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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 1.65 by root, Mon Aug 27 05:40:57 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
316 * objects are above the gate. If so, we finish closing the gate, 268 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 269 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 270 * the gate slightly.
319 */ 271 */
320 272
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 273 for (tmp = op->above; tmp; tmp = tmp->above)
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)
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 op->play_sound (sound_find ("blocked_gate"));
319
365 if (tmp->type == PLAYER) 320 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 322 }
368 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
370 * be picked up or the object rolls, move the object 324 * be picked up or the object rolls, move the object
371 * off the gate. 325 * off the gate.
372 */ 326 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 328 {
375 /* If it has speed, it should move itself, otherwise: */ 329 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
377 331
378 /* If there is a free spot, move the object someplace */ 332 /* If there is a free spot, move the object someplace */
384 } 338 }
385 } 339 }
386 } 340 }
387 341
388 /* See if there is still anything blocking the gate */ 342 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 343 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 345 break;
392 346
393 /* IF there is, start putting the gate down */ 347 /* IF there is, start putting the gate down */
394 if (tmp) 348 if (tmp)
395 {
396 op->stats.food = 1; 349 op->stats.food = 1;
397 }
398 else 350 else
399 { 351 {
400 op->move_block = MOVE_ALL; 352 op->move_block = MOVE_ALL;
353
401 if (!op->arch->clone.stats.ac) 354 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 355 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 356 update_all_los (op->map, op->x, op->y);
404 } 357 }
405 } /* gate is halfway up */ 358 } /* gate is halfway up */
406 359
419 int v = op->value; 372 int v = op->value;
420 373
421 if (op->stats.sp) 374 if (op->stats.sp)
422 { 375 {
423 move_gate (op); 376 move_gate (op);
377
424 if (op->value != v) /* change direction ? */ 378 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 379 op->stats.sp = 0;
426 return; 380 return;
427 } 381 }
382
428 if (--op->stats.hp <= 0) 383 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 384 { /* keep gate down */
430 move_gate (op); 385 move_gate (op);
386
431 if (op->value != v) 387 if (op->value != v)
432 op->set_speed (0); 388 op->set_speed (0);
433 } 389 }
434} 390}
435 391
447 int last = op->value; 403 int last = op->value;
448 int detected; 404 int detected;
449 405
450 detected = 0; 406 detected = 0;
451 407
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 408 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above)
453 { 409 {
454 object *tmp2; 410 object *tmp2;
455 411
456 if (op->stats.hp) 412 if (op->stats.hp)
457 { 413 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 414 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 415 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 416 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 417 detected = 1;
418
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 419 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 420 detected = 1;
464 } 421 }
465 } 422 }
423
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 425 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 426 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 427 detected = 1;
472 } 428 }
473 429
474 /* the detector sets the button if detection is found */ 430 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 433 if (detected && last == 0)
478 { 434 {
479 op->value = 1; 435 op->value = 1;
480 push_button (op); 436 push_button (op);
481 } 437 }
438
482 if (!detected && last == 1) 439 if (!detected && last == 1)
483 { 440 {
484 op->value = 0; 441 op->value = 0;
485 push_button (op); 442 push_button (op);
486 } 443 }
490 if (detected && last == 1) 447 if (detected && last == 1)
491 { 448 {
492 op->value = 0; 449 op->value = 0;
493 push_button (op); 450 push_button (op);
494 } 451 }
452
495 if (!detected && last == 0) 453 if (!detected && last == 0)
496 { 454 {
497 op->value = 1; 455 op->value = 1;
498 push_button (op); 456 push_button (op);
499 } 457 }
604void 562void
605fix_stopped_item (object *op, maptile *map, object *originator) 563fix_stopped_item (object *op, maptile *map, object *originator)
606{ 564{
607 if (map == NULL) 565 if (map == NULL)
608 return; 566 return;
567
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 568 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 569 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 570 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 571 merge_ob (op, NULL); /* only some arrows actually need this */
613} 572}
614 573
615
616object * 574object *
617fix_stopped_arrow (object *op) 575fix_stopped_arrow (object *op)
618{ 576{
619 if (rndm (0, 99) < op->stats.food) 577 if (rndm (0, 99) < op->stats.food)
620 { 578 {
623 return NULL; 581 return NULL;
624 } 582 }
625 583
626 op->set_speed (0); 584 op->set_speed (0);
627 op->direction = 0; 585 op->direction = 0;
628 op->move_on = 0; 586 op->move_on = 0;
629 op->move_type = 0; 587 op->move_type = 0;
588 op->skill = 0; // really?
589
590 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 591 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 592 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 593 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 594
636 if (op->spellarg != NULL) 595 if (op->spellarg)
637 { 596 {
638 op->slaying = op->spellarg; 597 op->slaying = op->spellarg;
639 free (op->spellarg); 598 free (op->spellarg);
640 op->spellarg = NULL; 599 op->spellarg = 0;
641 } 600 }
642 else 601 else
643 op->slaying = NULL; 602 op->slaying = 0;
644 603
645 /* Reset these to zero, so that object::can_merge will work properly */ 604 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 605 op->spellarg = NULL;
647 op->stats.sp = 0; 606 op->stats.sp = 0;
648 op->stats.hp = 0; 607 op->stats.hp = 0;
649 op->stats.grace = 0; 608 op->stats.grace = 0;
650 op->level = 0; 609 op->level = 0;
651 op->face = op->arch->clone.face; 610 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 611 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 612 update_object (op, UP_OBJ_CHANGE);
654 return op; 613 return op;
655} 614}
656 615
657/* stop_arrow() - what to do when a non-living flying object 616/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 617 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 636 op->destroy ();
678 } 637 }
679 else 638 else
680 { 639 {
681 op = fix_stopped_arrow (op); 640 op = fix_stopped_arrow (op);
641
682 if (op) 642 if (op)
683 merge_ob (op, NULL); 643 merge_ob (op, 0);
684 } 644 }
685} 645}
686 646
687/* Move an arrow along its course. op is the arrow or thrown object. 647/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 648 */
689
690void 649void
691move_arrow (object *op) 650move_arrow (object *op)
692{ 651{
693 object *tmp; 652 object *tmp;
694 sint16 new_x, new_y; 653 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
767 */ 726 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 728 {
770 int number = op->face->number; 729 int number = op->face;
771 730
772 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
773 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
786 } 734 }
787 else 735 else
788 { 736 {
789 /* Attack the object. */ 737 /* Attack the object. */
969 move_teleporter (op->more); 917 move_teleporter (op->more);
970 918
971 if (op->head) 919 if (op->head)
972 head = op->head; 920 head = op->head;
973 921
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 922 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 923 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 924 break;
977 925
978 /* If nothing above us to move, nothing to do */ 926 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 927 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 961 return;
1014 teleport (head, TELEPORTER, tmp); 962 teleport (head, TELEPORTER, tmp);
1015 } 963 }
1016} 964}
1017
1018 965
1019/* This object will teleport someone to a different map 966/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 967 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 968 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 969 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1022 return; /* dm has created a firewall in his inventory */
1076 1023
1077 spell = op->inv; 1024 spell = op->inv;
1078 1025
1079 if (!spell || spell->type != SPELL) 1026 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1027 spell = op->other_arch;
1081 1028
1082 if (!spell) 1029 if (!spell)
1083 { 1030 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1031 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1032 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1045 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1046 */
1100void 1047void
1101move_player_mover (object *op) 1048move_player_mover (object *op)
1102{ 1049{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1050 int dir = op->stats.sp;
1105 sint16 nx, ny; 1051 sint16 nx, ny;
1106 maptile *m; 1052 maptile *m;
1107 1053
1108 /* Determine direction now for random movers so we do the right thing */ 1054 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1055 if (!dir)
1110 dir = rndm (1, 8); 1056 dir = rndm (1, 8);
1111 1057
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1058 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1059 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1060 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1061 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1062 {
1117 1063
1134 } 1080 }
1135 1081
1136 if (should_director_abort (op, victim)) 1082 if (should_director_abort (op, victim))
1137 return; 1083 return;
1138 1084
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1085 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1086 {
1141 if (nextmover->type == PLAYERMOVER) 1087 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1088 nextmover->speed_left = -.99f;
1089
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1090 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1091 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1092 }
1148 1093
1149 if (victim->type == PLAYER) 1094 if (victim->type == PLAYER)
1150 { 1095 {
1151 /* only level >=1 movers move people */ 1096 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1100 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1101 * place. This can happen if the player used a spell to
1157 * get to this space. 1102 * get to this space.
1158 */ 1103 */
1159 victim->contr->fire_on = 0; 1104 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1105 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1106 move_player (victim, dir);
1162 } 1107 }
1163 else 1108 else
1164 return; 1109 return;
1165 } 1110 }
1169 if (!op->stats.maxsp && op->attacktype) 1114 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1115 op->stats.maxsp = 2;
1171 1116
1172 if (op->attacktype) 1117 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1118 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1119 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 } 1120 }
1185 } 1121 }
1186 } 1122 }
1187} 1123}
1188 1124
1204 return; 1140 return;
1205 } 1141 }
1206 1142
1207 if (op->above == NULL) 1143 if (op->above == NULL)
1208 return; 1144 return;
1145
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1146 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1147 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1148 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1149 {
1213 if (op->level <= 0) 1150 if (op->level <= 0)
1214 tmp->destroy (); 1151 tmp->destroy ();
1215 else 1152 else
1216 { 1153 {
1238 * has to make sure that there is in fact space for the object. 1175 * 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 1176 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1177 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1178 * outside of the map which would cause the server to crash
1242*/ 1179*/
1243
1244void 1180void
1245move_creator (object *creator) 1181move_creator (object *creator)
1246{ 1182{
1247 object *new_ob; 1183 object *new_ob;
1248 1184
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1224 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1289 { 1225 {
1290 new_ob->destroy (); 1226 new_ob->destroy ();
1291 return; 1227 return;
1292 } 1228 }
1229
1230 // for now lets try to identify everything generated here, it mostly
1231 // happens automated, so this will at least fix many identify-experience holes
1232 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1233
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1235 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1236 return;
1297 1237
1307 with a specific code as the slaying field. 1247 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1248 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1249 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1250 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.*/ 1251 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1252void
1314move_marker (object *op) 1253move_marker (object *op)
1315{ 1254{
1316 if (object *tmp = op->ms ().player ()) 1255 if (object *tmp = op->ms ().player ())
1317 { 1256 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1257 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1258 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1259 force->destroy ();
1260
1261 if (!tmp->force_find (op->slaying))
1323 { 1262 {
1324 tmp2->destroy (); 1263 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1264
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) 1265 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1267
1358 if (op->stats.hp > 0) 1268 if (op->stats.hp > 0)
1359 { 1269 {
1360 op->stats.hp--; 1270 op->stats.hp--;
1271
1361 if (op->stats.hp == 0) 1272 if (op->stats.hp == 0)
1362 { 1273 {
1363 /* marker expires--granted mark number limit */ 1274 /* marker expires--granted mark number limit */
1364 op->destroy (); 1275 op->destroy ();
1365 return; 1276 return;
1367 } 1278 }
1368 } 1279 }
1369 } 1280 }
1370} 1281}
1371 1282
1372int 1283void
1373process_object (object *op) 1284process_object (object *op)
1374{ 1285{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1286 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1287 return;
1377 1288
1378 if (INVOKE_OBJECT (TICK, op)) 1289 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1290 return;
1380 1291
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1292 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1293 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1294 return;
1384 1295
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1296 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1297 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1298 animate_object (op, op->contr ? op->facing : op->direction);
1391 1299
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1300 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1301 make_sure_seen (op);
1394 } 1302 }
1395 1303
1304 if (expect_false (
1305 op->flag [FLAG_GENERATOR]
1306 || op->flag [FLAG_CHANGING]
1307 || op->flag [FLAG_IS_USED_UP]
1308 ))
1309 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1310 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1311 {
1398 change_object (op); 1312 change_object (op);
1399 return 1; 1313 return;
1400 } 1314 }
1401 1315
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1316 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1317 generate_monster (op);
1404 1318
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1319 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1320 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1321 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1322 remove_force (op);
1409 else 1323 else
1410 { 1324 {
1411 /* IF necessary, delete the item from the players inventory */ 1325 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1326 object *pl = op->in_player ();
1413 1327
1414 if (pl) 1328 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1329 esrv_del_item (pl->contr, op->count);
1416 1330
1417 op->remove (); 1331 op->remove ();
1418 1332
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1334 make_sure_not_seen (op);
1421 1335
1422 op->destroy (); 1336 op->destroy ();
1423 } 1337 }
1424 1338
1425 return 1; 1339 return;
1340 }
1426 } 1341 }
1427 1342
1428 switch (op->type) 1343 switch (op->type)
1429 { 1344 {
1430 case SPELL_EFFECT: 1345 case SPELL_EFFECT:
1431 move_spell_effect (op); 1346 move_spell_effect (op);
1432 return 1; 1347 break;
1433 1348
1434 case ROD: 1349 case ROD:
1435 case HORN: 1350 case HORN:
1436 regenerate_rod (op); 1351 regenerate_rod (op);
1437 return 1; 1352 break;
1438 1353
1439 case FORCE: 1354 case FORCE:
1440 case POTION_EFFECT: 1355 case POTION_EFFECT:
1441 remove_force (op); 1356 remove_force (op);
1442 return 1; 1357 break;
1443 1358
1444 case BLINDNESS: 1359 case BLINDNESS:
1445 remove_blindness (op); 1360 remove_blindness (op);
1446 return 0; 1361 break;
1447 1362
1448 case POISONING: 1363 case POISONING:
1449 poison_more (op); 1364 poison_more (op);
1450 return 0; 1365 break;
1451 1366
1452 case DISEASE: 1367 case DISEASE:
1453 move_disease (op); 1368 move_disease (op);
1454 return 0; 1369 break;
1455 1370
1456 case SYMPTOM: 1371 case SYMPTOM:
1457 move_symptom (op); 1372 move_symptom (op);
1458 return 0; 1373 break;
1459 1374
1460 case THROWN_OBJ: 1375 case THROWN_OBJ:
1461 case ARROW: 1376 case ARROW:
1462 move_arrow (op); 1377 move_arrow (op);
1463 return 0; 1378 break;
1464 1379
1465 case DOOR: 1380 case DOOR:
1466 remove_door (op); 1381 remove_door (op);
1467 return 0; 1382 break;
1468 1383
1469 case LOCKED_DOOR: 1384 case LOCKED_DOOR:
1470 remove_door2 (op); 1385 remove_door2 (op);
1471 return 0; 1386 break;
1472 1387
1473 case TELEPORTER: 1388 case TELEPORTER:
1474 move_teleporter (op); 1389 move_teleporter (op);
1475 return 0; 1390 break;
1476 1391
1477 case GOLEM: 1392 case GOLEM:
1478 move_golem (op); 1393 move_golem (op);
1479 return 0; 1394 break;
1480 1395
1481 case EARTHWALL: 1396 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1397 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1398 break;
1484 1399
1485 case FIREWALL: 1400 case FIREWALL:
1486 move_firewall (op); 1401 move_firewall (op);
1487 if (op->stats.maxsp) 1402 if (op->stats.maxsp)
1488 animate_turning (op); 1403 animate_turning (op);
1489 return 0; 1404 break;
1490 1405
1491 case MOOD_FLOOR: 1406 case MOOD_FLOOR:
1492 do_mood_floor (op); 1407 do_mood_floor (op);
1493 return 0; 1408 break;
1494 1409
1495 case GATE: 1410 case GATE:
1496 move_gate (op); 1411 move_gate (op);
1497 return 0; 1412 break;
1498 1413
1499 case TIMED_GATE: 1414 case TIMED_GATE:
1500 move_timed_gate (op); 1415 move_timed_gate (op);
1501 return 0; 1416 break;
1502 1417
1503 case TRIGGER: 1418 case TRIGGER:
1504 case TRIGGER_BUTTON: 1419 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1420 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1421 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1422 animate_trigger (op);
1508 return 0; 1423 break;
1509 1424
1510 case DETECTOR: 1425 case DETECTOR:
1511 move_detector (op); 1426 move_detector (op);
1512 1427
1513 case DIRECTOR: 1428 case DIRECTOR:
1514 if (op->stats.maxsp) 1429 if (op->stats.maxsp)
1515 animate_turning (op); 1430 animate_turning (op);
1516 return 0; 1431 break;
1517 1432
1518 case HOLE: 1433 case HOLE:
1519 move_hole (op); 1434 move_hole (op);
1520 return 0; 1435 break;
1521 1436
1522 case DEEP_SWAMP: 1437 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1438 move_deep_swamp (op);
1524 return 0; 1439 break;
1525 1440
1526 case RUNE: 1441 case RUNE:
1527 case TRAP: 1442 case TRAP:
1528 move_rune (op); 1443 move_rune (op);
1529 return 0; 1444 break;
1530 1445
1531 case PLAYERMOVER: 1446 case PLAYERMOVER:
1532 move_player_mover (op); 1447 move_player_mover (op);
1533 return 0; 1448 break;
1534 1449
1535 case CREATOR: 1450 case CREATOR:
1536 move_creator (op); 1451 move_creator (op);
1537 return 0; 1452 break;
1538 1453
1539 case MARKER: 1454 case MARKER:
1540 move_marker (op); 1455 move_marker (op);
1541 return 0; 1456 break;
1542 1457
1543 case PLAYER_CHANGER: 1458 case PLAYER_CHANGER:
1544 move_player_changer (op); 1459 move_player_changer (op);
1545 return 0; 1460 break;
1546 1461
1547 case PEACEMAKER: 1462 case PEACEMAKER:
1548 move_peacemaker (op); 1463 move_peacemaker (op);
1549 return 0; 1464 break;
1550 }
1551 1465
1552 return 0; 1466 case PLAYER:
1467 // players have their own speed-management, so undo the --speed_left
1468 ++op->speed_left;
1469 break;
1470 }
1553} 1471}
1472

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