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Comparing deliantra/server/server/time.C (file contents):
Revision 1.24 by root, Mon Dec 25 11:25:50 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)
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;
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)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map) 95 if (!gen->map)
157 return; 96 return;
158 97
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
160 if (i == -1)
161 return;
162
163 while (at)
164 {
165 op = arch_to_object (at);
166 op->x = gen->x + freearr_x[i] + at->clone.x;
167 op->y = gen->y + freearr_y[i] + at->clone.y;
168
169 if (head)
170 op->head = head, prev->more = op;
171
172 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty);
174
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
181
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
191generate_monster (object *gen)
192{
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return; 99 return;
196 100
101 object *op;
102
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
198 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 }
199 else 120 else
200 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 }
201 128
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 ();
202} 147}
203 148
204void 149void
205remove_force (object *op) 150remove_force (object *op)
206{ 151{
207 if (--op->duration > 0) 152 if (--op->duration > 0)
208 return; 153 return;
209 154
155 if (op->env)
210 switch (op->subtype) 156 switch (op->subtype)
211 { 157 {
212 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
213 if (op->env != NULL)
214 {
215 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
216 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");
217 }
218 161
219 default: 162 default:
220 if (op->env != NULL)
221 {
222 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
223 change_abil (op->env, op); 164 change_abil (op->env, op);
224 op->env->update_stats (); 165 op->env->update_stats ();
225 }
226 } 166 }
227 167
228 op->destroy (); 168 op->destroy ();
229} 169}
230 170
231void 171void
234 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
235 return; 175 return;
236 176
237 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
238 178
239 if (op->env != NULL) 179 if (op->env)
240 { 180 {
241 change_abil (op->env, op); 181 change_abil (op->env, op);
242 op->env->update_stats (); 182 op->env->update_stats ();
243 } 183 }
244 184
254 return; 194 return;
255 } 195 }
256 196
257 if (op->stats.food == 1) 197 if (op->stats.food == 1)
258 { 198 {
259 /* 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
260 * will not do anything. 200 * will not do anything.
261 */ 201 */
262 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
263 { 203 {
264 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
273 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
274 { 214 {
275 op->env->stats.food--; 215 op->env->stats.food--;
276 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...");
277 } 217 }
218
278 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
279} 220}
280 221
281 222
282void 223void
283move_gate (object *op) 224move_gate (object *op)
297 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
298 op->stats.wc = 0; 239 op->stats.wc = 0;
299 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
300 op->value = 0; 241 op->value = 0;
301 else 242 else
302 {
303 op->speed = 0; 243 op->set_speed (0);
304 update_ob_speed (op);
305 } 244 }
306 } 245
307 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
308 { 247 {
309 op->move_block = 0; 248 op->move_block = 0;
310 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
311 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
312 } 251 }
252
313 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
314 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
315 return; 255 return;
316 } 256 }
317 257
334 if (tmp == NULL) 274 if (tmp == NULL)
335 { 275 {
336 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
337 op->value = 1; 277 op->value = 1;
338 else 278 else
339 {
340 op->speed = 0; 279 op->set_speed (0);
341 update_ob_speed (op); /* Reached top, let's stop */ 280
342 }
343 return; 281 return;
344 } 282 }
345 } 283 }
346 284
347 if (op->stats.food) 285 if (op->stats.food)
438 } 376 }
439 if (--op->stats.hp <= 0) 377 if (--op->stats.hp <= 0)
440 { /* keep gate down */ 378 { /* keep gate down */
441 move_gate (op); 379 move_gate (op);
442 if (op->value != v) 380 if (op->value != v)
443 { /* ready ? */
444 op->speed = 0; 381 op->set_speed (0);
445 update_ob_speed (op);
446 }
447 } 382 }
448} 383}
449 384
450/* slaying: name of the thing the detector is to look for 385/* slaying: name of the thing the detector is to look for
451 * speed: frequency of 'glances' 386 * speed: frequency of 'glances'
469 404
470 if (op->stats.hp) 405 if (op->stats.hp)
471 { 406 {
472 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
473 { 408 {
474 if (op->slaying && !strcmp (op->slaying, tmp->name)) 409 if (op->slaying && op->slaying == tmp->name)
475 detected = 1; 410 detected = 1;
411
476 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
477 detected = 1; 413 detected = 1;
478 } 414 }
479 } 415 }
416
480 if (op->slaying && !strcmp (op->slaying, tmp->name)) 417 if (op->slaying && op->slaying == tmp->name)
481 {
482 detected = 1; 418 detected = 1;
483 }
484 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
485 detected = 1; 420 detected = 1;
486 } 421 }
487 422
488 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
538 if (op->value) 473 if (op->value)
539 { /* We're opening */ 474 { /* We're opening */
540 if (--op->stats.wc <= 0) 475 if (--op->stats.wc <= 0)
541 { /* Opened, let's stop */ 476 { /* Opened, let's stop */
542 op->stats.wc = 0; 477 op->stats.wc = 0;
543 op->speed = 0; 478 op->set_speed (0);
544 update_ob_speed (op);
545 479
546 /* Hard coding this makes sense for holes I suppose */ 480 /* Hard coding this makes sense for holes I suppose */
547 op->move_on = MOVE_WALK; 481 op->move_on = MOVE_WALK;
548 for (tmp = op->above; tmp != NULL; tmp = next) 482 for (tmp = op->above; tmp != NULL; tmp = next)
549 { 483 {
550 next = tmp->above; 484 next = tmp->above;
551 move_apply (op, tmp, tmp); 485 move_apply (op, tmp, tmp);
552 } 486 }
553 } 487 }
488
554 SET_ANIMATION (op, op->stats.wc); 489 SET_ANIMATION (op, op->stats.wc);
555 update_object (op, UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
556 return; 491 return;
557 } 492 }
558 /* We're closing */ 493 /* We're closing */
559 op->move_on = 0; 494 op->move_on = 0;
560 495
561 op->stats.wc++; 496 op->stats.wc++;
562 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
563 op->stats.wc = NUM_ANIMATIONS (op) - 1; 498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
564 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
565 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
566 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
567 {
568 op->speed = 0;
569 update_ob_speed (op); /* closed, let's stop */ 503 op->set_speed (0); /* closed, let's stop */
570 return;
571 }
572} 504}
573 505
574 506
575/* 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
576 * 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
602 op->destroy (); 534 op->destroy ();
603 return payload; 535 return payload;
604 } 536 }
605 537
606 case ARROW: 538 case ARROW:
607 if (op->speed >= MIN_ACTIVE_SPEED) 539 if (op->has_active_speed ())
608 op = fix_stopped_arrow (op); 540 op = fix_stopped_arrow (op);
609 return op; 541 return op;
610 542
611 default: 543 default:
612 return op; 544 return op;
621void 553void
622fix_stopped_item (object *op, maptile *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
623{ 555{
624 if (map == NULL) 556 if (map == NULL)
625 return; 557 return;
558
626 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
627 insert_ob_in_map (op, map, originator, 0); 560 insert_ob_in_map (op, map, originator, 0);
628 else if (op->type == ARROW) 561 else if (op->type == ARROW)
629 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
630} 563}
631 564
632
633object * 565object *
634fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
635{ 567{
636 if (rndm (0, 99) < op->stats.food) 568 if (rndm (0, 99) < op->stats.food)
637 { 569 {
638 /* Small chance of breaking */ 570 /* Small chance of breaking */
639 op->destroy (); 571 op->destroy ();
640 return NULL; 572 return NULL;
641 } 573 }
642 574
575 op->set_speed (0);
643 op->direction = 0; 576 op->direction = 0;
644 op->move_on = 0; 577 op->move_on = 0;
645 op->move_type = 0; 578 op->move_type = 0;
646 op->speed = 0;
647 update_ob_speed (op);
648 op->stats.wc = op->stats.sp; 579 op->stats.wc = op->stats.sp;
649 op->stats.dam = op->stats.hp; 580 op->stats.dam = op->stats.hp;
650 op->attacktype = op->stats.grace; 581 op->attacktype = op->stats.grace;
651 op->slaying = 0; 582 op->slaying = 0;
652 op->skill = 0; 583 op->skill = 0;
666 op->stats.hp = 0; 597 op->stats.hp = 0;
667 op->stats.grace = 0; 598 op->stats.grace = 0;
668 op->level = 0; 599 op->level = 0;
669 op->face = op->arch->clone.face; 600 op->face = op->arch->clone.face;
670 op->owner = NULL; /* So that stopped arrows will be saved */ 601 op->owner = NULL; /* So that stopped arrows will be saved */
671 update_object (op, UP_OBJ_FACE); 602 update_object (op, UP_OBJ_CHANGE);
672 return op; 603 return op;
673} 604}
674 605
675/* stop_arrow() - what to do when a non-living flying object 606/* stop_arrow() - what to do when a non-living flying object
676 * 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
677 * here too. -b.t. 608 * here too. -b.t.
678 * 609 *
679 * 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
680 * from maps or inventories), or NULL if was destroyed. 611 * from maps or inventories), or NULL if was destroyed.
681 */ 612 */
682
683static void 613static void
684stop_arrow (object *op) 614stop_arrow (object *op)
685{ 615{
686 if (INVOKE_OBJECT (STOP, op)) 616 if (INVOKE_OBJECT (STOP, op))
687 return; 617 return;
703 } 633 }
704} 634}
705 635
706/* 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.
707 */ 637 */
708
709void 638void
710move_arrow (object *op) 639move_arrow (object *op)
711{ 640{
712 object *tmp; 641 object *tmp;
713 sint16 new_x, new_y; 642 sint16 new_x, new_y;
784 * as below. (Note that for living creatures there is a small 713 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 714 * chance that reflect_missile fails.)
786 */ 715 */
787 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))
788 { 717 {
789 int number = op->face->number; 718 int number = op->face;
790 719
791 op->direction = absdir (op->direction + 4); 720 op->direction = absdir (op->direction + 4);
792 op->state = 0; 721 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 722 was_reflected = 1; /* skip normal movement calculations */
805 } 723 }
806 else 724 else
807 { 725 {
808 /* Attack the object. */ 726 /* Attack the object. */
982 * there is an old multipart teleporter in which the other parts 900 * there is an old multipart teleporter in which the other parts
983 * 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
984 * function - in fact, as written below, part N would get called 902 * function - in fact, as written below, part N would get called
985 * N times without the speed check. 903 * N times without the speed check.
986 */ 904 */
987 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 905 if (op->more && !op->more->has_active_speed ())
988 move_teleporter (op->more); 906 move_teleporter (op->more);
989 907
990 if (op->head) 908 if (op->head)
991 head = op->head; 909 head = op->head;
992 910
1003 if (tmp->type == PLAYER) 921 if (tmp->type == PLAYER)
1004 { 922 {
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 923 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return; 924 return;
1007 925
1008 enter_exit (tmp, head); 926 tmp->enter_exit (head);
1009 } 927 }
1010 else 928 else
1011 /* Currently only players can transfer maps */ 929 /* Currently only players can transfer maps */
1012 return; 930 return;
1013 } 931 }
1038/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 959 can't be generalized.
1042*/ 960*/
1043
1044void 961void
1045move_player_changer (object *op) 962move_player_changer (object *op)
1046{ 963{
1047 object *player; 964 object *player;
1048 object *walk; 965 object *walk;
1049 char c;
1050 966
1051 if (!op->above || !EXIT_PATH (op)) 967 if (!op->above || !EXIT_PATH (op))
1052 return; 968 return;
1053 969
1054 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 971 * needs to be on top.
1056 */ 972 */
1057 if (op->above->type == PLAYER) 973 if (op->above->type == PLAYER)
1058 { 974 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 976 return;
977
1061 player = op->above; 978 player = op->above;
1062 979
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 981 apply_changes_to_player (player, walk);
1065 982
1066 player->update_stats (); 983 player->update_stats ();
1067 984
1068 esrv_send_inventory (op->above, op->above); 985 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
1070 987
1071 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 990 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 991 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 992 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 993 player->contr->bed_y = EXIT_Y (op);
1078 } 994 }
1079 else 995 else
1080 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));
1081 997
1082 enter_exit (op->above, op); 998 op->above->enter_exit (op);
1083 player->contr->save ();
1084 } 999 }
1085} 1000}
1086 1001
1087/* firewalls fire other spells. 1002/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
1101 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1102 spell = &op->other_arch->clone; 1017 spell = &op->other_arch->clone;
1103 1018
1104 if (!spell) 1019 if (!spell)
1105 { 1020 {
1106 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);
1107 return; 1022 return;
1108 } 1023 }
1109 1024
1110 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);
1111} 1026}
1149 nx = op->x + freearr_x[dir]; 1064 nx = op->x + freearr_x[dir];
1150 ny = op->y + freearr_y[dir]; 1065 ny = op->y + freearr_y[dir];
1151 m = op->map; 1066 m = op->map;
1152 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)
1153 { 1068 {
1154 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);
1155 return; 1070 return;
1156 } 1071 }
1157 1072
1158 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1159 return; 1074 return;
1220{ 1135{
1221 object *tmp; 1136 object *tmp;
1222 1137
1223 if (!op->other_arch) 1138 if (!op->other_arch)
1224 { 1139 {
1225 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");
1226 return; 1141 return;
1227 } 1142 }
1228 1143
1229 if (op->above == NULL) 1144 if (op->above == NULL)
1230 return; 1145 return;
1146
1231 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1147 for (tmp = op->above; tmp; tmp = tmp->above)
1232 { 1148 {
1233 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1149 if (op->other_arch->name == tmp->arch->name)
1234 { 1150 {
1235 if (op->level <= 0) 1151 if (op->level <= 0)
1236 tmp->destroy (); 1152 tmp->destroy ();
1237 else 1153 else
1238 { 1154 {
1295 } 1211 }
1296 else 1212 else
1297 { 1213 {
1298 if (creator->other_arch == NULL) 1214 if (creator->other_arch == NULL)
1299 { 1215 {
1300 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",
1301 creator->x, creator->y); 1217 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1218 return;
1303 } 1219 }
1304 1220
1305 new_ob = object_create_arch (creator->other_arch); 1221 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1329 with a specific code as the slaying field. 1245 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1246 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1247 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1248 0 and then delete itself every time it grants a mark.
1333 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.*/
1334
1335void 1250void
1336move_marker (object *op) 1251move_marker (object *op)
1337{ 1252{
1338 if (object *tmp = op->ms ().player ()) 1253 if (object *tmp = op->ms ().player ())
1339 { 1254 {
1340 object *tmp2; 1255 object *tmp2;
1341 1256
1342 /* remove an old force with a slaying field == op->name */ 1257 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1344 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1345 { 1260 {
1346 tmp2->destroy (); 1261 tmp2->destroy ();
1347 break; 1262 break;
1348 } 1263 }
1349 1264
1350 /* 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
1351 * place 1266 * place
1352 */ 1267 */
1353 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1354 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1355 break; 1270 break;
1356 1271
1357 /* if we didn't find our own MARK */ 1272 /* if we didn't find our own MARK */
1358 if (tmp2 == NULL) 1273 if (!tmp2)
1359 { 1274 {
1360 object *force = get_archetype (FORCE_NAME); 1275 object *force = get_archetype (FORCE_NAME);
1361 1276
1362 force->speed = 0;
1363 if (op->stats.food) 1277 if (op->stats.food)
1364 { 1278 {
1365 force->speed = 0.01; 1279 force->set_speed (0.01);
1366 force->speed_left = -op->stats.food; 1280 force->speed_left = -op->stats.food;
1367 } 1281 }
1368 update_ob_speed (force); 1282 else
1283 force->set_speed (0);
1284
1369 /* put in the lock code */ 1285 /* put in the lock code */
1370 force->slaying = op->slaying; 1286 force->slaying = op->slaying;
1371 1287
1372 if (op->lore) 1288 if (op->lore)
1373 force->lore = op->lore; 1289 force->lore = op->lore;

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