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

Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.62 by elmex, Sat Aug 4 21:04:24 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{
245 return; 192 return;
246 } 193 }
247 194
248 if (op->stats.food == 1) 195 if (op->stats.food == 1)
249 { 196 {
250 /* need to remove the object before fix_player is called, else fix_player 197 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 198 * will not do anything.
252 */ 199 */
253 if (op->env->type == PLAYER) 200 if (op->env->type == PLAYER)
254 { 201 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 202 CLEAR_FLAG (op, FLAG_APPLIED);
271} 218}
272 219
273 220
274void 221void
275move_gate (object *op) 222move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 223{ /* 1 = going down, 0 = going up */
277 object *tmp; 224 object *tmp;
278 225
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 227 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 228 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 233 if (op->value)
287 { 234 {
288 if (--op->stats.wc <= 0) 235 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 236 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 237 op->stats.wc = 0;
291 if (op->arch->clone.speed) 238 if (op->arch->speed)
292 op->value = 0; 239 op->value = 0;
293 else 240 else
294 op->set_speed (0); 241 op->set_speed (0);
295 } 242 }
296 243
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 269 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 270 break;
324 271
325 if (tmp == NULL) 272 if (tmp == NULL)
326 { 273 {
327 if (op->arch->clone.speed) 274 if (op->arch->speed)
328 op->value = 1; 275 op->value = 1;
329 else 276 else
330 op->set_speed (0); 277 op->set_speed (0);
331 278
332 return; 279 return;
353 */ 300 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 302 {
356 /* Halfway or further, check blocks */ 303 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 304 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ;
359 307
360 if (tmp != NULL) 308 if (tmp)
361 { 309 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 311 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
313
365 if (tmp->type == PLAYER) 314 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 316 }
368 else 317 else
369 /* If the object is not alive, and the object either can 318 /* If the object is not alive, and the object either can
396 op->stats.food = 1; 345 op->stats.food = 1;
397 } 346 }
398 else 347 else
399 { 348 {
400 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
401 if (!op->arch->clone.stats.ac) 350 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
404 } 353 }
405 } /* gate is halfway up */ 354 } /* gate is halfway up */
406 355
455 404
456 if (op->stats.hp) 405 if (op->stats.hp)
457 { 406 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 408 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 409 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 410 detected = 1;
411
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 413 detected = 1;
464 } 414 }
465 } 415 }
416
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 417 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 418 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 420 detected = 1;
472 } 421 }
473 422
474 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
604void 553void
605fix_stopped_item (object *op, maptile *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
606{ 555{
607 if (map == NULL) 556 if (map == NULL)
608 return; 557 return;
558
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 560 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 561 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
613} 563}
614 564
615
616object * 565object *
617fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
618{ 567{
619 if (rndm (0, 99) < op->stats.food) 568 if (rndm (0, 99) < op->stats.food)
620 { 569 {
623 return NULL; 572 return NULL;
624 } 573 }
625 574
626 op->set_speed (0); 575 op->set_speed (0);
627 op->direction = 0; 576 op->direction = 0;
628 op->move_on = 0; 577 op->move_on = 0;
629 op->move_type = 0; 578 op->move_type = 0;
579 op->skill = 0; // really?
580
581 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 582 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 583 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 584 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 585
636 if (op->spellarg != NULL) 586 if (op->spellarg)
637 { 587 {
638 op->slaying = op->spellarg; 588 op->slaying = op->spellarg;
639 free (op->spellarg); 589 free (op->spellarg);
640 op->spellarg = NULL; 590 op->spellarg = 0;
641 } 591 }
642 else 592 else
643 op->slaying = NULL; 593 op->slaying = 0;
644 594
645 /* Reset these to zero, so that object::can_merge will work properly */ 595 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 596 op->spellarg = NULL;
647 op->stats.sp = 0; 597 op->stats.sp = 0;
648 op->stats.hp = 0; 598 op->stats.hp = 0;
649 op->stats.grace = 0; 599 op->stats.grace = 0;
650 op->level = 0; 600 op->level = 0;
651 op->face = op->arch->clone.face; 601 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 602 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 603 update_object (op, UP_OBJ_CHANGE);
654 return op; 604 return op;
655} 605}
656 606
657/* stop_arrow() - what to do when a non-living flying object 607/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 608 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 627 op->destroy ();
678 } 628 }
679 else 629 else
680 { 630 {
681 op = fix_stopped_arrow (op); 631 op = fix_stopped_arrow (op);
632
682 if (op) 633 if (op)
683 merge_ob (op, NULL); 634 merge_ob (op, 0);
684 } 635 }
685} 636}
686 637
687/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 639 */
689
690void 640void
691move_arrow (object *op) 641move_arrow (object *op)
692{ 642{
693 object *tmp; 643 object *tmp;
694 sint16 new_x, new_y; 644 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 715 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 716 * chance that reflect_missile fails.)
767 */ 717 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 719 {
770 int number = op->face->number; 720 int number = op->face;
771 721
772 op->direction = absdir (op->direction + 4); 722 op->direction = absdir (op->direction + 4);
773 op->state = 0; 723 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 */ 724 was_reflected = 1; /* skip normal movement calculations */
786 } 725 }
787 else 726 else
788 { 727 {
789 /* Attack the object. */ 728 /* Attack the object. */
969 move_teleporter (op->more); 908 move_teleporter (op->more);
970 909
971 if (op->head) 910 if (op->head)
972 head = op->head; 911 head = op->head;
973 912
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 913 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 915 break;
977 916
978 /* If nothing above us to move, nothing to do */ 917 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 952 return;
1014 teleport (head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
1015 } 954 }
1016} 955}
1017
1018 956
1019/* This object will teleport someone to a different map 957/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 958 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 959 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 960 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1013 return; /* dm has created a firewall in his inventory */
1076 1014
1077 spell = op->inv; 1015 spell = op->inv;
1078 1016
1079 if (!spell || spell->type != SPELL) 1017 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1018 spell = op->other_arch;
1081 1019
1082 if (!spell) 1020 if (!spell)
1083 { 1021 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1022 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1023 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1036 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1037 */
1100void 1038void
1101move_player_mover (object *op) 1039move_player_mover (object *op)
1102{ 1040{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
1105 sint16 nx, ny; 1042 sint16 nx, ny;
1106 maptile *m; 1043 maptile *m;
1107 1044
1108 /* Determine direction now for random movers so we do the right thing */ 1045 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1046 if (!dir)
1110 dir = rndm (1, 8); 1047 dir = rndm (1, 8);
1111 1048
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1049 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1050 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1052 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1053 {
1117 1054
1134 } 1071 }
1135 1072
1136 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1137 return; 1074 return;
1138 1075
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1076 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1077 {
1141 if (nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1079 nextmover->speed_left = -.99f;
1080
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1082 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1083 }
1148 1084
1149 if (victim->type == PLAYER) 1085 if (victim->type == PLAYER)
1150 { 1086 {
1151 /* only level >=1 movers move people */ 1087 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1091 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1092 * place. This can happen if the player used a spell to
1157 * get to this space. 1093 * get to this space.
1158 */ 1094 */
1159 victim->contr->fire_on = 0; 1095 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1096 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1097 move_player (victim, dir);
1162 } 1098 }
1163 else 1099 else
1164 return; 1100 return;
1165 } 1101 }
1169 if (!op->stats.maxsp && op->attacktype) 1105 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1106 op->stats.maxsp = 2;
1171 1107
1172 if (op->attacktype) 1108 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1109 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1110 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 } 1111 }
1185 } 1112 }
1186 } 1113 }
1187} 1114}
1188 1115
1204 return; 1131 return;
1205 } 1132 }
1206 1133
1207 if (op->above == NULL) 1134 if (op->above == NULL)
1208 return; 1135 return;
1136
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1137 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1138 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1139 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1140 {
1213 if (op->level <= 0) 1141 if (op->level <= 0)
1214 tmp->destroy (); 1142 tmp->destroy ();
1215 else 1143 else
1216 { 1144 {
1289 { 1217 {
1290 new_ob->destroy (); 1218 new_ob->destroy ();
1291 return; 1219 return;
1292 } 1220 }
1293 1221
1222 // for now lets try to identify everything generated here, it mostly
1223 // happens automated, so this will at least fix many identify-experience holes
1224 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1225
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1226 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1228 return;
1297 1229
1298 if (creator->slaying) 1230 if (creator->slaying)
1307 with a specific code as the slaying field. 1239 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1240 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1241 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1242 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.*/ 1243 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1244void
1314move_marker (object *op) 1245move_marker (object *op)
1315{ 1246{
1316 if (object *tmp = op->ms ().player ()) 1247 if (object *tmp = op->ms ().player ())
1317 { 1248 {
1318 object *tmp2;
1319
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 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1323 { 1254 {
1324 tmp2->destroy (); 1255 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1256
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) 1257 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1259
1358 if (op->stats.hp > 0) 1260 if (op->stats.hp > 0)
1359 { 1261 {
1360 op->stats.hp--; 1262 op->stats.hp--;
1263
1361 if (op->stats.hp == 0) 1264 if (op->stats.hp == 0)
1362 { 1265 {
1363 /* marker expires--granted mark number limit */ 1266 /* marker expires--granted mark number limit */
1364 op->destroy (); 1267 op->destroy ();
1365 return; 1268 return;
1367 } 1270 }
1368 } 1271 }
1369 } 1272 }
1370} 1273}
1371 1274
1372int 1275void
1373process_object (object *op) 1276process_object (object *op)
1374{ 1277{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1279 return;
1377 1280
1378 if (INVOKE_OBJECT (TICK, op)) 1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1282 return;
1380 1283
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1286 return;
1384 1287
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1288 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1289 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1290 animate_object (op, op->contr ? op->facing : op->direction);
1391 1291
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1293 make_sure_seen (op);
1394 } 1294 }
1395 1295
1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1301 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1303 {
1398 change_object (op); 1304 change_object (op);
1399 return 1; 1305 return;
1400 } 1306 }
1401 1307
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1309 generate_monster (op);
1404 1310
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1311 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1312 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1314 remove_force (op);
1409 else 1315 else
1410 { 1316 {
1411 /* IF necessary, delete the item from the players inventory */ 1317 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1318 object *pl = op->in_player ();
1413 1319
1414 if (pl) 1320 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1321 esrv_del_item (pl->contr, op->count);
1416 1322
1417 op->remove (); 1323 op->remove ();
1418 1324
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1325 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1326 make_sure_not_seen (op);
1421 1327
1422 op->destroy (); 1328 op->destroy ();
1423 } 1329 }
1424 1330
1425 return 1; 1331 return;
1332 }
1426 } 1333 }
1427 1334
1428 switch (op->type) 1335 switch (op->type)
1429 { 1336 {
1430 case SPELL_EFFECT: 1337 case SPELL_EFFECT:
1431 move_spell_effect (op); 1338 move_spell_effect (op);
1432 return 1; 1339 break;
1433 1340
1434 case ROD: 1341 case ROD:
1435 case HORN: 1342 case HORN:
1436 regenerate_rod (op); 1343 regenerate_rod (op);
1437 return 1; 1344 break;
1438 1345
1439 case FORCE: 1346 case FORCE:
1440 case POTION_EFFECT: 1347 case POTION_EFFECT:
1441 remove_force (op); 1348 remove_force (op);
1442 return 1; 1349 break;
1443 1350
1444 case BLINDNESS: 1351 case BLINDNESS:
1445 remove_blindness (op); 1352 remove_blindness (op);
1446 return 0; 1353 break;
1447 1354
1448 case POISONING: 1355 case POISONING:
1449 poison_more (op); 1356 poison_more (op);
1450 return 0; 1357 break;
1451 1358
1452 case DISEASE: 1359 case DISEASE:
1453 move_disease (op); 1360 move_disease (op);
1454 return 0; 1361 break;
1455 1362
1456 case SYMPTOM: 1363 case SYMPTOM:
1457 move_symptom (op); 1364 move_symptom (op);
1458 return 0; 1365 break;
1459 1366
1460 case THROWN_OBJ: 1367 case THROWN_OBJ:
1461 case ARROW: 1368 case ARROW:
1462 move_arrow (op); 1369 move_arrow (op);
1463 return 0; 1370 break;
1464 1371
1465 case DOOR: 1372 case DOOR:
1466 remove_door (op); 1373 remove_door (op);
1467 return 0; 1374 break;
1468 1375
1469 case LOCKED_DOOR: 1376 case LOCKED_DOOR:
1470 remove_door2 (op); 1377 remove_door2 (op);
1471 return 0; 1378 break;
1472 1379
1473 case TELEPORTER: 1380 case TELEPORTER:
1474 move_teleporter (op); 1381 move_teleporter (op);
1475 return 0; 1382 break;
1476 1383
1477 case GOLEM: 1384 case GOLEM:
1478 move_golem (op); 1385 move_golem (op);
1479 return 0; 1386 break;
1480 1387
1481 case EARTHWALL: 1388 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1389 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1390 break;
1484 1391
1485 case FIREWALL: 1392 case FIREWALL:
1486 move_firewall (op); 1393 move_firewall (op);
1487 if (op->stats.maxsp) 1394 if (op->stats.maxsp)
1488 animate_turning (op); 1395 animate_turning (op);
1489 return 0; 1396 break;
1490 1397
1491 case MOOD_FLOOR: 1398 case MOOD_FLOOR:
1492 do_mood_floor (op); 1399 do_mood_floor (op);
1493 return 0; 1400 break;
1494 1401
1495 case GATE: 1402 case GATE:
1496 move_gate (op); 1403 move_gate (op);
1497 return 0; 1404 break;
1498 1405
1499 case TIMED_GATE: 1406 case TIMED_GATE:
1500 move_timed_gate (op); 1407 move_timed_gate (op);
1501 return 0; 1408 break;
1502 1409
1503 case TRIGGER: 1410 case TRIGGER:
1504 case TRIGGER_BUTTON: 1411 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1412 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1413 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1414 animate_trigger (op);
1508 return 0; 1415 break;
1509 1416
1510 case DETECTOR: 1417 case DETECTOR:
1511 move_detector (op); 1418 move_detector (op);
1512 1419
1513 case DIRECTOR: 1420 case DIRECTOR:
1514 if (op->stats.maxsp) 1421 if (op->stats.maxsp)
1515 animate_turning (op); 1422 animate_turning (op);
1516 return 0; 1423 break;
1517 1424
1518 case HOLE: 1425 case HOLE:
1519 move_hole (op); 1426 move_hole (op);
1520 return 0; 1427 break;
1521 1428
1522 case DEEP_SWAMP: 1429 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1430 move_deep_swamp (op);
1524 return 0; 1431 break;
1525 1432
1526 case RUNE: 1433 case RUNE:
1527 case TRAP: 1434 case TRAP:
1528 move_rune (op); 1435 move_rune (op);
1529 return 0; 1436 break;
1530 1437
1531 case PLAYERMOVER: 1438 case PLAYERMOVER:
1532 move_player_mover (op); 1439 move_player_mover (op);
1533 return 0; 1440 break;
1534 1441
1535 case CREATOR: 1442 case CREATOR:
1536 move_creator (op); 1443 move_creator (op);
1537 return 0; 1444 break;
1538 1445
1539 case MARKER: 1446 case MARKER:
1540 move_marker (op); 1447 move_marker (op);
1541 return 0; 1448 break;
1542 1449
1543 case PLAYER_CHANGER: 1450 case PLAYER_CHANGER:
1544 move_player_changer (op); 1451 move_player_changer (op);
1545 return 0; 1452 break;
1546 1453
1547 case PEACEMAKER: 1454 case PEACEMAKER:
1548 move_peacemaker (op); 1455 move_peacemaker (op);
1549 return 0; 1456 break;
1550 }
1551 1457
1552 return 0; 1458 case PLAYER:
1459 // players have their own speed-management, so undo the --speed_left
1460 ++op->speed_left;
1461 break;
1462 }
1553} 1463}
1464

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines