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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 1.35 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;
144{ 140{
145 int i; 141 int i;
146 object *op, *head = NULL, *prev = NULL; 142 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch; 143 archetype *at = gen->other_arch;
148 144
149 if (gen->other_arch == NULL) 145 if (!gen->other_arch)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return; 146 return;
153 } 147
154 /* Code below assumes the generator is on a map, as it tries 148 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator 149 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit. 150 * isn't on a map, complain and exit.
157 */ 151 */
158 if (gen->map == NULL) 152 if (!gen->map)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return; 153 return;
162 } 154
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1) 156 if (i == -1)
165 return; 157 return;
158
166 while (at != NULL) 159 while (at)
167 { 160 {
168 op = arch_to_object (at); 161 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 162 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y; 163 op->y = gen->y + freearr_y[i] + at->clone.y;
171 164
172 if (head != NULL) 165 if (head)
173 op->head = head, prev->more = op; 166 op->head = head, prev->more = op;
174 167
175 if (rndm (0, 9)) 168 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 169 generate_artifact (op, gen->map->difficulty);
170
177 insert_ob_in_map (op, gen->map, gen, 0); 171 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED)) 172 if (QUERY_FLAG (op, FLAG_FREED))
179 return; 173 return;
174
180 if (op->has_random_items ()) 175 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
182 if (head == NULL) 178 if (head == NULL)
183 head = op; 179 head = op;
180
184 prev = op; 181 prev = op;
185 at = at->more; 182 at = at->more;
186 } 183 }
187} 184}
188 185
190generate_monster (object *gen) 187generate_monster (object *gen)
191{ 188{
192 189
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 191 return;
192
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 194 generate_monster_inv (gen);
197 else 195 else
198 generate_monster_arch (gen); 196 generate_monster_arch (gen);
199 197
203remove_force (object *op) 201remove_force (object *op)
204{ 202{
205 if (--op->duration > 0) 203 if (--op->duration > 0)
206 return; 204 return;
207 205
206 if (op->env)
208 switch (op->subtype) 207 switch (op->subtype)
209 { 208 {
210 case FORCE_CONFUSION: 209 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 210 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 212
217 default: 213 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 215 change_abil (op->env, op);
222 fix_player (op->env); 216 op->env->update_stats ();
223 }
224 } 217 }
225 218
226 op->destroy (); 219 op->destroy ();
227} 220}
228 221
229void 222void
232 if (--op->stats.food > 0) 225 if (--op->stats.food > 0)
233 return; 226 return;
234 227
235 CLEAR_FLAG (op, FLAG_APPLIED); 228 CLEAR_FLAG (op, FLAG_APPLIED);
236 229
237 if (op->env != NULL) 230 if (op->env)
238 { 231 {
239 change_abil (op->env, op); 232 change_abil (op->env, op);
240 fix_player (op->env); 233 op->env->update_stats ();
241 } 234 }
242 235
243 op->destroy (); 236 op->destroy ();
244} 237}
245 238
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'
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;
980 * there is an old multipart teleporter in which the other parts 963 * 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 964 * 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 965 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 966 * N times without the speed check.
984 */ 967 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 968 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 969 move_teleporter (op->more);
987 970
988 if (op->head) 971 if (op->head)
989 head = op->head; 972 head = op->head;
990 973
1001 if (tmp->type == PLAYER) 984 if (tmp->type == PLAYER)
1002 { 985 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 986 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 987 return;
1005 988
1006 enter_exit (tmp, head); 989 tmp->enter_exit (head);
1007 } 990 }
1008 else 991 else
1009 /* Currently only players can transfer maps */ 992 /* Currently only players can transfer maps */
1010 return; 993 return;
1011 } 994 }
1036/* This object will teleport someone to a different map 1019/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 1020 and will also apply changes to the player from its inventory.
1038 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
1039 can't be generalized. 1022 can't be generalized.
1040*/ 1023*/
1041
1042void 1024void
1043move_player_changer (object *op) 1025move_player_changer (object *op)
1044{ 1026{
1045 object *player; 1027 object *player;
1046 object *walk; 1028 object *walk;
1047 char c;
1048 1029
1049 if (!op->above || !EXIT_PATH (op)) 1030 if (!op->above || !EXIT_PATH (op))
1050 return; 1031 return;
1051 1032
1052 /* This isn't all that great - means that the player_mover 1033 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 1034 * needs to be on top.
1054 */ 1035 */
1055 if (op->above->type == PLAYER) 1036 if (op->above->type == PLAYER)
1056 { 1037 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 1039 return;
1040
1059 player = op->above; 1041 player = op->above;
1060 1042
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 1043 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 1044 apply_changes_to_player (player, walk);
1063 1045
1064 fix_player (player); 1046 player->update_stats ();
1065 1047
1066 esrv_send_inventory (op->above, op->above); 1048 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 1049 esrv_update_item (UPD_FACE, op->above, op->above);
1068 1050
1069 /* update players death & WoR home-position */ 1051 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 1052 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 1053 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1054 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 1055 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 1056 player->contr->bed_y = EXIT_Y (op);
1076 } 1057 }
1077 else 1058 else
1078 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));
1079 1060
1080 enter_exit (op->above, op); 1061 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1062 }
1083} 1063}
1084 1064
1085/* firewalls fire other spells. 1065/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1066 * The direction of the wall is stored in op->stats.sp.
1093 1073
1094 if (!op->map) 1074 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1075 return; /* dm has created a firewall in his inventory */
1096 1076
1097 spell = op->inv; 1077 spell = op->inv;
1078
1098 if (!spell || spell->type != SPELL) 1079 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1080 spell = &op->other_arch->clone;
1081
1100 if (!spell) 1082 if (!spell)
1101 { 1083 {
1102 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);
1103 return; 1085 return;
1104 } 1086 }
1105 1087
1106 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);
1107} 1089}
1108
1109 1090
1110/* move_player_mover: this function takes a "player mover" as an 1091/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1092 * argument, and performs the function of a player mover, which is:
1112 * 1093 *
1113 * 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
1146 nx = op->x + freearr_x[dir]; 1127 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1128 ny = op->y + freearr_y[dir];
1148 m = op->map; 1129 m = op->map;
1149 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)
1150 { 1131 {
1151 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);
1152 return; 1133 return;
1153 } 1134 }
1154 1135
1155 if (should_director_abort (op, victim)) 1136 if (should_director_abort (op, victim))
1156 return; 1137 return;
1217{ 1198{
1218 object *tmp; 1199 object *tmp;
1219 1200
1220 if (!op->other_arch) 1201 if (!op->other_arch)
1221 { 1202 {
1222 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");
1223 return; 1204 return;
1224 } 1205 }
1225 1206
1226 if (op->above == NULL) 1207 if (op->above == NULL)
1227 return; 1208 return;
1292 } 1273 }
1293 else 1274 else
1294 { 1275 {
1295 if (creator->other_arch == NULL) 1276 if (creator->other_arch == NULL)
1296 { 1277 {
1297 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",
1298 creator->x, creator->y); 1279 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1280 return;
1300 } 1281 }
1301 1282
1302 new_ob = object_create_arch (creator->other_arch); 1283 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1330 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.*/
1331 1312
1332void 1313void
1333move_marker (object *op) 1314move_marker (object *op)
1334{ 1315{
1316 if (object *tmp = op->ms ().player ())
1317 {
1335 object *tmp, *tmp2; 1318 object *tmp2;
1336 1319
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 */ 1320 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1344 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1346 break;
1347 } 1323 {
1348
1349 if (tmp2)
1350 tmp2->destroy (); 1324 tmp2->destroy ();
1325 break;
1326 }
1351 1327
1352 /* 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
1353 * place 1329 * place
1354 */ 1330 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break; 1333 break;
1359 }
1360 1334
1361 /* if we didn't find our own MARK */ 1335 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1336 if (tmp2 == NULL)
1363 { 1337 {
1364 object *force = get_archetype (FORCE_NAME); 1338 object *force = get_archetype (FORCE_NAME);
1365 1339
1366 force->speed = 0;
1367 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)
1368 { 1362 {
1369 force->speed = 0.01; 1363 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1364 op->destroy ();
1365 return;
1371 } 1366 }
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 } 1367 }
1393 } /* if tmp2 == NULL */ 1368 }
1394 } /* if tmp->type == PLAYER */ 1369 }
1395 } /* For all objects on this space */
1396} 1370}
1397 1371
1398int 1372int
1399process_object (object *op) 1373process_object (object *op)
1400{ 1374{
1484 return 0; 1458 return 0;
1485 1459
1486 case THROWN_OBJ: 1460 case THROWN_OBJ:
1487 case ARROW: 1461 case ARROW:
1488 move_arrow (op); 1462 move_arrow (op);
1489 return 0;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0; 1463 return 0;
1494 1464
1495 case DOOR: 1465 case DOOR:
1496 remove_door (op); 1466 remove_door (op);
1497 return 0; 1467 return 0;

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