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Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.55 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/* 25/*
26 * 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
27 * collected in this file. 27 * collected in this file.
41 object *tmp; 41 object *tmp;
42 42
43 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
44 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)
45 { 45 {
46 tmp->set_speed (0.1); 46 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
48 } 48 }
49 49
50 if (op->other_arch) 50 if (op->other_arch)
51 { 51 {
52 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
70 { 70 {
71 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]);
72 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 73 { /* same key both doors */
74 tmp->set_speed (0.1); 74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
76 } 76 }
77 } 77 }
78 78
79 if (op->other_arch) 79 if (op->other_arch)
80 { 80 {
87 } 87 }
88 88
89 op->destroy (); 89 op->destroy ();
90} 90}
91 91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 92void
96generate_monster_inv (object *gen) 93generate_monster (object *gen)
97{ 94{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 95 if (!gen->map)
153 return; 96 return;
154 97
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 99 return;
192 100
101 object *op;
102
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
195 else 120 else
196 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
197 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
198} 147}
199 148
200void 149void
201remove_force (object *op) 150remove_force (object *op)
202{ 151{
245 return; 194 return;
246 } 195 }
247 196
248 if (op->stats.food == 1) 197 if (op->stats.food == 1)
249 { 198 {
250 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 200 * will not do anything.
252 */ 201 */
253 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
254 { 203 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
271} 220}
272 221
273 222
274void 223void
275move_gate (object *op) 224move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
277 object *tmp; 226 object *tmp;
278 227
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 229 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
353 */ 302 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 304 {
356 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
359 309
360 if (tmp != NULL) 310 if (tmp)
361 { 311 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 313 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
365 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 318 }
368 else 319 else
369 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
455 406
456 if (op->stats.hp) 407 if (op->stats.hp)
457 { 408 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 410 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 412 detected = 1;
413
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 415 detected = 1;
464 } 416 }
465 } 417 }
418
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 420 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 422 detected = 1;
472 } 423 }
473 424
474 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
604void 555void
605fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
606{ 557{
607 if (map == NULL) 558 if (map == NULL)
608 return; 559 return;
560
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 563 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
613} 565}
614 566
615
616object * 567object *
617fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
618{ 569{
619 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
620 { 571 {
623 return NULL; 574 return NULL;
624 } 575 }
625 576
626 op->set_speed (0); 577 op->set_speed (0);
627 op->direction = 0; 578 op->direction = 0;
628 op->move_on = 0; 579 op->move_on = 0;
629 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 587
636 if (op->spellarg != NULL) 588 if (op->spellarg)
637 { 589 {
638 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
639 free (op->spellarg); 591 free (op->spellarg);
640 op->spellarg = NULL; 592 op->spellarg = 0;
641 } 593 }
642 else 594 else
643 op->slaying = NULL; 595 op->slaying = 0;
644 596
645 /* Reset these to zero, so that object::can_merge will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 598 op->spellarg = NULL;
647 op->stats.sp = 0; 599 op->stats.sp = 0;
648 op->stats.hp = 0; 600 op->stats.hp = 0;
649 op->stats.grace = 0; 601 op->stats.grace = 0;
650 op->level = 0; 602 op->level = 0;
651 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
654 return op; 606 return op;
655} 607}
656 608
657/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 629 op->destroy ();
678 } 630 }
679 else 631 else
680 { 632 {
681 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
682 if (op) 635 if (op)
683 merge_ob (op, NULL); 636 merge_ob (op, 0);
684 } 637 }
685} 638}
686 639
687/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 641 */
689
690void 642void
691move_arrow (object *op) 643move_arrow (object *op)
692{ 644{
693 object *tmp; 645 object *tmp;
694 sint16 new_x, new_y; 646 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
767 */ 719 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 721 {
770 int number = op->face->number; 722 int number = op->face;
771 723
772 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
773 op->state = 0; 725 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
786 } 727 }
787 else 728 else
788 { 729 {
789 /* Attack the object. */ 730 /* Attack the object. */
1013 return; 954 return;
1014 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1015 } 956 }
1016} 957}
1017 958
1018
1019/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 961 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 962 can't be generalized.
1023*/ 963*/
1098 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1039 */
1100void 1040void
1101move_player_mover (object *op) 1041move_player_mover (object *op)
1102{ 1042{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1105 sint16 nx, ny; 1044 sint16 nx, ny;
1106 maptile *m; 1045 maptile *m;
1107 1046
1108 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1048 if (!dir)
1110 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1111 1050
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1051 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1052 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1055 {
1117 1056
1134 } 1073 }
1135 1074
1136 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1137 return; 1076 return;
1138 1077
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1079 {
1141 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1085 }
1148 1086
1149 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1150 { 1088 {
1151 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1157 * get to this space. 1095 * get to this space.
1158 */ 1096 */
1159 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1099 move_player (victim, dir);
1162 } 1100 }
1163 else 1101 else
1164 return; 1102 return;
1165 } 1103 }
1169 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1171 1109
1172 if (op->attacktype) 1110 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1113 }
1185 } 1114 }
1186 } 1115 }
1187} 1116}
1188 1117
1204 return; 1133 return;
1205 } 1134 }
1206 1135
1207 if (op->above == NULL) 1136 if (op->above == NULL)
1208 return; 1137 return;
1138
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1140 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1141 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1142 {
1213 if (op->level <= 0) 1143 if (op->level <= 0)
1214 tmp->destroy (); 1144 tmp->destroy ();
1215 else 1145 else
1216 { 1146 {
1307 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1311 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1242void
1314move_marker (object *op) 1243move_marker (object *op)
1315{ 1244{
1316 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1317 { 1246 {
1318 object *tmp2; 1247 object *tmp2;
1319 1248
1320 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1323 { 1252 {
1324 tmp2->destroy (); 1253 tmp2->destroy ();
1325 break; 1254 break;
1326 } 1255 }
1327 1256
1328 /* cycle through his inventory to look for the MARK we want to 1257 /* cycle through his inventory to look for the MARK we want to
1329 * place 1258 * place
1330 */ 1259 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1333 break; 1262 break;
1334 1263
1335 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL) 1265 if (!tmp2)
1337 { 1266 {
1338 object *force = get_archetype (FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1339 1268
1340 if (op->stats.food) 1269 if (op->stats.food)
1341 { 1270 {
1367 } 1296 }
1368 } 1297 }
1369 } 1298 }
1370} 1299}
1371 1300
1372int 1301void
1373process_object (object *op) 1302process_object (object *op)
1374{ 1303{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1305 return;
1377 1306
1378 if (INVOKE_OBJECT (TICK, op)) 1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1308 return;
1380 1309
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1312 return;
1384 1313
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1315 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1391 1317
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1319 make_sure_seen (op);
1394 } 1320 }
1395 1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1329 {
1398 change_object (op); 1330 change_object (op);
1399 return 1; 1331 return;
1400 } 1332 }
1401 1333
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1335 generate_monster (op);
1404 1336
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1338 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1340 remove_force (op);
1409 else 1341 else
1410 { 1342 {
1411 /* IF necessary, delete the item from the players inventory */ 1343 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1344 object *pl = op->in_player ();
1413 1345
1414 if (pl) 1346 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1347 esrv_del_item (pl->contr, op->count);
1416 1348
1417 op->remove (); 1349 op->remove ();
1418 1350
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1352 make_sure_not_seen (op);
1421 1353
1422 op->destroy (); 1354 op->destroy ();
1423 } 1355 }
1424 1356
1425 return 1; 1357 return;
1358 }
1426 } 1359 }
1427 1360
1428 switch (op->type) 1361 switch (op->type)
1429 { 1362 {
1430 case SPELL_EFFECT: 1363 case SPELL_EFFECT:
1431 move_spell_effect (op); 1364 move_spell_effect (op);
1432 return 1; 1365 break;
1433 1366
1434 case ROD: 1367 case ROD:
1435 case HORN: 1368 case HORN:
1436 regenerate_rod (op); 1369 regenerate_rod (op);
1437 return 1; 1370 break;
1438 1371
1439 case FORCE: 1372 case FORCE:
1440 case POTION_EFFECT: 1373 case POTION_EFFECT:
1441 remove_force (op); 1374 remove_force (op);
1442 return 1; 1375 break;
1443 1376
1444 case BLINDNESS: 1377 case BLINDNESS:
1445 remove_blindness (op); 1378 remove_blindness (op);
1446 return 0; 1379 break;
1447 1380
1448 case POISONING: 1381 case POISONING:
1449 poison_more (op); 1382 poison_more (op);
1450 return 0; 1383 break;
1451 1384
1452 case DISEASE: 1385 case DISEASE:
1453 move_disease (op); 1386 move_disease (op);
1454 return 0; 1387 break;
1455 1388
1456 case SYMPTOM: 1389 case SYMPTOM:
1457 move_symptom (op); 1390 move_symptom (op);
1458 return 0; 1391 break;
1459 1392
1460 case THROWN_OBJ: 1393 case THROWN_OBJ:
1461 case ARROW: 1394 case ARROW:
1462 move_arrow (op); 1395 move_arrow (op);
1463 return 0; 1396 break;
1464 1397
1465 case DOOR: 1398 case DOOR:
1466 remove_door (op); 1399 remove_door (op);
1467 return 0; 1400 break;
1468 1401
1469 case LOCKED_DOOR: 1402 case LOCKED_DOOR:
1470 remove_door2 (op); 1403 remove_door2 (op);
1471 return 0; 1404 break;
1472 1405
1473 case TELEPORTER: 1406 case TELEPORTER:
1474 move_teleporter (op); 1407 move_teleporter (op);
1475 return 0; 1408 break;
1476 1409
1477 case GOLEM: 1410 case GOLEM:
1478 move_golem (op); 1411 move_golem (op);
1479 return 0; 1412 break;
1480 1413
1481 case EARTHWALL: 1414 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1415 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1416 break;
1484 1417
1485 case FIREWALL: 1418 case FIREWALL:
1486 move_firewall (op); 1419 move_firewall (op);
1487 if (op->stats.maxsp) 1420 if (op->stats.maxsp)
1488 animate_turning (op); 1421 animate_turning (op);
1489 return 0; 1422 break;
1490 1423
1491 case MOOD_FLOOR: 1424 case MOOD_FLOOR:
1492 do_mood_floor (op); 1425 do_mood_floor (op);
1493 return 0; 1426 break;
1494 1427
1495 case GATE: 1428 case GATE:
1496 move_gate (op); 1429 move_gate (op);
1497 return 0; 1430 break;
1498 1431
1499 case TIMED_GATE: 1432 case TIMED_GATE:
1500 move_timed_gate (op); 1433 move_timed_gate (op);
1501 return 0; 1434 break;
1502 1435
1503 case TRIGGER: 1436 case TRIGGER:
1504 case TRIGGER_BUTTON: 1437 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1438 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1439 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1440 animate_trigger (op);
1508 return 0; 1441 break;
1509 1442
1510 case DETECTOR: 1443 case DETECTOR:
1511 move_detector (op); 1444 move_detector (op);
1512 1445
1513 case DIRECTOR: 1446 case DIRECTOR:
1514 if (op->stats.maxsp) 1447 if (op->stats.maxsp)
1515 animate_turning (op); 1448 animate_turning (op);
1516 return 0; 1449 break;
1517 1450
1518 case HOLE: 1451 case HOLE:
1519 move_hole (op); 1452 move_hole (op);
1520 return 0; 1453 break;
1521 1454
1522 case DEEP_SWAMP: 1455 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1456 move_deep_swamp (op);
1524 return 0; 1457 break;
1525 1458
1526 case RUNE: 1459 case RUNE:
1527 case TRAP: 1460 case TRAP:
1528 move_rune (op); 1461 move_rune (op);
1529 return 0; 1462 break;
1530 1463
1531 case PLAYERMOVER: 1464 case PLAYERMOVER:
1532 move_player_mover (op); 1465 move_player_mover (op);
1533 return 0; 1466 break;
1534 1467
1535 case CREATOR: 1468 case CREATOR:
1536 move_creator (op); 1469 move_creator (op);
1537 return 0; 1470 break;
1538 1471
1539 case MARKER: 1472 case MARKER:
1540 move_marker (op); 1473 move_marker (op);
1541 return 0; 1474 break;
1542 1475
1543 case PLAYER_CHANGER: 1476 case PLAYER_CHANGER:
1544 move_player_changer (op); 1477 move_player_changer (op);
1545 return 0; 1478 break;
1546 1479
1547 case PEACEMAKER: 1480 case PEACEMAKER:
1548 move_peacemaker (op); 1481 move_peacemaker (op);
1549 return 0; 1482 break;
1550 }
1551 1483
1552 return 0; 1484 case PLAYER:
1485 // players have their own speed-management, so undo the --speed_left
1486 ++op->speed_left;
1487 break;
1488 }
1553} 1489}
1490

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