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Comparing deliantra/server/server/time.C (file contents):
Revision 1.34 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC

41 object *tmp; 41 object *tmp;
42 42
43 for (i = 1; i < 9; i += 2) 43 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) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 45 {
46 tmp->set_speed (0.1); 46 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
48 } 48 }
49 49
50 if (op->other_arch) 50 if (op->other_arch)
51 { 51 {
52 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
70 { 70 {
71 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]);
72 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 73 { /* same key both doors */
74 tmp->set_speed (0.1); 74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
76 } 76 }
77 } 77 }
78 78
79 if (op->other_arch) 79 if (op->other_arch)
80 { 80 {
87 } 87 }
88 88
89 op->destroy (); 89 op->destroy ();
90} 90}
91 91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 92void
96generate_monster_inv (object *gen) 93generate_monster (object *gen)
97{ 94{
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) 95 if (!gen->map)
153 return; 96 return;
154 97
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 99 return;
192 100
101 object *op;
102
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194 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 }
195 else 120 else
196 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 }
197 128
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 ();
198} 147}
199 148
200void 149void
201remove_force (object *op) 150remove_force (object *op)
202{ 151{
245 return; 194 return;
246 } 195 }
247 196
248 if (op->stats.food == 1) 197 if (op->stats.food == 1)
249 { 198 {
250 /* 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
251 * will not do anything. 200 * will not do anything.
252 */ 201 */
253 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
254 { 203 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
271} 220}
272 221
273 222
274void 223void
275move_gate (object *op) 224move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
277 object *tmp; 226 object *tmp;
278 227
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 229 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
353 */ 302 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 304 {
356 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
359 309
360 if (tmp != NULL) 310 if (tmp)
361 { 311 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 313 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
365 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 318 }
368 else 319 else
369 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
455 406
456 if (op->stats.hp) 407 if (op->stats.hp)
457 { 408 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 410 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 412 detected = 1;
413
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 415 detected = 1;
464 } 416 }
465 } 417 }
418
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 420 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 422 detected = 1;
472 } 423 }
473 424
474 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
604void 555void
605fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
606{ 557{
607 if (map == NULL) 558 if (map == NULL)
608 return; 559 return;
560
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 563 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
613} 565}
614 566
615
616object * 567object *
617fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
618{ 569{
619 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
620 { 571 {
623 return NULL; 574 return NULL;
624 } 575 }
625 576
626 op->set_speed (0); 577 op->set_speed (0);
627 op->direction = 0; 578 op->direction = 0;
628 op->move_on = 0; 579 op->move_on = 0;
629 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 587
636 if (op->spellarg != NULL) 588 if (op->spellarg)
637 { 589 {
638 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
639 free (op->spellarg); 591 free (op->spellarg);
640 op->spellarg = NULL; 592 op->spellarg = 0;
641 } 593 }
642 else 594 else
643 op->slaying = NULL; 595 op->slaying = 0;
644 596
645 /* Reset these to zero, so that object::can_merge will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 598 op->spellarg = NULL;
647 op->stats.sp = 0; 599 op->stats.sp = 0;
648 op->stats.hp = 0; 600 op->stats.hp = 0;
649 op->stats.grace = 0; 601 op->stats.grace = 0;
650 op->level = 0; 602 op->level = 0;
651 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
654 return op; 606 return op;
655} 607}
656 608
657/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 629 op->destroy ();
678 } 630 }
679 else 631 else
680 { 632 {
681 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
682 if (op) 635 if (op)
683 merge_ob (op, NULL); 636 merge_ob (op, 0);
684 } 637 }
685} 638}
686 639
687/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 641 */
689
690void 642void
691move_arrow (object *op) 643move_arrow (object *op)
692{ 644{
693 object *tmp; 645 object *tmp;
694 sint16 new_x, new_y; 646 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
767 */ 719 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 721 {
770 int number = op->face->number; 722 int number = op->face;
771 723
772 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
773 op->state = 0; 725 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 */ 726 was_reflected = 1; /* skip normal movement calculations */
786 } 727 }
787 else 728 else
788 { 729 {
789 /* Attack the object. */ 730 /* Attack the object. */
1024void 965void
1025move_player_changer (object *op) 966move_player_changer (object *op)
1026{ 967{
1027 object *player; 968 object *player;
1028 object *walk; 969 object *walk;
1029 char c;
1030 970
1031 if (!op->above || !EXIT_PATH (op)) 971 if (!op->above || !EXIT_PATH (op))
1032 return; 972 return;
1033 973
1034 /* This isn't all that great - means that the player_mover 974 /* This isn't all that great - means that the player_mover
1039 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 979 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1040 return; 980 return;
1041 981
1042 player = op->above; 982 player = op->above;
1043 983
1044 for (walk = op->inv; walk != NULL; walk = walk->below) 984 for (walk = op->inv; walk; walk = walk->below)
1045 apply_changes_to_player (player, walk); 985 apply_changes_to_player (player, walk);
1046 986
1047 player->update_stats (); 987 player->update_stats ();
1048 988
1049 esrv_send_inventory (op->above, op->above); 989 esrv_send_inventory (op->above, op->above);
1050 esrv_update_item (UPD_FACE, op->above, op->above); 990 esrv_update_item (UPD_FACE, op->above, op->above);
1051 991
1052 /* update players death & WoR home-position */ 992 /* update players death & WoR home-position */
1053 sscanf (EXIT_PATH (op), "%c", &c); 993 if (*EXIT_PATH (op) == '/')
1054 if (c == '/')
1055 { 994 {
1056 player->contr->savebed_map = EXIT_PATH (op); 995 player->contr->savebed_map = EXIT_PATH (op);
1057 player->contr->bed_x = EXIT_X (op); 996 player->contr->bed_x = EXIT_X (op);
1058 player->contr->bed_y = EXIT_Y (op); 997 player->contr->bed_y = EXIT_Y (op);
1059 } 998 }
1100 * it'll paralyze the victim for hp*his speed/op->speed 1039 * it'll paralyze the victim for hp*his speed/op->speed
1101 */ 1040 */
1102void 1041void
1103move_player_mover (object *op) 1042move_player_mover (object *op)
1104{ 1043{
1105 object *victim, *nextmover;
1106 int dir = op->stats.sp; 1044 int dir = op->stats.sp;
1107 sint16 nx, ny; 1045 sint16 nx, ny;
1108 maptile *m; 1046 maptile *m;
1109 1047
1110 /* Determine direction now for random movers so we do the right thing */ 1048 /* Determine direction now for random movers so we do the right thing */
1111 if (!dir) 1049 if (!dir)
1112 dir = rndm (1, 8); 1050 dir = rndm (1, 8);
1113 1051
1114 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1052 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1115 { 1053 {
1116 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1054 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1117 (victim->move_type & op->move_type || !victim->move_type)) 1055 (victim->move_type & op->move_type || !victim->move_type))
1118 { 1056 {
1119 1057
1136 } 1074 }
1137 1075
1138 if (should_director_abort (op, victim)) 1076 if (should_director_abort (op, victim))
1139 return; 1077 return;
1140 1078
1141 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1079 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1142 { 1080 {
1143 if (nextmover->type == PLAYERMOVER) 1081 if (nextmover->type == PLAYERMOVER)
1144 nextmover->speed_left = -.99; 1082 nextmover->speed_left = -.99f;
1083
1145 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1146 {
1147 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1085 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1148 }
1149 } 1086 }
1150 1087
1151 if (victim->type == PLAYER) 1088 if (victim->type == PLAYER)
1152 { 1089 {
1153 /* only level >=1 movers move people */ 1090 /* only level >=1 movers move people */
1157 * is cleared, otherwise the player will get stuck in 1094 * is cleared, otherwise the player will get stuck in
1158 * place. This can happen if the player used a spell to 1095 * place. This can happen if the player used a spell to
1159 * get to this space. 1096 * get to this space.
1160 */ 1097 */
1161 victim->contr->fire_on = 0; 1098 victim->contr->fire_on = 0;
1162 victim->speed_left = -FABS (victim->speed); 1099 victim->speed_left = 0.f;
1163 move_player (victim, dir); 1100 move_player (victim, dir);
1164 } 1101 }
1165 else 1102 else
1166 return; 1103 return;
1167 } 1104 }
1171 if (!op->stats.maxsp && op->attacktype) 1108 if (!op->stats.maxsp && op->attacktype)
1172 op->stats.maxsp = 2; 1109 op->stats.maxsp = 2;
1173 1110
1174 if (op->attacktype) 1111 if (op->attacktype)
1175 { /* flag to paralyze the player */ 1112 { /* flag to paralyze the player */
1176
1177 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1113 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1178 /* Not sure why, but for some chars on metalforge, they
1179 * would sometimes get -inf speed_left, and from the
1180 * description, it could only happen here, so just put
1181 * a lower sanity limit. My only guess is that the
1182 * mover has 0 speed.
1183 */
1184 if (victim->speed_left < -5.0)
1185 victim->speed_left = -5.0;
1186 } 1114 }
1187 } 1115 }
1188 } 1116 }
1189} 1117}
1190 1118
1206 return; 1134 return;
1207 } 1135 }
1208 1136
1209 if (op->above == NULL) 1137 if (op->above == NULL)
1210 return; 1138 return;
1139
1211 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1140 for (tmp = op->above; tmp; tmp = tmp->above)
1212 { 1141 {
1213 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1142 if (op->other_arch->name == tmp->arch->name)
1214 { 1143 {
1215 if (op->level <= 0) 1144 if (op->level <= 0)
1216 tmp->destroy (); 1145 tmp->destroy ();
1217 else 1146 else
1218 { 1147 {
1309 with a specific code as the slaying field. 1238 with a specific code as the slaying field.
1310 At that time, it writes the contents of its own message 1239 At that time, it writes the contents of its own message
1311 field to the player. The marker will decrement hp to 1240 field to the player. The marker will decrement hp to
1312 0 and then delete itself every time it grants a mark. 1241 0 and then delete itself every time it grants a mark.
1313 unless hp was zero to start with, in which case it is infinite.*/ 1242 unless hp was zero to start with, in which case it is infinite.*/
1314
1315void 1243void
1316move_marker (object *op) 1244move_marker (object *op)
1317{ 1245{
1318 if (object *tmp = op->ms ().player ()) 1246 if (object *tmp = op->ms ().player ())
1319 { 1247 {
1320 object *tmp2; 1248 object *tmp2;
1321 1249
1322 /* remove an old force with a slaying field == op->name */ 1250 /* remove an old force with a slaying field == op->name */
1323 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1324 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1325 { 1253 {
1326 tmp2->destroy (); 1254 tmp2->destroy ();
1327 break; 1255 break;
1328 } 1256 }
1329 1257
1330 /* cycle through his inventory to look for the MARK we want to 1258 /* cycle through his inventory to look for the MARK we want to
1331 * place 1259 * place
1332 */ 1260 */
1333 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1335 break; 1263 break;
1336 1264
1337 /* if we didn't find our own MARK */ 1265 /* if we didn't find our own MARK */
1338 if (tmp2 == NULL) 1266 if (!tmp2)
1339 { 1267 {
1340 object *force = get_archetype (FORCE_NAME); 1268 object *force = get_archetype (FORCE_NAME);
1341 1269
1342 if (op->stats.food) 1270 if (op->stats.food)
1343 { 1271 {
1369 } 1297 }
1370 } 1298 }
1371 } 1299 }
1372} 1300}
1373 1301
1374int 1302void
1375process_object (object *op) 1303process_object (object *op)
1376{ 1304{
1377 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1378 return 0; 1306 return;
1379 1307
1380 if (INVOKE_OBJECT (TICK, op)) 1308 if (INVOKE_OBJECT (TICK, op))
1381 return 0; 1309 return;
1382 1310
1383 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1384 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1385 return 1; 1313 return;
1386 1314
1387 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1388 { 1316 {
1389 if (op->type == PLAYER)
1390 animate_object (op, op->facing);
1391 else
1392 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1393 1318
1394 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1395 make_sure_seen (op); 1320 make_sure_seen (op);
1396 } 1321 }
1397 1322
1323 if (op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP])
1326 {
1398 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1399 { 1328 {
1400 change_object (op); 1329 change_object (op);
1401 return 1; 1330 return;
1402 } 1331 }
1403 1332
1404 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1405 generate_monster (op); 1334 generate_monster (op);
1406 1335
1407 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1336 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1408 { 1337 {
1409 if (QUERY_FLAG (op, FLAG_APPLIED)) 1338 if (QUERY_FLAG (op, FLAG_APPLIED))
1410 remove_force (op); 1339 remove_force (op);
1411 else 1340 else
1412 { 1341 {
1413 /* IF necessary, delete the item from the players inventory */ 1342 /* If necessary, delete the item from the players inventory */
1414 object *pl = op->in_player (); 1343 object *pl = op->in_player ();
1415 1344
1416 if (pl) 1345 if (pl)
1417 esrv_del_item (pl->contr, op->count); 1346 esrv_del_item (pl->contr, op->count);
1418 1347
1419 op->remove (); 1348 op->remove ();
1420 1349
1421 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1422 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1423 1352
1424 op->destroy (); 1353 op->destroy ();
1425 } 1354 }
1426 1355
1427 return 1; 1356 return;
1357 }
1428 } 1358 }
1429 1359
1430 switch (op->type) 1360 switch (op->type)
1431 { 1361 {
1432 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1433 move_spell_effect (op); 1363 move_spell_effect (op);
1434 return 1; 1364 break;
1435 1365
1436 case ROD: 1366 case ROD:
1437 case HORN: 1367 case HORN:
1438 regenerate_rod (op); 1368 regenerate_rod (op);
1439 return 1; 1369 break;
1440 1370
1441 case FORCE: 1371 case FORCE:
1442 case POTION_EFFECT: 1372 case POTION_EFFECT:
1443 remove_force (op); 1373 remove_force (op);
1444 return 1; 1374 break;
1445 1375
1446 case BLINDNESS: 1376 case BLINDNESS:
1447 remove_blindness (op); 1377 remove_blindness (op);
1448 return 0; 1378 break;
1449 1379
1450 case POISONING: 1380 case POISONING:
1451 poison_more (op); 1381 poison_more (op);
1452 return 0; 1382 break;
1453 1383
1454 case DISEASE: 1384 case DISEASE:
1455 move_disease (op); 1385 move_disease (op);
1456 return 0; 1386 break;
1457 1387
1458 case SYMPTOM: 1388 case SYMPTOM:
1459 move_symptom (op); 1389 move_symptom (op);
1460 return 0; 1390 break;
1461 1391
1462 case THROWN_OBJ: 1392 case THROWN_OBJ:
1463 case ARROW: 1393 case ARROW:
1464 move_arrow (op); 1394 move_arrow (op);
1465 return 0; 1395 break;
1466 1396
1467 case DOOR: 1397 case DOOR:
1468 remove_door (op); 1398 remove_door (op);
1469 return 0; 1399 break;
1470 1400
1471 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1472 remove_door2 (op); 1402 remove_door2 (op);
1473 return 0; 1403 break;
1474 1404
1475 case TELEPORTER: 1405 case TELEPORTER:
1476 move_teleporter (op); 1406 move_teleporter (op);
1477 return 0; 1407 break;
1478 1408
1479 case GOLEM: 1409 case GOLEM:
1480 move_golem (op); 1410 move_golem (op);
1481 return 0; 1411 break;
1482 1412
1483 case EARTHWALL: 1413 case EARTHWALL:
1484 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1485 return 0; 1415 break;
1486 1416
1487 case FIREWALL: 1417 case FIREWALL:
1488 move_firewall (op); 1418 move_firewall (op);
1489 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1490 animate_turning (op); 1420 animate_turning (op);
1491 return 0; 1421 break;
1492 1422
1493 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1494 do_mood_floor (op); 1424 do_mood_floor (op);
1495 return 0; 1425 break;
1496 1426
1497 case GATE: 1427 case GATE:
1498 move_gate (op); 1428 move_gate (op);
1499 return 0; 1429 break;
1500 1430
1501 case TIMED_GATE: 1431 case TIMED_GATE:
1502 move_timed_gate (op); 1432 move_timed_gate (op);
1503 return 0; 1433 break;
1504 1434
1505 case TRIGGER: 1435 case TRIGGER:
1506 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1507 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1508 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1509 animate_trigger (op); 1439 animate_trigger (op);
1510 return 0; 1440 break;
1511 1441
1512 case DETECTOR: 1442 case DETECTOR:
1513 move_detector (op); 1443 move_detector (op);
1514 1444
1515 case DIRECTOR: 1445 case DIRECTOR:
1516 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1517 animate_turning (op); 1447 animate_turning (op);
1518 return 0; 1448 break;
1519 1449
1520 case HOLE: 1450 case HOLE:
1521 move_hole (op); 1451 move_hole (op);
1522 return 0; 1452 break;
1523 1453
1524 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1525 move_deep_swamp (op); 1455 move_deep_swamp (op);
1526 return 0; 1456 break;
1527 1457
1528 case RUNE: 1458 case RUNE:
1529 case TRAP: 1459 case TRAP:
1530 move_rune (op); 1460 move_rune (op);
1531 return 0; 1461 break;
1532 1462
1533 case PLAYERMOVER: 1463 case PLAYERMOVER:
1534 move_player_mover (op); 1464 move_player_mover (op);
1535 return 0; 1465 break;
1536 1466
1537 case CREATOR: 1467 case CREATOR:
1538 move_creator (op); 1468 move_creator (op);
1539 return 0; 1469 break;
1540 1470
1541 case MARKER: 1471 case MARKER:
1542 move_marker (op); 1472 move_marker (op);
1543 return 0; 1473 break;
1544 1474
1545 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1546 move_player_changer (op); 1476 move_player_changer (op);
1547 return 0; 1477 break;
1548 1478
1549 case PEACEMAKER: 1479 case PEACEMAKER:
1550 move_peacemaker (op); 1480 move_peacemaker (op);
1551 return 0; 1481 break;
1552 }
1553 1482
1554 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487 }
1555} 1488}
1489

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