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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 1.60 by root, Thu Jul 5 08:10:30 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* 24/*
26 * 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
27 * collected in this file. 26 * collected in this file.
41 object *tmp; 40 object *tmp;
42 41
43 for (i = 1; i < 9; i += 2) 42 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) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 44 {
46 tmp->set_speed (0.1); 45 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
48 } 47 }
49 48
50 if (op->other_arch) 49 if (op->other_arch)
51 { 50 {
52 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
70 { 69 {
71 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]);
72 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 72 { /* same key both doors */
74 tmp->set_speed (0.1); 73 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
76 } 75 }
77 } 76 }
78 77
79 if (op->other_arch) 78 if (op->other_arch)
80 { 79 {
87 } 86 }
88 87
89 op->destroy (); 88 op->destroy ();
90} 89}
91 90
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 91void
96generate_monster_inv (object *gen) 92generate_monster (object *gen)
97{ 93{
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) 94 if (!gen->map)
153 return; 95 return;
154 96
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)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 98 return;
192 99
100 object *op;
101
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194 generate_monster_inv (gen); 103 {
104 // either copy one item from the inventory...
105 if (!gen->inv)
106 return;
107
108 // first select one item from the inventory
109 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index))
112 op = tmp;
113
114 op = object_create_clone (op);
115
116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 }
119 else if (gen->other_arch)
120 {
121 // ...or use other_arch
122 op = arch_to_object (gen->other_arch);
123 }
195 else 124 else
196 generate_monster_arch (gen); 125 return;
197 126
127 op->expand_tail ();
128
129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
130 if (i >= 0)
131 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty);
136
137 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139
140 return;
141 }
142 }
143
144 op->destroy ();
198} 145}
199 146
200void 147void
201remove_force (object *op) 148remove_force (object *op)
202{ 149{
150 fprintf (stderr, "duration %s %d\n", &op->name, op->duration);//D
203 if (--op->duration > 0) 151 if (--op->duration > 0)
204 return; 152 return;
205 153
206 if (op->env) 154 if (op->env)
207 switch (op->subtype) 155 switch (op->subtype)
245 return; 193 return;
246 } 194 }
247 195
248 if (op->stats.food == 1) 196 if (op->stats.food == 1)
249 { 197 {
250 /* need to remove the object before fix_player is called, else fix_player 198 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 199 * will not do anything.
252 */ 200 */
253 if (op->env->type == PLAYER) 201 if (op->env->type == PLAYER)
254 { 202 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 203 CLEAR_FLAG (op, FLAG_APPLIED);
271} 219}
272 220
273 221
274void 222void
275move_gate (object *op) 223move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 224{ /* 1 = going down, 0 = going up */
277 object *tmp; 225 object *tmp;
278 226
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 227 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 228 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 229 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 234 if (op->value)
287 { 235 {
288 if (--op->stats.wc <= 0) 236 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 237 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 238 op->stats.wc = 0;
291 if (op->arch->clone.speed) 239 if (op->arch->speed)
292 op->value = 0; 240 op->value = 0;
293 else 241 else
294 op->set_speed (0); 242 op->set_speed (0);
295 } 243 }
296 244
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 270 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 271 break;
324 272
325 if (tmp == NULL) 273 if (tmp == NULL)
326 { 274 {
327 if (op->arch->clone.speed) 275 if (op->arch->speed)
328 op->value = 1; 276 op->value = 1;
329 else 277 else
330 op->set_speed (0); 278 op->set_speed (0);
331 279
332 return; 280 return;
353 */ 301 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 303 {
356 /* Halfway or further, check blocks */ 304 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 305 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ;
359 308
360 if (tmp != NULL) 309 if (tmp)
361 { 310 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 312 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 313 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
314
365 if (tmp->type == PLAYER) 315 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 316 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 317 }
368 else 318 else
369 /* If the object is not alive, and the object either can 319 /* If the object is not alive, and the object either can
396 op->stats.food = 1; 346 op->stats.food = 1;
397 } 347 }
398 else 348 else
399 { 349 {
400 op->move_block = MOVE_ALL; 350 op->move_block = MOVE_ALL;
401 if (!op->arch->clone.stats.ac) 351 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 352 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 353 update_all_los (op->map, op->x, op->y);
404 } 354 }
405 } /* gate is halfway up */ 355 } /* gate is halfway up */
406 356
455 405
456 if (op->stats.hp) 406 if (op->stats.hp)
457 { 407 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 408 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 409 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 410 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 411 detected = 1;
412
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 413 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 414 detected = 1;
464 } 415 }
465 } 416 }
417
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 418 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 419 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 420 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 421 detected = 1;
472 } 422 }
473 423
474 /* the detector sets the button if detection is found */ 424 /* the detector sets the button if detection is found */
604void 554void
605fix_stopped_item (object *op, maptile *map, object *originator) 555fix_stopped_item (object *op, maptile *map, object *originator)
606{ 556{
607 if (map == NULL) 557 if (map == NULL)
608 return; 558 return;
559
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 560 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 561 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 562 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 563 merge_ob (op, NULL); /* only some arrows actually need this */
613} 564}
614 565
615
616object * 566object *
617fix_stopped_arrow (object *op) 567fix_stopped_arrow (object *op)
618{ 568{
619 if (rndm (0, 99) < op->stats.food) 569 if (rndm (0, 99) < op->stats.food)
620 { 570 {
623 return NULL; 573 return NULL;
624 } 574 }
625 575
626 op->set_speed (0); 576 op->set_speed (0);
627 op->direction = 0; 577 op->direction = 0;
628 op->move_on = 0; 578 op->move_on = 0;
629 op->move_type = 0; 579 op->move_type = 0;
580 op->skill = 0; // really?
581
582 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 583 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 584 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 585 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 586
636 if (op->spellarg != NULL) 587 if (op->spellarg)
637 { 588 {
638 op->slaying = op->spellarg; 589 op->slaying = op->spellarg;
639 free (op->spellarg); 590 free (op->spellarg);
640 op->spellarg = NULL; 591 op->spellarg = 0;
641 } 592 }
642 else 593 else
643 op->slaying = NULL; 594 op->slaying = 0;
644 595
645 /* Reset these to zero, so that object::can_merge will work properly */ 596 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 597 op->spellarg = NULL;
647 op->stats.sp = 0; 598 op->stats.sp = 0;
648 op->stats.hp = 0; 599 op->stats.hp = 0;
649 op->stats.grace = 0; 600 op->stats.grace = 0;
650 op->level = 0; 601 op->level = 0;
651 op->face = op->arch->clone.face; 602 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 604 update_object (op, UP_OBJ_CHANGE);
654 return op; 605 return op;
655} 606}
656 607
657/* stop_arrow() - what to do when a non-living flying object 608/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 609 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 628 op->destroy ();
678 } 629 }
679 else 630 else
680 { 631 {
681 op = fix_stopped_arrow (op); 632 op = fix_stopped_arrow (op);
633
682 if (op) 634 if (op)
683 merge_ob (op, NULL); 635 merge_ob (op, 0);
684 } 636 }
685} 637}
686 638
687/* Move an arrow along its course. op is the arrow or thrown object. 639/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 640 */
689
690void 641void
691move_arrow (object *op) 642move_arrow (object *op)
692{ 643{
693 object *tmp; 644 object *tmp;
694 sint16 new_x, new_y; 645 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 716 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 717 * chance that reflect_missile fails.)
767 */ 718 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 719 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 720 {
770 int number = op->face->number; 721 int number = op->face;
771 722
772 op->direction = absdir (op->direction + 4); 723 op->direction = absdir (op->direction + 4);
773 op->state = 0; 724 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 */ 725 was_reflected = 1; /* skip normal movement calculations */
786 } 726 }
787 else 727 else
788 { 728 {
789 /* Attack the object. */ 729 /* Attack the object. */
969 move_teleporter (op->more); 909 move_teleporter (op->more);
970 910
971 if (op->head) 911 if (op->head)
972 head = op->head; 912 head = op->head;
973 913
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 914 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 916 break;
977 917
978 /* If nothing above us to move, nothing to do */ 918 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 953 return;
1014 teleport (head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
1015 } 955 }
1016} 956}
1017
1018 957
1019/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 961 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1076 1015
1077 spell = op->inv; 1016 spell = op->inv;
1078 1017
1079 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1019 spell = op->other_arch;
1081 1020
1082 if (!spell) 1021 if (!spell)
1083 { 1022 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1024 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1038 */
1100void 1039void
1101move_player_mover (object *op) 1040move_player_mover (object *op)
1102{ 1041{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
1105 sint16 nx, ny; 1043 sint16 nx, ny;
1106 maptile *m; 1044 maptile *m;
1107 1045
1108 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1047 if (!dir)
1110 dir = rndm (1, 8); 1048 dir = rndm (1, 8);
1111 1049
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1051 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1053 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1054 {
1117 1055
1134 } 1072 }
1135 1073
1136 if (should_director_abort (op, victim)) 1074 if (should_director_abort (op, victim))
1137 return; 1075 return;
1138 1076
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1078 {
1141 if (nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1080 nextmover->speed_left = -.99f;
1081
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1084 }
1148 1085
1149 if (victim->type == PLAYER) 1086 if (victim->type == PLAYER)
1150 { 1087 {
1151 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1157 * get to this space. 1094 * get to this space.
1158 */ 1095 */
1159 victim->contr->fire_on = 0; 1096 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1097 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1098 move_player (victim, dir);
1162 } 1099 }
1163 else 1100 else
1164 return; 1101 return;
1165 } 1102 }
1169 if (!op->stats.maxsp && op->attacktype) 1106 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1107 op->stats.maxsp = 2;
1171 1108
1172 if (op->attacktype) 1109 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1110 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1111 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 } 1112 }
1185 } 1113 }
1186 } 1114 }
1187} 1115}
1188 1116
1204 return; 1132 return;
1205 } 1133 }
1206 1134
1207 if (op->above == NULL) 1135 if (op->above == NULL)
1208 return; 1136 return;
1137
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1139 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1140 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1141 {
1213 if (op->level <= 0) 1142 if (op->level <= 0)
1214 tmp->destroy (); 1143 tmp->destroy ();
1215 else 1144 else
1216 { 1145 {
1307 with a specific code as the slaying field. 1236 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1237 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1238 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1239 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.*/ 1240 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1241void
1314move_marker (object *op) 1242move_marker (object *op)
1315{ 1243{
1316 if (object *tmp = op->ms ().player ()) 1244 if (object *tmp = op->ms ().player ())
1317 { 1245 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1246 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1247 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1248 force->destroy ();
1249
1250 if (!tmp->force_find (op->slaying))
1323 { 1251 {
1324 tmp2->destroy (); 1252 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1253
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
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) 1254 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1255 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1256
1358 if (op->stats.hp > 0) 1257 if (op->stats.hp > 0)
1359 { 1258 {
1360 op->stats.hp--; 1259 op->stats.hp--;
1260
1361 if (op->stats.hp == 0) 1261 if (op->stats.hp == 0)
1362 { 1262 {
1363 /* marker expires--granted mark number limit */ 1263 /* marker expires--granted mark number limit */
1364 op->destroy (); 1264 op->destroy ();
1365 return; 1265 return;
1367 } 1267 }
1368 } 1268 }
1369 } 1269 }
1370} 1270}
1371 1271
1372int 1272void
1373process_object (object *op) 1273process_object (object *op)
1374{ 1274{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1275 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1276 return;
1377 1277
1378 if (INVOKE_OBJECT (TICK, op)) 1278 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1279 return;
1380 1280
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1281 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1282 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1283 return;
1384 1284
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1285 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1286 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1287 animate_object (op, op->contr ? op->facing : op->direction);
1391 1288
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1289 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1290 make_sure_seen (op);
1394 } 1291 }
1395 1292
1293 if (expect_false (
1294 op->flag [FLAG_GENERATOR]
1295 || op->flag [FLAG_CHANGING]
1296 || op->flag [FLAG_IS_USED_UP]
1297 ))
1298 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1299 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1300 {
1398 change_object (op); 1301 change_object (op);
1399 return 1; 1302 return;
1400 } 1303 }
1401 1304
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1305 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1306 generate_monster (op);
1404 1307
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1308 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1309 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1310 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1311 remove_force (op);
1409 else 1312 else
1410 { 1313 {
1411 /* IF necessary, delete the item from the players inventory */ 1314 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1315 object *pl = op->in_player ();
1413 1316
1414 if (pl) 1317 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1318 esrv_del_item (pl->contr, op->count);
1416 1319
1417 op->remove (); 1320 op->remove ();
1418 1321
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1322 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1323 make_sure_not_seen (op);
1421 1324
1422 op->destroy (); 1325 op->destroy ();
1423 } 1326 }
1424 1327
1425 return 1; 1328 return;
1329 }
1426 } 1330 }
1427 1331
1428 switch (op->type) 1332 switch (op->type)
1429 { 1333 {
1430 case SPELL_EFFECT: 1334 case SPELL_EFFECT:
1431 move_spell_effect (op); 1335 move_spell_effect (op);
1432 return 1; 1336 break;
1433 1337
1434 case ROD: 1338 case ROD:
1435 case HORN: 1339 case HORN:
1436 regenerate_rod (op); 1340 regenerate_rod (op);
1437 return 1; 1341 break;
1438 1342
1439 case FORCE: 1343 case FORCE:
1440 case POTION_EFFECT: 1344 case POTION_EFFECT:
1441 remove_force (op); 1345 remove_force (op);
1442 return 1; 1346 break;
1443 1347
1444 case BLINDNESS: 1348 case BLINDNESS:
1445 remove_blindness (op); 1349 remove_blindness (op);
1446 return 0; 1350 break;
1447 1351
1448 case POISONING: 1352 case POISONING:
1449 poison_more (op); 1353 poison_more (op);
1450 return 0; 1354 break;
1451 1355
1452 case DISEASE: 1356 case DISEASE:
1453 move_disease (op); 1357 move_disease (op);
1454 return 0; 1358 break;
1455 1359
1456 case SYMPTOM: 1360 case SYMPTOM:
1457 move_symptom (op); 1361 move_symptom (op);
1458 return 0; 1362 break;
1459 1363
1460 case THROWN_OBJ: 1364 case THROWN_OBJ:
1461 case ARROW: 1365 case ARROW:
1462 move_arrow (op); 1366 move_arrow (op);
1463 return 0; 1367 break;
1464 1368
1465 case DOOR: 1369 case DOOR:
1466 remove_door (op); 1370 remove_door (op);
1467 return 0; 1371 break;
1468 1372
1469 case LOCKED_DOOR: 1373 case LOCKED_DOOR:
1470 remove_door2 (op); 1374 remove_door2 (op);
1471 return 0; 1375 break;
1472 1376
1473 case TELEPORTER: 1377 case TELEPORTER:
1474 move_teleporter (op); 1378 move_teleporter (op);
1475 return 0; 1379 break;
1476 1380
1477 case GOLEM: 1381 case GOLEM:
1478 move_golem (op); 1382 move_golem (op);
1479 return 0; 1383 break;
1480 1384
1481 case EARTHWALL: 1385 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1386 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1387 break;
1484 1388
1485 case FIREWALL: 1389 case FIREWALL:
1486 move_firewall (op); 1390 move_firewall (op);
1487 if (op->stats.maxsp) 1391 if (op->stats.maxsp)
1488 animate_turning (op); 1392 animate_turning (op);
1489 return 0; 1393 break;
1490 1394
1491 case MOOD_FLOOR: 1395 case MOOD_FLOOR:
1492 do_mood_floor (op); 1396 do_mood_floor (op);
1493 return 0; 1397 break;
1494 1398
1495 case GATE: 1399 case GATE:
1496 move_gate (op); 1400 move_gate (op);
1497 return 0; 1401 break;
1498 1402
1499 case TIMED_GATE: 1403 case TIMED_GATE:
1500 move_timed_gate (op); 1404 move_timed_gate (op);
1501 return 0; 1405 break;
1502 1406
1503 case TRIGGER: 1407 case TRIGGER:
1504 case TRIGGER_BUTTON: 1408 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1409 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1410 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1411 animate_trigger (op);
1508 return 0; 1412 break;
1509 1413
1510 case DETECTOR: 1414 case DETECTOR:
1511 move_detector (op); 1415 move_detector (op);
1512 1416
1513 case DIRECTOR: 1417 case DIRECTOR:
1514 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1515 animate_turning (op); 1419 animate_turning (op);
1516 return 0; 1420 break;
1517 1421
1518 case HOLE: 1422 case HOLE:
1519 move_hole (op); 1423 move_hole (op);
1520 return 0; 1424 break;
1521 1425
1522 case DEEP_SWAMP: 1426 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1427 move_deep_swamp (op);
1524 return 0; 1428 break;
1525 1429
1526 case RUNE: 1430 case RUNE:
1527 case TRAP: 1431 case TRAP:
1528 move_rune (op); 1432 move_rune (op);
1529 return 0; 1433 break;
1530 1434
1531 case PLAYERMOVER: 1435 case PLAYERMOVER:
1532 move_player_mover (op); 1436 move_player_mover (op);
1533 return 0; 1437 break;
1534 1438
1535 case CREATOR: 1439 case CREATOR:
1536 move_creator (op); 1440 move_creator (op);
1537 return 0; 1441 break;
1538 1442
1539 case MARKER: 1443 case MARKER:
1540 move_marker (op); 1444 move_marker (op);
1541 return 0; 1445 break;
1542 1446
1543 case PLAYER_CHANGER: 1447 case PLAYER_CHANGER:
1544 move_player_changer (op); 1448 move_player_changer (op);
1545 return 0; 1449 break;
1546 1450
1547 case PEACEMAKER: 1451 case PEACEMAKER:
1548 move_peacemaker (op); 1452 move_peacemaker (op);
1549 return 0; 1453 break;
1550 }
1551 1454
1552 return 0; 1455 case PLAYER:
1456 // players have their own speed-management, so undo the --speed_left
1457 ++op->speed_left;
1458 break;
1459 }
1553} 1460}
1461

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