teleport someone to a different map 966/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 967 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 968 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 969 can't be generalized.
1040*/ 970*/
1041
1042void 971void
1043move_player_changer (object *op) 972move_player_changer (object *op)
1044{ 973{
1045 object *player; 974 object *player;
1046 object *walk; 975 object *walk;
1047 char c;
1048 976
1049 if (!op->above || !EXIT_PATH (op)) 977 if (!op->above || !EXIT_PATH (op))
1050 return; 978 return;
1051 979
1052 /* This isn't all that great - means that the player_mover 980 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 981 * needs to be on top.
1054 */ 982 */
1055 if (op->above->type == PLAYER) 983 if (op->above->type == PLAYER)
1056 { 984 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 985 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 986 return;
987
1059 player = op->above; 988 player = op->above;
1060 989
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 990 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 991 apply_changes_to_player (player, walk);
1063 992
1064 fix_player (player); 993 player->update_stats ();
1065 994
1066 esrv_send_inventory (op->above, op->above); 995 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 996 esrv_update_item (UPD_FACE, op->above, op->above);
1068 997
1069 /* update players death & WoR home-position */ 998 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 999 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 1000 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1001 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 1002 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 1003 player->contr->bed_y = EXIT_Y (op);
1076 } 1004 }
1077 else 1005 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1006 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 1007
1080 enter_exit (op->above, op); 1008 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1009 }
1083} 1010}
1084 1011
1085/* firewalls fire other spells. 1012/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1013 * The direction of the wall is stored in op->stats.sp.
1093 1020
1094 if (!op->map) 1021 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1022 return; /* dm has created a firewall in his inventory */
1096 1023
1097 spell = op->inv; 1024 spell = op->inv;
1025
1098 if (!spell || spell->type != SPELL) 1026 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1027 spell = op->other_arch;
1028
1100 if (!spell) 1029 if (!spell)
1101 { 1030 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1031 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1032 return;
1104 } 1033 }
1105 1034
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1035 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1036}
1108
1109 1037
1110/* move_player_mover: this function takes a "player mover" as an 1038/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1039 * argument, and performs the function of a player mover, which is:
1112 * 1040 *
1113 * a player mover finds any players that are sitting on it. It 1041 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1045 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1046 */
1119void 1047void
1120move_player_mover (object *op) 1048move_player_mover (object *op)
1121{ 1049{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1050 int dir = op->stats.sp;
1124 sint16 nx, ny; 1051 sint16 nx, ny;
1125 maptile *m; 1052 maptile *m;
1126 1053
1127 /* Determine direction now for random movers so we do the right thing */ 1054 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1055 if (!dir)
1129 dir = rndm (1, 8); 1056 dir = rndm (1, 8);
1130 1057
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1058 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1059 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1060 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1061 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1062 {
1136 1063
1146 nx = op->x + freearr_x[dir]; 1073 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1074 ny = op->y + freearr_y[dir];
1148 m = op->map; 1075 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1076 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1077 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1078 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; 1079 return;
1153 } 1080 }
1154 1081
1155 if (should_director_abort (op, victim)) 1082 if (should_director_abort (op, victim))
1156 return; 1083 return;
1157 1084
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1085 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1086 {
1160 if (nextmover->type == PLAYERMOVER) 1087 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1088 nextmover->speed_left = -.99f;
1089
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1090 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1091 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1092 }
1167 1093
1168 if (victim->type == PLAYER) 1094 if (victim->type == PLAYER)
1169 { 1095 {
1170 /* only level >=1 movers move people */ 1096 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1100 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1101 * place. This can happen if the player used a spell to
1176 * get to this space. 1102 * get to this space.
1177 */ 1103 */
1178 victim->contr->fire_on = 0; 1104 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1105 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1106 move_player (victim, dir);
1181 } 1107 }
1182 else 1108 else
1183 return; 1109 return;
1184 } 1110 }
1188 if (!op->stats.maxsp && op->attacktype) 1114 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1115 op->stats.maxsp = 2;
1190 1116
1191 if (op->attacktype) 1117 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1118 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1119 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1195 /* Not sure why, but for some chars on metalforge, they
1196 * would sometimes get -inf speed_left, and from the
1197 * description, it could only happen here, so just put
1198 * a lower sanity limit. My only guess is that the
1199 * mover has 0 speed.
1200 */
1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1203 } 1120 }
1204 } 1121 }
1205 } 1122 }
1206} 1123}
1207 1124
1217{ 1134{
1218 object *tmp; 1135 object *tmp;
1219 1136
1220 if (!op->other_arch) 1137 if (!op->other_arch)
1221 { 1138 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1139 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1140 return;
1224 } 1141 }
1225 1142
1226 if (op->above == NULL) 1143 if (op->above == NULL)
1227 return; 1144 return;
1145
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1146 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1147 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1148 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1149 {
1232 if (op->level <= 0) 1150 if (op->level <= 0)
1233 tmp->destroy (); 1151 tmp->destroy ();
1234 else 1152 else
1235 { 1153 {
1257 * has to make sure that there is in fact space for the object. 1175 * has to make sure that there is in fact space for the object.
1258 * It should really do this for small objects also, but there is 1176 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1177 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1178 * outside of the map which would cause the server to crash
1261*/ 1179*/
1262
1263void 1180void
1264move_creator (object *creator) 1181move_creator (object *creator)
1265{ 1182{
1266 object *new_ob; 1183 object *new_ob;
1267 1184
1292 } 1209 }
1293 else 1210 else
1294 { 1211 {
1295 if (creator->other_arch == NULL) 1212 if (creator->other_arch == NULL)
1296 { 1213 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1214 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1215 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1216 return;
1300 } 1217 }
1301 1218
1302 new_ob = object_create_arch (creator->other_arch); 1219 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1220 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1224 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1308 { 1225 {
1309 new_ob->destroy (); 1226 new_ob->destroy ();
1310 return; 1227 return;
1311 } 1228 }
1229
1230 // for now lets try to identify everything generated here, it mostly
1231 // happens automated, so this will at least fix many identify-experience holes
1232 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1233
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1235 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1236 return;
1316 1237
1326 with a specific code as the slaying field. 1247 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1248 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1249 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1250 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.*/ 1251 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1252void
1333move_marker (object *op) 1253move_marker (object *op)
1334{ 1254{
1335 object *tmp, *tmp2; 1255 if (object *tmp = op->ms ().player ())
1336
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 { 1256 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1257 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1258 if (object *force = tmp->force_find (op->name))
1259 force->destroy ();
1260
1261 if (!tmp->force_find (op->slaying))
1344 { 1262 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1263 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1264
1265 if (op->msg)
1266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1267
1268 if (op->stats.hp > 0)
1347 } 1269 {
1270 op->stats.hp--;
1348 1271
1349 if (tmp2)
1350 tmp2->destroy ();
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1272 if (op->stats.hp == 0)
1368 { 1273 {
1369 force->speed = 0.01; 1274 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1275 op->destroy ();
1276 return;
1371 } 1277 }
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 } 1278 }
1393 } /* if tmp2 == NULL */ 1279 }
1394 } /* if tmp->type == PLAYER */ 1280 }
1395 } /* For all objects on this space */
1396} 1281}
1397 1282
1398int 1283void
1399process_object (object *op) 1284process_object (object *op)
1400{ 1285{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1286 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1287 return;
1403 1288
1404 if (INVOKE_OBJECT (TICK, op)) 1289 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1290 return;
1406 1291
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1292 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1293 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1294 return;
1410 1295
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1296 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1297 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1298 animate_object (op, op->contr ? op->facing : op->direction);
1417 1299
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1300 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1301 make_sure_seen (op);
1420 } 1302 }
1421 1303
1304 if (expect_false (
1305 op->flag [FLAG_GENERATOR]
1306 || op->flag [FLAG_CHANGING]
1307 || op->flag [FLAG_IS_USED_UP]
1308 ))
1309 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1310 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1311 {
1424 change_object (op); 1312 change_object (op);
1425 return 1; 1313 return;
1426 } 1314 }
1427 1315
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1316 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1317 generate_monster (op);
1430 1318
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1319 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1320 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1321 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1322 remove_force (op);
1435 else 1323 else
1436 { 1324 {
1437 /* IF necessary, delete the item from the players inventory */ 1325 /* If necessary, delete the item from the players inventory */
1438 object *pl = op->in_player (); 1326 object *pl = op->in_player ();
1439 1327
1440 if (pl) 1328 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1329 esrv_del_item (pl->contr, op->count);
1442 1330
1443 op->remove (); 1331 op->remove ();
1444 1332
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1334 make_sure_not_seen (op);
1447 1335
1448 op->destroy (); 1336 op->destroy ();
1449 } 1337 }
1450 1338
1451 return 1; 1339 return;
1340 }
1452 } 1341 }
1453 1342
1454 switch (op->type) 1343 switch (op->type)
1455 { 1344 {
1456 case SPELL_EFFECT: 1345 case SPELL_EFFECT:
1457 move_spell_effect (op); 1346 move_spell_effect (op);
1458 return 1; 1347 break;
1459 1348
1460 case ROD: 1349 case ROD:
1461 case HORN: 1350 case HORN:
1462 regenerate_rod (op); 1351 regenerate_rod (op);
1463 return 1; 1352 break;
1464 1353
1465 case FORCE: 1354 case FORCE:
1466 case POTION_EFFECT: 1355 case POTION_EFFECT:
1467 remove_force (op); 1356 remove_force (op);
1468 return 1; 1357 break;
1469 1358
1470 case BLINDNESS: 1359 case BLINDNESS:
1471 remove_blindness (op); 1360 remove_blindness (op);
1472 return 0; 1361 break;
1473 1362
1474 case POISONING: 1363 case POISONING:
1475 poison_more (op); 1364 poison_more (op);
1476 return 0; 1365 break;
1477 1366
1478 case DISEASE: 1367 case DISEASE:
1479 move_disease (op); 1368 move_disease (op);
1480 return 0; 1369 break;
1481 1370
1482 case SYMPTOM: 1371 case SYMPTOM:
1483 move_symptom (op); 1372 move_symptom (op);
1484 return 0; 1373 break;
1485 1374
1486 case THROWN_OBJ: 1375 case THROWN_OBJ:
1487 case ARROW: 1376 case ARROW:
1488 move_arrow (op); 1377 move_arrow (op);
1489 return 0; 1378 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1379
1495 case DOOR: 1380 case DOOR:
1496 remove_door (op); 1381 remove_door (op);
1497 return 0; 1382 break;
1498 1383
1499 case LOCKED_DOOR: 1384 case LOCKED_DOOR:
1500 remove_door2 (op); 1385 remove_door2 (op);
1501 return 0; 1386 break;
1502 1387
1503 case TELEPORTER: 1388 case TELEPORTER:
1504 move_teleporter (op); 1389 move_teleporter (op);
1505 return 0; 1390 break;
1506 1391
1507 case GOLEM: 1392 case GOLEM:
1508 move_golem (op); 1393 move_golem (op);
1509 return 0; 1394 break;
1510 1395
1511 case EARTHWALL: 1396 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1397 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1398 break;
1514 1399
1515 case FIREWALL: 1400 case FIREWALL:
1516 move_firewall (op); 1401 move_firewall (op);
1517 if (op->stats.maxsp) 1402 if (op->stats.maxsp)
1518 animate_turning (op); 1403 animate_turning (op);
1519 return 0; 1404 break;
1520 1405
1521 case MOOD_FLOOR: 1406 case MOOD_FLOOR:
1522 do_mood_floor (op); 1407 do_mood_floor (op);
1523 return 0; 1408 break;
1524 1409
1525 case GATE: 1410 case GATE:
1526 move_gate (op); 1411 move_gate (op);
1527 return 0; 1412 break;
1528 1413
1529 case TIMED_GATE: 1414 case TIMED_GATE:
1530 move_timed_gate (op); 1415 move_timed_gate (op);
1531 return 0; 1416 break;
1532 1417
1533 case TRIGGER: 1418 case TRIGGER:
1534 case TRIGGER_BUTTON: 1419 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1420 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1421 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1422 animate_trigger (op);
1538 return 0; 1423 break;
1539 1424
1540 case DETECTOR: 1425 case DETECTOR:
1541 move_detector (op); 1426 move_detector (op);
1542 1427
1543 case DIRECTOR: 1428 case DIRECTOR:
1544 if (op->stats.maxsp) 1429 if (op->stats.maxsp)
1545 animate_turning (op); 1430 animate_turning (op);
1546 return 0; 1431 break;
1547 1432
1548 case HOLE: 1433 case HOLE:
1549 move_hole (op); 1434 move_hole (op);
1550 return 0; 1435 break;
1551 1436
1552 case DEEP_SWAMP: 1437 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1438 move_deep_swamp (op);
1554 return 0; 1439 break;
1555 1440
1556 case RUNE: 1441 case RUNE:
1557 case TRAP: 1442 case TRAP:
1558 move_rune (op); 1443 move_rune (op);
1559 return 0; 1444 break;
1560 1445
1561 case PLAYERMOVER: 1446 case PLAYERMOVER:
1562 move_player_mover (op); 1447 move_player_mover (op);
1563 return 0; 1448 break;
1564 1449
1565 case CREATOR: 1450 case CREATOR:
1566 move_creator (op); 1451 move_creator (op);
1567 return 0; 1452 break;
1568 1453
1569 case MARKER: 1454 case MARKER:
1570 move_marker (op); 1455 move_marker (op);
1571 return 0; 1456 break;
1572 1457
1573 case PLAYER_CHANGER: 1458 case PLAYER_CHANGER:
1574 move_player_changer (op); 1459 move_player_changer (op);
1575 return 0; 1460 break;
1576 1461
1577 case PEACEMAKER: 1462 case PEACEMAKER:
1578 move_peacemaker (op); 1463 move_peacemaker (op);
1579 return 0; 1464 break;
1580 }
1581 1465
1582 return 0; 1466 case PLAYER:
1467 // players have their own speed-management, so undo the --speed_left
1468 ++op->speed_left;
1469 break;
1470 }
1583} 1471}
1472

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines