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Comparing deliantra/server/server/time.C (file contents):
Revision 1.22 by root, Thu Dec 21 01:33:50 2006 UTC vs.
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
91 } 87 }
92 88
93 op->destroy (); 89 op->destroy ();
94} 90}
95 91
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 92void
100generate_monster_inv (object *gen) 93generate_monster (object *gen)
101{ 94{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 95 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 96 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 97
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 99 return;
100
101 object *op;
102
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
197 else 120 else
198 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
199 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
200} 147}
201 148
202void 149void
203remove_force (object *op) 150remove_force (object *op)
204{ 151{
205 if (--op->duration > 0) 152 if (--op->duration > 0)
206 return; 153 return;
207 154
155 if (op->env)
208 switch (op->subtype) 156 switch (op->subtype)
209 { 157 {
210 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 161
217 default: 162 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 164 change_abil (op->env, op);
222 fix_player (op->env); 165 op->env->update_stats ();
223 }
224 } 166 }
225 167
226 op->destroy (); 168 op->destroy ();
227} 169}
228 170
229void 171void
232 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
233 return; 175 return;
234 176
235 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
236 178
237 if (op->env != NULL) 179 if (op->env)
238 { 180 {
239 change_abil (op->env, op); 181 change_abil (op->env, op);
240 fix_player (op->env); 182 op->env->update_stats ();
241 } 183 }
242 184
243 op->destroy (); 185 op->destroy ();
244} 186}
245 187
252 return; 194 return;
253 } 195 }
254 196
255 if (op->stats.food == 1) 197 if (op->stats.food == 1)
256 { 198 {
257 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 200 * will not do anything.
259 */ 201 */
260 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
261 { 203 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 205 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 207 }
266 208
267 op->destroy (); 209 op->destroy ();
268 return; 210 return;
271 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
272 { 214 {
273 op->env->stats.food--; 215 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 217 }
218
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 220}
278 221
279 222
280void 223void
281move_gate (object *op) 224move_gate (object *op)
295 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 239 op->stats.wc = 0;
297 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
298 op->value = 0; 241 op->value = 0;
299 else 242 else
300 {
301 op->speed = 0; 243 op->set_speed (0);
302 update_ob_speed (op);
303 } 244 }
304 } 245
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 247 {
307 op->move_block = 0; 248 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
310 } 251 }
252
311 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
313 return; 255 return;
314 } 256 }
315 257
332 if (tmp == NULL) 274 if (tmp == NULL)
333 { 275 {
334 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
335 op->value = 1; 277 op->value = 1;
336 else 278 else
337 {
338 op->speed = 0; 279 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 280
340 }
341 return; 281 return;
342 } 282 }
343 } 283 }
344 284
345 if (op->stats.food) 285 if (op->stats.food)
436 } 376 }
437 if (--op->stats.hp <= 0) 377 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 378 { /* keep gate down */
439 move_gate (op); 379 move_gate (op);
440 if (op->value != v) 380 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 381 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 382 }
446} 383}
447 384
448/* slaying: name of the thing the detector is to look for 385/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 386 * speed: frequency of 'glances'
467 404
468 if (op->stats.hp) 405 if (op->stats.hp)
469 { 406 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 408 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 409 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 410 detected = 1;
411
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 413 detected = 1;
476 } 414 }
477 } 415 }
416
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 417 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 418 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 420 detected = 1;
484 } 421 }
485 422
486 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
536 if (op->value) 473 if (op->value)
537 { /* We're opening */ 474 { /* We're opening */
538 if (--op->stats.wc <= 0) 475 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 476 { /* Opened, let's stop */
540 op->stats.wc = 0; 477 op->stats.wc = 0;
541 op->speed = 0; 478 op->set_speed (0);
542 update_ob_speed (op);
543 479
544 /* Hard coding this makes sense for holes I suppose */ 480 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 481 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 482 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 483 {
548 next = tmp->above; 484 next = tmp->above;
549 move_apply (op, tmp, tmp); 485 move_apply (op, tmp, tmp);
550 } 486 }
551 } 487 }
488
552 SET_ANIMATION (op, op->stats.wc); 489 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
554 return; 491 return;
555 } 492 }
556 /* We're closing */ 493 /* We're closing */
557 op->move_on = 0; 494 op->move_on = 0;
558 495
559 op->stats.wc++; 496 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
562 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 503 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 504}
571 505
572 506
573/* stop_item() returns a pointer to the stopped object. The stopped object 507/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 508 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 534 op->destroy ();
601 return payload; 535 return payload;
602 } 536 }
603 537
604 case ARROW: 538 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 539 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 540 op = fix_stopped_arrow (op);
607 return op; 541 return op;
608 542
609 default: 543 default:
610 return op; 544 return op;
619void 553void
620fix_stopped_item (object *op, maptile *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
621{ 555{
622 if (map == NULL) 556 if (map == NULL)
623 return; 557 return;
558
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 560 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 561 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
628} 563}
629 564
630
631object * 565object *
632fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
633{ 567{
634 if (rndm (0, 99) < op->stats.food) 568 if (rndm (0, 99) < op->stats.food)
635 { 569 {
636 /* Small chance of breaking */ 570 /* Small chance of breaking */
637 op->destroy (); 571 op->destroy ();
638 return NULL; 572 return NULL;
639 } 573 }
640 574
575 op->set_speed (0);
641 op->direction = 0; 576 op->direction = 0;
642 op->move_on = 0; 577 op->move_on = 0;
643 op->move_type = 0; 578 op->move_type = 0;
644 op->speed = 0;
645 update_ob_speed (op);
646 op->stats.wc = op->stats.sp; 579 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 580 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 581 op->attacktype = op->stats.grace;
649 op->slaying = 0; 582 op->slaying = 0;
650 op->skill = 0; 583 op->skill = 0;
664 op->stats.hp = 0; 597 op->stats.hp = 0;
665 op->stats.grace = 0; 598 op->stats.grace = 0;
666 op->level = 0; 599 op->level = 0;
667 op->face = op->arch->clone.face; 600 op->face = op->arch->clone.face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 601 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 602 update_object (op, UP_OBJ_CHANGE);
670 return op; 603 return op;
671} 604}
672 605
673/* stop_arrow() - what to do when a non-living flying object 606/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 607 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 608 * here too. -b.t.
676 * 609 *
677 * Returns a pointer to the stopped object (which will have been removed 610 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 611 * from maps or inventories), or NULL if was destroyed.
679 */ 612 */
680
681static void 613static void
682stop_arrow (object *op) 614stop_arrow (object *op)
683{ 615{
684 if (INVOKE_OBJECT (STOP, op)) 616 if (INVOKE_OBJECT (STOP, op))
685 return; 617 return;
701 } 633 }
702} 634}
703 635
704/* Move an arrow along its course. op is the arrow or thrown object. 636/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 637 */
706
707void 638void
708move_arrow (object *op) 639move_arrow (object *op)
709{ 640{
710 object *tmp; 641 object *tmp;
711 sint16 new_x, new_y; 642 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 713 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 714 * chance that reflect_missile fails.)
784 */ 715 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 716 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 717 {
787 int number = op->face->number; 718 int number = op->face;
788 719
789 op->direction = absdir (op->direction + 4); 720 op->direction = absdir (op->direction + 4);
790 op->state = 0; 721 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 722 was_reflected = 1; /* skip normal movement calculations */
803 } 723 }
804 else 724 else
805 { 725 {
806 /* Attack the object. */ 726 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 900 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 901 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 902 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 903 * N times without the speed check.
984 */ 904 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 905 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 906 move_teleporter (op->more);
987 907
988 if (op->head) 908 if (op->head)
989 head = op->head; 909 head = op->head;
990 910
1001 if (tmp->type == PLAYER) 921 if (tmp->type == PLAYER)
1002 { 922 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 923 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 924 return;
1005 925
1006 enter_exit (tmp, head); 926 tmp->enter_exit (head);
1007 } 927 }
1008 else 928 else
1009 /* Currently only players can transfer maps */ 929 /* Currently only players can transfer maps */
1010 return; 930 return;
1011 } 931 }
1036/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 959 can't be generalized.
1040*/ 960*/
1041
1042void 961void
1043move_player_changer (object *op) 962move_player_changer (object *op)
1044{ 963{
1045 object *player; 964 object *player;
1046 object *walk; 965 object *walk;
1047 char c;
1048 966
1049 if (!op->above || !EXIT_PATH (op)) 967 if (!op->above || !EXIT_PATH (op))
1050 return; 968 return;
1051 969
1052 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 971 * needs to be on top.
1054 */ 972 */
1055 if (op->above->type == PLAYER) 973 if (op->above->type == PLAYER)
1056 { 974 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 976 return;
977
1059 player = op->above; 978 player = op->above;
1060 979
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 981 apply_changes_to_player (player, walk);
1063 982
1064 fix_player (player); 983 player->update_stats ();
1065 984
1066 esrv_send_inventory (op->above, op->above); 985 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
1068 987
1069 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 990 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 991 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 992 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 993 player->contr->bed_y = EXIT_Y (op);
1076 } 994 }
1077 else 995 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 997
1080 enter_exit (op->above, op); 998 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 999 }
1083} 1000}
1084 1001
1085/* firewalls fire other spells. 1002/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
1093 1010
1094 if (!op->map) 1011 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
1096 1013
1097 spell = op->inv; 1014 spell = op->inv;
1015
1098 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1017 spell = &op->other_arch->clone;
1018
1100 if (!spell) 1019 if (!spell)
1101 { 1020 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1022 return;
1104 } 1023 }
1105 1024
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1026}
1108
1109 1027
1110/* move_player_mover: this function takes a "player mover" as an 1028/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1029 * argument, and performs the function of a player mover, which is:
1112 * 1030 *
1113 * a player mover finds any players that are sitting on it. It 1031 * a player mover finds any players that are sitting on it. It
1146 nx = op->x + freearr_x[dir]; 1064 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1065 ny = op->y + freearr_y[dir];
1148 m = op->map; 1066 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1068 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1070 return;
1153 } 1071 }
1154 1072
1155 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1156 return; 1074 return;
1217{ 1135{
1218 object *tmp; 1136 object *tmp;
1219 1137
1220 if (!op->other_arch) 1138 if (!op->other_arch)
1221 { 1139 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1140 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1141 return;
1224 } 1142 }
1225 1143
1226 if (op->above == NULL) 1144 if (op->above == NULL)
1227 return; 1145 return;
1146
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1147 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1148 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1149 if (op->other_arch->name == tmp->arch->name)
1231 { 1150 {
1232 if (op->level <= 0) 1151 if (op->level <= 0)
1233 tmp->destroy (); 1152 tmp->destroy ();
1234 else 1153 else
1235 { 1154 {
1292 } 1211 }
1293 else 1212 else
1294 { 1213 {
1295 if (creator->other_arch == NULL) 1214 if (creator->other_arch == NULL)
1296 { 1215 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1217 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1218 return;
1300 } 1219 }
1301 1220
1302 new_ob = object_create_arch (creator->other_arch); 1221 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1326 with a specific code as the slaying field. 1245 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1246 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1247 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1248 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1249 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1250void
1333move_marker (object *op) 1251move_marker (object *op)
1334{ 1252{
1335 if (object *tmp = op->ms ().player ()) 1253 if (object *tmp = op->ms ().player ())
1336 { 1254 {
1337 object *tmp2; 1255 object *tmp2;
1338 1256
1339 /* remove an old force with a slaying field == op->name */ 1257 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1342 { 1260 {
1343 tmp2->destroy (); 1261 tmp2->destroy ();
1344 break; 1262 break;
1345 } 1263 }
1346 1264
1347 /* cycle through his inventory to look for the MARK we want to 1265 /* cycle through his inventory to look for the MARK we want to
1348 * place 1266 * place
1349 */ 1267 */
1350 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1351 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1352 break; 1270 break;
1353 1271
1354 /* if we didn't find our own MARK */ 1272 /* if we didn't find our own MARK */
1355 if (tmp2 == NULL) 1273 if (!tmp2)
1356 { 1274 {
1357 object *force = get_archetype (FORCE_NAME); 1275 object *force = get_archetype (FORCE_NAME);
1358 1276
1359 force->speed = 0;
1360 if (op->stats.food) 1277 if (op->stats.food)
1361 { 1278 {
1362 force->speed = 0.01; 1279 force->set_speed (0.01);
1363 force->speed_left = -op->stats.food; 1280 force->speed_left = -op->stats.food;
1364 } 1281 }
1365 update_ob_speed (force); 1282 else
1283 force->set_speed (0);
1284
1366 /* put in the lock code */ 1285 /* put in the lock code */
1367 force->slaying = op->slaying; 1286 force->slaying = op->slaying;
1368 1287
1369 if (op->lore) 1288 if (op->lore)
1370 force->lore = op->lore; 1289 force->lore = op->lore;

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