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 1.64 by root, Thu Aug 23 15:20:34 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); 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 98 return;
158 99
159 while (at) 100 object *op;
101 int i;
102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 {
105 // either copy one item from 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 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
116 if (i < 0)
117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
130
161 op = arch_to_object (at); 131 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 132 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 133 else
134 return;
164 135
165 if (head) 136 op->expand_tail ();
166 op->head = head, prev->more = op;
167 137
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
139 {
168 if (rndm (0, 9)) 140 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 141 generate_artifact (op, gen->map->difficulty);
170 142
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 ()) 143 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 145
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))
191 return; 146 return;
147 }
192 148
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 149 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 150}
199 151
200void 152void
201remove_force (object *op) 153remove_force (object *op)
202{ 154{
245 return; 197 return;
246 } 198 }
247 199
248 if (op->stats.food == 1) 200 if (op->stats.food == 1)
249 { 201 {
250 /* need to remove the object before fix_player is called, else fix_player 202 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 203 * will not do anything.
252 */ 204 */
253 if (op->env->type == PLAYER) 205 if (op->env->type == PLAYER)
254 { 206 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 207 CLEAR_FLAG (op, FLAG_APPLIED);
271} 223}
272 224
273 225
274void 226void
275move_gate (object *op) 227move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 228{ /* 1 = going down, 0 = going up */
277 object *tmp; 229 object *tmp;
278 230
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 232 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 233 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 238 if (op->value)
287 { 239 {
288 if (--op->stats.wc <= 0) 240 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 241 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 242 op->stats.wc = 0;
291 if (op->arch->clone.speed) 243 if (op->arch->speed)
292 op->value = 0; 244 op->value = 0;
293 else 245 else
294 op->set_speed (0); 246 op->set_speed (0);
295 } 247 }
296 248
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 275 break;
324 276
325 if (tmp == NULL) 277 if (tmp == NULL)
326 { 278 {
327 if (op->arch->clone.speed) 279 if (op->arch->speed)
328 op->value = 1; 280 op->value = 1;
329 else 281 else
330 op->set_speed (0); 282 op->set_speed (0);
331 283
332 return; 284 return;
353 */ 305 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 307 {
356 /* Halfway or further, check blocks */ 308 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 309 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
359 312
360 if (tmp != NULL) 313 if (tmp)
361 { 314 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 316 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
318
365 if (tmp->type == PLAYER) 319 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 320 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 321 }
368 else 322 else
369 /* If the object is not alive, and the object either can 323 /* If the object is not alive, and the object either can
396 op->stats.food = 1; 350 op->stats.food = 1;
397 } 351 }
398 else 352 else
399 { 353 {
400 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
401 if (!op->arch->clone.stats.ac) 355 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 356 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 357 update_all_los (op->map, op->x, op->y);
404 } 358 }
405 } /* gate is halfway up */ 359 } /* gate is halfway up */
406 360
455 409
456 if (op->stats.hp) 410 if (op->stats.hp)
457 { 411 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 412 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 413 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 414 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 415 detected = 1;
416
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 417 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 418 detected = 1;
464 } 419 }
465 } 420 }
421
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 423 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 424 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 425 detected = 1;
472 } 426 }
473 427
474 /* the detector sets the button if detection is found */ 428 /* the detector sets the button if detection is found */
604void 558void
605fix_stopped_item (object *op, maptile *map, object *originator) 559fix_stopped_item (object *op, maptile *map, object *originator)
606{ 560{
607 if (map == NULL) 561 if (map == NULL)
608 return; 562 return;
563
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 564 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 565 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 566 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 567 merge_ob (op, NULL); /* only some arrows actually need this */
613} 568}
614 569
615
616object * 570object *
617fix_stopped_arrow (object *op) 571fix_stopped_arrow (object *op)
618{ 572{
619 if (rndm (0, 99) < op->stats.food) 573 if (rndm (0, 99) < op->stats.food)
620 { 574 {
623 return NULL; 577 return NULL;
624 } 578 }
625 579
626 op->set_speed (0); 580 op->set_speed (0);
627 op->direction = 0; 581 op->direction = 0;
628 op->move_on = 0; 582 op->move_on = 0;
629 op->move_type = 0; 583 op->move_type = 0;
584 op->skill = 0; // really?
585
586 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 587 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 588 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 589 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 590
636 if (op->spellarg != NULL) 591 if (op->spellarg)
637 { 592 {
638 op->slaying = op->spellarg; 593 op->slaying = op->spellarg;
639 free (op->spellarg); 594 free (op->spellarg);
640 op->spellarg = NULL; 595 op->spellarg = 0;
641 } 596 }
642 else 597 else
643 op->slaying = NULL; 598 op->slaying = 0;
644 599
645 /* Reset these to zero, so that object::can_merge will work properly */ 600 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 601 op->spellarg = NULL;
647 op->stats.sp = 0; 602 op->stats.sp = 0;
648 op->stats.hp = 0; 603 op->stats.hp = 0;
649 op->stats.grace = 0; 604 op->stats.grace = 0;
650 op->level = 0; 605 op->level = 0;
651 op->face = op->arch->clone.face; 606 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 607 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 608 update_object (op, UP_OBJ_CHANGE);
654 return op; 609 return op;
655} 610}
656 611
657/* stop_arrow() - what to do when a non-living flying object 612/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 613 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 632 op->destroy ();
678 } 633 }
679 else 634 else
680 { 635 {
681 op = fix_stopped_arrow (op); 636 op = fix_stopped_arrow (op);
637
682 if (op) 638 if (op)
683 merge_ob (op, NULL); 639 merge_ob (op, 0);
684 } 640 }
685} 641}
686 642
687/* Move an arrow along its course. op is the arrow or thrown object. 643/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 644 */
689
690void 645void
691move_arrow (object *op) 646move_arrow (object *op)
692{ 647{
693 object *tmp; 648 object *tmp;
694 sint16 new_x, new_y; 649 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 720 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 721 * chance that reflect_missile fails.)
767 */ 722 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 723 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 724 {
770 int number = op->face->number; 725 int number = op->face;
771 726
772 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
773 op->state = 0; 728 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 */ 729 was_reflected = 1; /* skip normal movement calculations */
786 } 730 }
787 else 731 else
788 { 732 {
789 /* Attack the object. */ 733 /* Attack the object. */
969 move_teleporter (op->more); 913 move_teleporter (op->more);
970 914
971 if (op->head) 915 if (op->head)
972 head = op->head; 916 head = op->head;
973 917
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 918 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 919 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 920 break;
977 921
978 /* If nothing above us to move, nothing to do */ 922 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 923 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 956 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 957 return;
1014 teleport (head, TELEPORTER, tmp); 958 teleport (head, TELEPORTER, tmp);
1015 } 959 }
1016} 960}
1017
1018 961
1019/* This object will teleport someone to a different map 962/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 963 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 964 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 965 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1018 return; /* dm has created a firewall in his inventory */
1076 1019
1077 spell = op->inv; 1020 spell = op->inv;
1078 1021
1079 if (!spell || spell->type != SPELL) 1022 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1023 spell = op->other_arch;
1081 1024
1082 if (!spell) 1025 if (!spell)
1083 { 1026 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1027 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1028 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1041 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1042 */
1100void 1043void
1101move_player_mover (object *op) 1044move_player_mover (object *op)
1102{ 1045{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1046 int dir = op->stats.sp;
1105 sint16 nx, ny; 1047 sint16 nx, ny;
1106 maptile *m; 1048 maptile *m;
1107 1049
1108 /* Determine direction now for random movers so we do the right thing */ 1050 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1051 if (!dir)
1110 dir = rndm (1, 8); 1052 dir = rndm (1, 8);
1111 1053
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1054 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1055 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1056 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1057 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1058 {
1117 1059
1134 } 1076 }
1135 1077
1136 if (should_director_abort (op, victim)) 1078 if (should_director_abort (op, victim))
1137 return; 1079 return;
1138 1080
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1081 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1082 {
1141 if (nextmover->type == PLAYERMOVER) 1083 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1084 nextmover->speed_left = -.99f;
1085
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1086 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1087 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1088 }
1148 1089
1149 if (victim->type == PLAYER) 1090 if (victim->type == PLAYER)
1150 { 1091 {
1151 /* only level >=1 movers move people */ 1092 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1096 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1097 * place. This can happen if the player used a spell to
1157 * get to this space. 1098 * get to this space.
1158 */ 1099 */
1159 victim->contr->fire_on = 0; 1100 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1101 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1102 move_player (victim, dir);
1162 } 1103 }
1163 else 1104 else
1164 return; 1105 return;
1165 } 1106 }
1169 if (!op->stats.maxsp && op->attacktype) 1110 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1111 op->stats.maxsp = 2;
1171 1112
1172 if (op->attacktype) 1113 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1114 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1115 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 } 1116 }
1185 } 1117 }
1186 } 1118 }
1187} 1119}
1188 1120
1204 return; 1136 return;
1205 } 1137 }
1206 1138
1207 if (op->above == NULL) 1139 if (op->above == NULL)
1208 return; 1140 return;
1141
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1142 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1143 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1144 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1145 {
1213 if (op->level <= 0) 1146 if (op->level <= 0)
1214 tmp->destroy (); 1147 tmp->destroy ();
1215 else 1148 else
1216 { 1149 {
1238 * has to make sure that there is in fact space for the object. 1171 * has to make sure that there is in fact space for the object.
1239 * It should really do this for small objects also, but there is 1172 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1173 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1174 * outside of the map which would cause the server to crash
1242*/ 1175*/
1243
1244void 1176void
1245move_creator (object *creator) 1177move_creator (object *creator)
1246{ 1178{
1247 object *new_ob; 1179 object *new_ob;
1248 1180
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1220 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1289 { 1221 {
1290 new_ob->destroy (); 1222 new_ob->destroy ();
1291 return; 1223 return;
1292 } 1224 }
1225
1226 // for now lets try to identify everything generated here, it mostly
1227 // happens automated, so this will at least fix many identify-experience holes
1228 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1229
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1230 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1231 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1232 return;
1297 1233
1307 with a specific code as the slaying field. 1243 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1244 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1245 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1246 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.*/ 1247 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1248void
1314move_marker (object *op) 1249move_marker (object *op)
1315{ 1250{
1316 if (object *tmp = op->ms ().player ()) 1251 if (object *tmp = op->ms ().player ())
1317 { 1252 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1253 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1254 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1255 force->destroy ();
1256
1257 if (!tmp->force_find (op->slaying))
1323 { 1258 {
1324 tmp2->destroy (); 1259 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1260
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) 1261 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1263
1358 if (op->stats.hp > 0) 1264 if (op->stats.hp > 0)
1359 { 1265 {
1360 op->stats.hp--; 1266 op->stats.hp--;
1267
1361 if (op->stats.hp == 0) 1268 if (op->stats.hp == 0)
1362 { 1269 {
1363 /* marker expires--granted mark number limit */ 1270 /* marker expires--granted mark number limit */
1364 op->destroy (); 1271 op->destroy ();
1365 return; 1272 return;
1367 } 1274 }
1368 } 1275 }
1369 } 1276 }
1370} 1277}
1371 1278
1372int 1279void
1373process_object (object *op) 1280process_object (object *op)
1374{ 1281{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1282 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1283 return;
1377 1284
1378 if (INVOKE_OBJECT (TICK, op)) 1285 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1286 return;
1380 1287
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1288 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1289 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1290 return;
1384 1291
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1292 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1293 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1294 animate_object (op, op->contr ? op->facing : op->direction);
1391 1295
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1296 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1297 make_sure_seen (op);
1394 } 1298 }
1395 1299
1300 if (expect_false (
1301 op->flag [FLAG_GENERATOR]
1302 || op->flag [FLAG_CHANGING]
1303 || op->flag [FLAG_IS_USED_UP]
1304 ))
1305 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1306 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1307 {
1398 change_object (op); 1308 change_object (op);
1399 return 1; 1309 return;
1400 } 1310 }
1401 1311
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1312 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1313 generate_monster (op);
1404 1314
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1315 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1316 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1317 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1318 remove_force (op);
1409 else 1319 else
1410 { 1320 {
1411 /* IF necessary, delete the item from the players inventory */ 1321 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1322 object *pl = op->in_player ();
1413 1323
1414 if (pl) 1324 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1325 esrv_del_item (pl->contr, op->count);
1416 1326
1417 op->remove (); 1327 op->remove ();
1418 1328
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1330 make_sure_not_seen (op);
1421 1331
1422 op->destroy (); 1332 op->destroy ();
1423 } 1333 }
1424 1334
1425 return 1; 1335 return;
1336 }
1426 } 1337 }
1427 1338
1428 switch (op->type) 1339 switch (op->type)
1429 { 1340 {
1430 case SPELL_EFFECT: 1341 case SPELL_EFFECT:
1431 move_spell_effect (op); 1342 move_spell_effect (op);
1432 return 1; 1343 break;
1433 1344
1434 case ROD: 1345 case ROD:
1435 case HORN: 1346 case HORN:
1436 regenerate_rod (op); 1347 regenerate_rod (op);
1437 return 1; 1348 break;
1438 1349
1439 case FORCE: 1350 case FORCE:
1440 case POTION_EFFECT: 1351 case POTION_EFFECT:
1441 remove_force (op); 1352 remove_force (op);
1442 return 1; 1353 break;
1443 1354
1444 case BLINDNESS: 1355 case BLINDNESS:
1445 remove_blindness (op); 1356 remove_blindness (op);
1446 return 0; 1357 break;
1447 1358
1448 case POISONING: 1359 case POISONING:
1449 poison_more (op); 1360 poison_more (op);
1450 return 0; 1361 break;
1451 1362
1452 case DISEASE: 1363 case DISEASE:
1453 move_disease (op); 1364 move_disease (op);
1454 return 0; 1365 break;
1455 1366
1456 case SYMPTOM: 1367 case SYMPTOM:
1457 move_symptom (op); 1368 move_symptom (op);
1458 return 0; 1369 break;
1459 1370
1460 case THROWN_OBJ: 1371 case THROWN_OBJ:
1461 case ARROW: 1372 case ARROW:
1462 move_arrow (op); 1373 move_arrow (op);
1463 return 0; 1374 break;
1464 1375
1465 case DOOR: 1376 case DOOR:
1466 remove_door (op); 1377 remove_door (op);
1467 return 0; 1378 break;
1468 1379
1469 case LOCKED_DOOR: 1380 case LOCKED_DOOR:
1470 remove_door2 (op); 1381 remove_door2 (op);
1471 return 0; 1382 break;
1472 1383
1473 case TELEPORTER: 1384 case TELEPORTER:
1474 move_teleporter (op); 1385 move_teleporter (op);
1475 return 0; 1386 break;
1476 1387
1477 case GOLEM: 1388 case GOLEM:
1478 move_golem (op); 1389 move_golem (op);
1479 return 0; 1390 break;
1480 1391
1481 case EARTHWALL: 1392 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1393 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1394 break;
1484 1395
1485 case FIREWALL: 1396 case FIREWALL:
1486 move_firewall (op); 1397 move_firewall (op);
1487 if (op->stats.maxsp) 1398 if (op->stats.maxsp)
1488 animate_turning (op); 1399 animate_turning (op);
1489 return 0; 1400 break;
1490 1401
1491 case MOOD_FLOOR: 1402 case MOOD_FLOOR:
1492 do_mood_floor (op); 1403 do_mood_floor (op);
1493 return 0; 1404 break;
1494 1405
1495 case GATE: 1406 case GATE:
1496 move_gate (op); 1407 move_gate (op);
1497 return 0; 1408 break;
1498 1409
1499 case TIMED_GATE: 1410 case TIMED_GATE:
1500 move_timed_gate (op); 1411 move_timed_gate (op);
1501 return 0; 1412 break;
1502 1413
1503 case TRIGGER: 1414 case TRIGGER:
1504 case TRIGGER_BUTTON: 1415 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1416 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1417 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1418 animate_trigger (op);
1508 return 0; 1419 break;
1509 1420
1510 case DETECTOR: 1421 case DETECTOR:
1511 move_detector (op); 1422 move_detector (op);
1512 1423
1513 case DIRECTOR: 1424 case DIRECTOR:
1514 if (op->stats.maxsp) 1425 if (op->stats.maxsp)
1515 animate_turning (op); 1426 animate_turning (op);
1516 return 0; 1427 break;
1517 1428
1518 case HOLE: 1429 case HOLE:
1519 move_hole (op); 1430 move_hole (op);
1520 return 0; 1431 break;
1521 1432
1522 case DEEP_SWAMP: 1433 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1434 move_deep_swamp (op);
1524 return 0; 1435 break;
1525 1436
1526 case RUNE: 1437 case RUNE:
1527 case TRAP: 1438 case TRAP:
1528 move_rune (op); 1439 move_rune (op);
1529 return 0; 1440 break;
1530 1441
1531 case PLAYERMOVER: 1442 case PLAYERMOVER:
1532 move_player_mover (op); 1443 move_player_mover (op);
1533 return 0; 1444 break;
1534 1445
1535 case CREATOR: 1446 case CREATOR:
1536 move_creator (op); 1447 move_creator (op);
1537 return 0; 1448 break;
1538 1449
1539 case MARKER: 1450 case MARKER:
1540 move_marker (op); 1451 move_marker (op);
1541 return 0; 1452 break;
1542 1453
1543 case PLAYER_CHANGER: 1454 case PLAYER_CHANGER:
1544 move_player_changer (op); 1455 move_player_changer (op);
1545 return 0; 1456 break;
1546 1457
1547 case PEACEMAKER: 1458 case PEACEMAKER:
1548 move_peacemaker (op); 1459 move_peacemaker (op);
1549 return 0; 1460 break;
1550 }
1551 1461
1552 return 0; 1462 case PLAYER:
1463 // players have their own speed-management, so undo the --speed_left
1464 ++op->speed_left;
1465 break;
1466 }
1553} 1467}
1468

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines