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Comparing deliantra/server/server/time.C (file contents):
Revision 1.18 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.35 by root, Tue Jan 9 01:28:32 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;
133 if (rndm (0, 9)) 129 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty); 130 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]); 131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED)) 132 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 133 return;
138 if (HAS_RANDOM_ITEMS (head)) 134 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); 135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140} 136}
141 137
142void 138void
143generate_monster_arch (object *gen) 139generate_monster_arch (object *gen)
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;
180 if (HAS_RANDOM_ITEMS (op)) 174
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
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'
459 int last = op->value; 447 int last = op->value;
460 int detected; 448 int detected;
461 449
462 detected = 0; 450 detected = 0;
463 451
464 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
465 { 453 {
466 object *tmp2; 454 object *tmp2;
467 455
468 if (op->stats.hp) 456 if (op->stats.hp)
469 { 457 {
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;
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;
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;
766 } 749 }
767 750
768 /* only need to look for living creatures if this flag is set */ 751 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 752 if (mflags & P_IS_ALIVE)
770 { 753 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 755 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 756 break;
774 757
775 /* Not really fair, but don't let monsters hit themselves with 758 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 759 * their own arrow - this can be because they fire it then
908 * Modified this routine to allow held objects. b.t. */ 891 * Modified this routine to allow held objects. b.t. */
909 892
910void 893void
911change_object (object *op) 894change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 895{ /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j; 896 int i, j;
915 897
916 if (op->other_arch == NULL) 898 if (op->other_arch == NULL)
917 { 899 {
918 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
925 if (op->stats.food-- > 0) 907 if (op->stats.food-- > 0)
926 return; 908 return;
927 else 909 else
928 op->stats.food = 1; /* so 1 other_arch is made */ 910 op->stats.food = 1; /* so 1 other_arch is made */
929 } 911 }
912
913 object *pl = op->in_player ();
930 env = op->env; 914 object *env = op->env;
915
931 op->remove (); 916 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++) 917 for (i = 0; i < NROFNEWOBJS (op); i++)
933 { 918 {
934 tmp = arch_to_object (op->other_arch); 919 object *tmp = arch_to_object (op->other_arch);
920
935 if (op->type == LAMP) 921 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1; 922 tmp->stats.food = op->stats.food - 1;
923
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env) 925 if (env)
939 { 926 {
940 tmp->x = env->x, tmp->y = env->y; 927 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env); 928 tmp = insert_ob_in_ob (tmp, env);
929
942 /* If this object is the players inventory, we need to tell the 930 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the 931 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below. 932 * updating the client, so we don't need to do that below.
945 */ 933 */
946 if ((pl = is_player_inv (env)) != NULL) 934 if (pl)
947 { 935 {
948 esrv_del_item (pl->contr, op->count); 936 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp); 937 esrv_send_item (pl, tmp);
950 } 938 }
951 } 939 }
975 * there is an old multipart teleporter in which the other parts 963 * there is an old multipart teleporter in which the other parts
976 * have speed, we don't really want to call it twice for the same 964 * have speed, we don't really want to call it twice for the same
977 * function - in fact, as written below, part N would get called 965 * function - in fact, as written below, part N would get called
978 * N times without the speed check. 966 * N times without the speed check.
979 */ 967 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 968 if (op->more && !op->more->has_active_speed ())
981 move_teleporter (op->more); 969 move_teleporter (op->more);
982 970
983 if (op->head) 971 if (op->head)
984 head = op->head; 972 head = op->head;
985 973
996 if (tmp->type == PLAYER) 984 if (tmp->type == PLAYER)
997 { 985 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 986 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return; 987 return;
1000 988
1001 enter_exit (tmp, head); 989 tmp->enter_exit (head);
1002 } 990 }
1003 else 991 else
1004 /* Currently only players can transfer maps */ 992 /* Currently only players can transfer maps */
1005 return; 993 return;
1006 } 994 }
1031/* This object will teleport someone to a different map 1019/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 1020 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 1021 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 1022 can't be generalized.
1035*/ 1023*/
1036
1037void 1024void
1038move_player_changer (object *op) 1025move_player_changer (object *op)
1039{ 1026{
1040 object *player; 1027 object *player;
1041 object *walk; 1028 object *walk;
1042 char c;
1043 1029
1044 if (!op->above || !EXIT_PATH (op)) 1030 if (!op->above || !EXIT_PATH (op))
1045 return; 1031 return;
1046 1032
1047 /* This isn't all that great - means that the player_mover 1033 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 1034 * needs to be on top.
1049 */ 1035 */
1050 if (op->above->type == PLAYER) 1036 if (op->above->type == PLAYER)
1051 { 1037 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 1039 return;
1040
1054 player = op->above; 1041 player = op->above;
1055 1042
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 1043 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 1044 apply_changes_to_player (player, walk);
1058 1045
1059 fix_player (player); 1046 player->update_stats ();
1060 1047
1061 esrv_send_inventory (op->above, op->above); 1048 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 1049 esrv_update_item (UPD_FACE, op->above, op->above);
1063 1050
1064 /* update players death & WoR home-position */ 1051 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 1052 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 1053 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1054 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 1055 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 1056 player->contr->bed_y = EXIT_Y (op);
1071 } 1057 }
1072 else 1058 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1059 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 1060
1075 enter_exit (op->above, op); 1061 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 1062 }
1078} 1063}
1079 1064
1080/* firewalls fire other spells. 1065/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 1066 * The direction of the wall is stored in op->stats.sp.
1088 1073
1089 if (!op->map) 1074 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 1075 return; /* dm has created a firewall in his inventory */
1091 1076
1092 spell = op->inv; 1077 spell = op->inv;
1078
1093 if (!spell || spell->type != SPELL) 1079 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1080 spell = &op->other_arch->clone;
1081
1095 if (!spell) 1082 if (!spell)
1096 { 1083 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1085 return;
1099 } 1086 }
1100 1087
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1088 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1089}
1103
1104 1090
1105/* move_player_mover: this function takes a "player mover" as an 1091/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1092 * argument, and performs the function of a player mover, which is:
1107 * 1093 *
1108 * a player mover finds any players that are sitting on it. It 1094 * a player mover finds any players that are sitting on it. It
1121 1107
1122 /* Determine direction now for random movers so we do the right thing */ 1108 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1109 if (!dir)
1124 dir = rndm (1, 8); 1110 dir = rndm (1, 8);
1125 1111
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1127 { 1113 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1115 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1116 {
1131 1117
1141 nx = op->x + freearr_x[dir]; 1127 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1128 ny = op->y + freearr_y[dir];
1143 m = op->map; 1129 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1130 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1131 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1132 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1133 return;
1148 } 1134 }
1149 1135
1150 if (should_director_abort (op, victim)) 1136 if (should_director_abort (op, victim))
1151 return; 1137 return;
1152 1138
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1154 { 1140 {
1155 if (nextmover->type == PLAYERMOVER) 1141 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1142 nextmover->speed_left = -.99;
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 { 1144 {
1212{ 1198{
1213 object *tmp; 1199 object *tmp;
1214 1200
1215 if (!op->other_arch) 1201 if (!op->other_arch)
1216 { 1202 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1203 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1204 return;
1219 } 1205 }
1220 1206
1221 if (op->above == NULL) 1207 if (op->above == NULL)
1222 return; 1208 return;
1287 } 1273 }
1288 else 1274 else
1289 { 1275 {
1290 if (creator->other_arch == NULL) 1276 if (creator->other_arch == NULL)
1291 { 1277 {
1292 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1293 creator->x, creator->y); 1279 &creator->name, &creator->map->path, creator->x, creator->y);
1294 return; 1280 return;
1295 } 1281 }
1296 1282
1297 new_ob = object_create_arch (creator->other_arch); 1283 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1325 unless hp was zero to start with, in which case it is infinite.*/ 1311 unless hp was zero to start with, in which case it is infinite.*/
1326 1312
1327void 1313void
1328move_marker (object *op) 1314move_marker (object *op)
1329{ 1315{
1316 if (object *tmp = op->ms ().player ())
1317 {
1330 object *tmp, *tmp2; 1318 object *tmp2;
1331 1319
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */ 1320 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1339 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1341 break;
1342 } 1323 {
1343
1344 if (tmp2)
1345 tmp2->destroy (); 1324 tmp2->destroy ();
1325 break;
1326 }
1346 1327
1347 /* cycle through his inventory to look for the MARK we want to 1328 /* cycle through his inventory to look for the MARK we want to
1348 * place 1329 * place
1349 */ 1330 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1353 break; 1333 break;
1354 }
1355 1334
1356 /* if we didn't find our own MARK */ 1335 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL) 1336 if (tmp2 == NULL)
1358 { 1337 {
1359 object *force = get_archetype (FORCE_NAME); 1338 object *force = get_archetype (FORCE_NAME);
1360 1339
1361 force->speed = 0;
1362 if (op->stats.food) 1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357
1358 if (op->stats.hp > 0)
1359 {
1360 op->stats.hp--;
1361 if (op->stats.hp == 0)
1363 { 1362 {
1364 force->speed = 0.01; 1363 /* marker expires--granted mark number limit */
1365 force->speed_left = -op->stats.food; 1364 op->destroy ();
1365 return;
1366 } 1366 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 } 1367 }
1388 } /* if tmp2 == NULL */ 1368 }
1389 } /* if tmp->type == PLAYER */ 1369 }
1390 } /* For all objects on this space */
1391} 1370}
1392 1371
1393int 1372int
1394process_object (object *op) 1373process_object (object *op)
1395{ 1374{
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1407 if (QUERY_FLAG (op, FLAG_APPLIED))
1429 remove_force (op); 1408 remove_force (op);
1430 else 1409 else
1431 { 1410 {
1432 /* IF necessary, delete the item from the players inventory */ 1411 /* IF necessary, delete the item from the players inventory */
1433 object *pl = is_player_inv (op); 1412 object *pl = op->in_player ();
1434 1413
1435 if (pl) 1414 if (pl)
1436 esrv_del_item (pl->contr, op->count); 1415 esrv_del_item (pl->contr, op->count);
1437 1416
1438 op->remove (); 1417 op->remove ();
1479 return 0; 1458 return 0;
1480 1459
1481 case THROWN_OBJ: 1460 case THROWN_OBJ:
1482 case ARROW: 1461 case ARROW:
1483 move_arrow (op); 1462 move_arrow (op);
1484 return 0;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0; 1463 return 0;
1489 1464
1490 case DOOR: 1465 case DOOR:
1491 remove_door (op); 1466 remove_door (op);
1492 return 0; 1467 return 0;

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