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Comparing deliantra/server/server/time.C (file contents):
Revision 1.27 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.52 by root, Tue May 22 10:50:01 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->set_speed (0.1); 46 tmp->set_speed (0.1f);
50 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
51 } 48 }
52 49
53 if (op->other_arch) 50 if (op->other_arch)
54 { 51 {
55 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
72 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
73 { 70 {
74 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]);
75 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */ 73 { /* same key both doors */
77 tmp->set_speed (0.1); 74 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
79 } 76 }
80 } 77 }
81 78
82 if (op->other_arch) 79 if (op->other_arch)
83 { 80 {
90 } 87 }
91 88
92 op->destroy (); 89 op->destroy ();
93} 90}
94 91
95/* Will generate a monster according to content
96 * of generator.
97 */
98void 92void
99generate_monster_inv (object *gen) 93generate_monster (object *gen)
100{ 94{
101 int i;
102 object *op, *head = NULL;
103
104 int qty = 0;
105
106 /* Code below assumes the generator is on a map, as it tries
107 * to place the monster on the map. So if the generator
108 * isn't on a map, complain and exit.
109 */
110 if (gen->map == NULL)
111 {
112 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
113 return;
114 }
115 /*First count numer of objects in inv */
116 for (op = gen->inv; op; op = op->below)
117 qty++;
118 if (!qty)
119 {
120 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
121 return; /*No inventory */
122 }
123 qty = rndm (0, qty - 1);
124 for (op = gen->inv; qty; qty--)
125 op = op->below;
126 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
127 if (i == -1)
128 return;
129 head = object_create_clone (op);
130 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
131 unflag_inv (head, FLAG_IS_A_TEMPLATE);
132 if (rndm (0, 9))
133 generate_artifact (head, gen->map->difficulty);
134 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
135 if (QUERY_FLAG (head, FLAG_FREED))
136 return;
137 if (head->has_random_items ())
138 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
139}
140
141void
142generate_monster_arch (object *gen)
143{
144 int i;
145 object *op, *head = NULL, *prev = NULL;
146 archetype *at = gen->other_arch;
147
148 if (!gen->other_arch)
149 return;
150
151 /* Code below assumes the generator is on a map, as it tries
152 * to place the monster on the map. So if the generator
153 * isn't on a map, complain and exit.
154 */
155 if (!gen->map) 95 if (!gen->map)
156 return; 96 return;
157 97
158 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
159 if (i == -1)
160 return;
161
162 while (at)
163 {
164 op = arch_to_object (at);
165 op->x = gen->x + freearr_x[i] + at->clone.x;
166 op->y = gen->y + freearr_y[i] + at->clone.y;
167
168 if (head)
169 op->head = head, prev->more = op;
170
171 if (rndm (0, 9))
172 generate_artifact (op, gen->map->difficulty);
173
174 insert_ob_in_map (op, gen->map, gen, 0);
175 if (QUERY_FLAG (op, FLAG_FREED))
176 return;
177
178 if (op->has_random_items ())
179 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
180
181 if (head == NULL)
182 head = op;
183
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192
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;
195 100
101 object *op;
102
196 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
197 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 }
198 else 120 else
199 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 }
200 128
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 ();
201} 147}
202 148
203void 149void
204remove_force (object *op) 150remove_force (object *op)
205{ 151{
248 return; 194 return;
249 } 195 }
250 196
251 if (op->stats.food == 1) 197 if (op->stats.food == 1)
252 { 198 {
253 /* 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
254 * will not do anything. 200 * will not do anything.
255 */ 201 */
256 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
257 { 203 {
258 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
267 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
268 { 214 {
269 op->env->stats.food--; 215 op->env->stats.food--;
270 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...");
271 } 217 }
218
272 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
273} 220}
274 221
275 222
276void 223void
277move_gate (object *op) 224move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
279 object *tmp; 226 object *tmp;
280 227
281 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))
282 { 229 {
283 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));
355 */ 302 */
356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
357 { 304 {
358 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
359 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
361 309
362 if (tmp != NULL) 310 if (tmp)
363 { 311 {
364 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
365 { 313 {
366 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
367 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
368 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);
369 } 318 }
370 else 319 else
371 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
457 406
458 if (op->stats.hp) 407 if (op->stats.hp)
459 { 408 {
460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 { 410 {
462 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
463 detected = 1; 412 detected = 1;
413
464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
465 detected = 1; 415 detected = 1;
466 } 416 }
467 } 417 }
418
468 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
469 {
470 detected = 1; 420 detected = 1;
471 }
472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
473 detected = 1; 422 detected = 1;
474 } 423 }
475 424
476 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
587 op->destroy (); 536 op->destroy ();
588 return payload; 537 return payload;
589 } 538 }
590 539
591 case ARROW: 540 case ARROW:
592 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
593 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
594 return op; 543 return op;
595 544
596 default: 545 default:
597 return op; 546 return op;
606void 555void
607fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
608{ 557{
609 if (map == NULL) 558 if (map == NULL)
610 return; 559 return;
560
611 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
612 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
613 else if (op->type == ARROW) 563 else if (op->type == ARROW)
614 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
615} 565}
616 566
617
618object * 567object *
619fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
620{ 569{
621 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
622 { 571 {
625 return NULL; 574 return NULL;
626 } 575 }
627 576
628 op->set_speed (0); 577 op->set_speed (0);
629 op->direction = 0; 578 op->direction = 0;
630 op->move_on = 0; 579 op->move_on = 0;
631 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
632 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
633 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
634 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
635 op->slaying = 0;
636 op->skill = 0;
637 587
638 if (op->spellarg != NULL) 588 if (op->spellarg)
639 { 589 {
640 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
641 free (op->spellarg); 591 free (op->spellarg);
642 op->spellarg = NULL; 592 op->spellarg = 0;
643 } 593 }
644 else 594 else
645 op->slaying = NULL; 595 op->slaying = 0;
646 596
647 /* 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 */
648 op->spellarg = NULL; 598 op->spellarg = NULL;
649 op->stats.sp = 0; 599 op->stats.sp = 0;
650 op->stats.hp = 0; 600 op->stats.hp = 0;
651 op->stats.grace = 0; 601 op->stats.grace = 0;
652 op->level = 0; 602 op->level = 0;
653 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
654 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
655 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
656 return op; 606 return op;
657} 607}
658 608
659/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
660 * 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
679 op->destroy (); 629 op->destroy ();
680 } 630 }
681 else 631 else
682 { 632 {
683 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
684 if (op) 635 if (op)
685 merge_ob (op, NULL); 636 merge_ob (op, 0);
686 } 637 }
687} 638}
688 639
689/* 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.
690 */ 641 */
691
692void 642void
693move_arrow (object *op) 643move_arrow (object *op)
694{ 644{
695 object *tmp; 645 object *tmp;
696 sint16 new_x, new_y; 646 sint16 new_x, new_y;
767 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
769 */ 719 */
770 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))
771 { 721 {
772 int number = op->face->number; 722 int number = op->face;
773 723
774 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
775 op->state = 0; 725 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
788 } 727 }
789 else 728 else
790 { 729 {
791 /* Attack the object. */ 730 /* Attack the object. */
965 * there is an old multipart teleporter in which the other parts 904 * there is an old multipart teleporter in which the other parts
966 * have speed, we don't really want to call it twice for the same 905 * have speed, we don't really want to call it twice for the same
967 * function - in fact, as written below, part N would get called 906 * function - in fact, as written below, part N would get called
968 * N times without the speed check. 907 * N times without the speed check.
969 */ 908 */
970 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 909 if (op->more && !op->more->has_active_speed ())
971 move_teleporter (op->more); 910 move_teleporter (op->more);
972 911
973 if (op->head) 912 if (op->head)
974 head = op->head; 913 head = op->head;
975 914
986 if (tmp->type == PLAYER) 925 if (tmp->type == PLAYER)
987 { 926 {
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
989 return; 928 return;
990 929
991 enter_exit (tmp, head); 930 tmp->enter_exit (head);
992 } 931 }
993 else 932 else
994 /* Currently only players can transfer maps */ 933 /* Currently only players can transfer maps */
995 return; 934 return;
996 } 935 }
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 954 return;
1016 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1017 } 956 }
1018} 957}
1019
1020 958
1021/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1023 This was invented for giving classes, but there's no reason it 961 This was invented for giving classes, but there's no reason it
1024 can't be generalized. 962 can't be generalized.
1025*/ 963*/
1026
1027void 964void
1028move_player_changer (object *op) 965move_player_changer (object *op)
1029{ 966{
1030 object *player; 967 object *player;
1031 object *walk; 968 object *walk;
1032 char c;
1033 969
1034 if (!op->above || !EXIT_PATH (op)) 970 if (!op->above || !EXIT_PATH (op))
1035 return; 971 return;
1036 972
1037 /* This isn't all that great - means that the player_mover 973 /* This isn't all that great - means that the player_mover
1038 * needs to be on top. 974 * needs to be on top.
1039 */ 975 */
1040 if (op->above->type == PLAYER) 976 if (op->above->type == PLAYER)
1041 { 977 {
1042 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1043 return; 979 return;
980
1044 player = op->above; 981 player = op->above;
1045 982
1046 for (walk = op->inv; walk != NULL; walk = walk->below) 983 for (walk = op->inv; walk; walk = walk->below)
1047 apply_changes_to_player (player, walk); 984 apply_changes_to_player (player, walk);
1048 985
1049 player->update_stats (); 986 player->update_stats ();
1050 987
1051 esrv_send_inventory (op->above, op->above); 988 esrv_send_inventory (op->above, op->above);
1052 esrv_update_item (UPD_FACE, op->above, op->above); 989 esrv_update_item (UPD_FACE, op->above, op->above);
1053 990
1054 /* update players death & WoR home-position */ 991 /* update players death & WoR home-position */
1055 sscanf (EXIT_PATH (op), "%c", &c); 992 if (*EXIT_PATH (op) == '/')
1056 if (c == '/')
1057 { 993 {
1058 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 994 player->contr->savebed_map = EXIT_PATH (op);
1059 player->contr->bed_x = EXIT_X (op); 995 player->contr->bed_x = EXIT_X (op);
1060 player->contr->bed_y = EXIT_Y (op); 996 player->contr->bed_y = EXIT_Y (op);
1061 } 997 }
1062 else 998 else
1063 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 999 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1064 1000
1065 enter_exit (op->above, op); 1001 op->above->enter_exit (op);
1066 player->contr->save ();
1067 } 1002 }
1068} 1003}
1069 1004
1070/* firewalls fire other spells. 1005/* firewalls fire other spells.
1071 * The direction of the wall is stored in op->stats.sp. 1006 * The direction of the wall is stored in op->stats.sp.
1084 if (!spell || spell->type != SPELL) 1019 if (!spell || spell->type != SPELL)
1085 spell = &op->other_arch->clone; 1020 spell = &op->other_arch->clone;
1086 1021
1087 if (!spell) 1022 if (!spell)
1088 { 1023 {
1089 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1090 return; 1025 return;
1091 } 1026 }
1092 1027
1093 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1028 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1094} 1029}
1103 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1104 */ 1039 */
1105void 1040void
1106move_player_mover (object *op) 1041move_player_mover (object *op)
1107{ 1042{
1108 object *victim, *nextmover;
1109 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1110 sint16 nx, ny; 1044 sint16 nx, ny;
1111 maptile *m; 1045 maptile *m;
1112 1046
1113 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
1114 if (!dir) 1048 if (!dir)
1115 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1116 1050
1117 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1051 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1118 { 1052 {
1119 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1120 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1121 { 1055 {
1122 1056
1132 nx = op->x + freearr_x[dir]; 1066 nx = op->x + freearr_x[dir];
1133 ny = op->y + freearr_y[dir]; 1067 ny = op->y + freearr_y[dir];
1134 m = op->map; 1068 m = op->map;
1135 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1136 { 1070 {
1137 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1138 return; 1072 return;
1139 } 1073 }
1140 1074
1141 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1142 return; 1076 return;
1143 1077
1144 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1145 { 1079 {
1146 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1147 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1148 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1149 {
1150 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1151 }
1152 } 1085 }
1153 1086
1154 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1155 { 1088 {
1156 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1160 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1161 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1162 * get to this space. 1095 * get to this space.
1163 */ 1096 */
1164 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1165 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1166 move_player (victim, dir); 1099 move_player (victim, dir);
1167 } 1100 }
1168 else 1101 else
1169 return; 1102 return;
1170 } 1103 }
1174 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1175 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1176 1109
1177 if (op->attacktype) 1110 if (op->attacktype)
1178 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1179
1180 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1181 /* Not sure why, but for some chars on metalforge, they
1182 * would sometimes get -inf speed_left, and from the
1183 * description, it could only happen here, so just put
1184 * a lower sanity limit. My only guess is that the
1185 * mover has 0 speed.
1186 */
1187 if (victim->speed_left < -5.0)
1188 victim->speed_left = -5.0;
1189 } 1113 }
1190 } 1114 }
1191 } 1115 }
1192} 1116}
1193 1117
1203{ 1127{
1204 object *tmp; 1128 object *tmp;
1205 1129
1206 if (!op->other_arch) 1130 if (!op->other_arch)
1207 { 1131 {
1208 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1132 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1209 return; 1133 return;
1210 } 1134 }
1211 1135
1212 if (op->above == NULL) 1136 if (op->above == NULL)
1213 return; 1137 return;
1138
1214 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1215 { 1140 {
1216 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1141 if (op->other_arch->name == tmp->arch->name)
1217 { 1142 {
1218 if (op->level <= 0) 1143 if (op->level <= 0)
1219 tmp->destroy (); 1144 tmp->destroy ();
1220 else 1145 else
1221 { 1146 {
1278 } 1203 }
1279 else 1204 else
1280 { 1205 {
1281 if (creator->other_arch == NULL) 1206 if (creator->other_arch == NULL)
1282 { 1207 {
1283 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1284 creator->x, creator->y); 1209 &creator->name, &creator->map->path, creator->x, creator->y);
1285 return; 1210 return;
1286 } 1211 }
1287 1212
1288 new_ob = object_create_arch (creator->other_arch); 1213 new_ob = object_create_arch (creator->other_arch);
1289 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1312 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1313 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1314 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1315 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1316 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1317
1318void 1242void
1319move_marker (object *op) 1243move_marker (object *op)
1320{ 1244{
1321 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1322 { 1246 {
1323 object *tmp2; 1247 object *tmp2;
1324 1248
1325 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1326 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1328 { 1252 {
1329 tmp2->destroy (); 1253 tmp2->destroy ();
1330 break; 1254 break;
1331 } 1255 }
1332 1256
1333 /* cycle through his inventory to look for the MARK we want to 1257 /* cycle through his inventory to look for the MARK we want to
1334 * place 1258 * place
1335 */ 1259 */
1336 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1337 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1338 break; 1262 break;
1339 1263
1340 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1341 if (tmp2 == NULL) 1265 if (!tmp2)
1342 { 1266 {
1343 object *force = get_archetype (FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1344 1268
1345 if (op->stats.food) 1269 if (op->stats.food)
1346 { 1270 {
1372 } 1296 }
1373 } 1297 }
1374 } 1298 }
1375} 1299}
1376 1300
1377int 1301void
1378process_object (object *op) 1302process_object (object *op)
1379{ 1303{
1380 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1381 return 0; 1305 return;
1382 1306
1383 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1384 return 0; 1308 return;
1385 1309
1386 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1387 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1388 return 1; 1312 return;
1389 1313
1390 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1391 { 1315 {
1392 if (op->type == PLAYER)
1393 animate_object (op, op->facing);
1394 else
1395 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1396 1317
1397 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1398 make_sure_seen (op); 1319 make_sure_seen (op);
1399 } 1320 }
1400 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1401 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1402 { 1327 {
1403 change_object (op); 1328 change_object (op);
1404 return 1; 1329 return;
1405 } 1330 }
1406 1331
1407 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1408 generate_monster (op); 1333 generate_monster (op);
1409 1334
1410 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1411 { 1336 {
1412 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1413 remove_force (op); 1338 remove_force (op);
1414 else 1339 else
1415 { 1340 {
1416 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1417 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1418 1343
1419 if (pl) 1344 if (pl)
1420 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1421 1346
1422 op->remove (); 1347 op->remove ();
1423 1348
1424 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1425 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1426 1351
1427 op->destroy (); 1352 op->destroy ();
1428 } 1353 }
1429 1354
1430 return 1; 1355 return;
1356 }
1431 } 1357 }
1432 1358
1433 switch (op->type) 1359 switch (op->type)
1434 { 1360 {
1435 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1436 move_spell_effect (op); 1362 move_spell_effect (op);
1437 return 1; 1363 break;
1438 1364
1439 case ROD: 1365 case ROD:
1440 case HORN: 1366 case HORN:
1441 regenerate_rod (op); 1367 regenerate_rod (op);
1442 return 1; 1368 break;
1443 1369
1444 case FORCE: 1370 case FORCE:
1445 case POTION_EFFECT: 1371 case POTION_EFFECT:
1446 remove_force (op); 1372 remove_force (op);
1447 return 1; 1373 break;
1448 1374
1449 case BLINDNESS: 1375 case BLINDNESS:
1450 remove_blindness (op); 1376 remove_blindness (op);
1451 return 0; 1377 break;
1452 1378
1453 case POISONING: 1379 case POISONING:
1454 poison_more (op); 1380 poison_more (op);
1455 return 0; 1381 break;
1456 1382
1457 case DISEASE: 1383 case DISEASE:
1458 move_disease (op); 1384 move_disease (op);
1459 return 0; 1385 break;
1460 1386
1461 case SYMPTOM: 1387 case SYMPTOM:
1462 move_symptom (op); 1388 move_symptom (op);
1463 return 0; 1389 break;
1464 1390
1465 case THROWN_OBJ: 1391 case THROWN_OBJ:
1466 case ARROW: 1392 case ARROW:
1467 move_arrow (op); 1393 move_arrow (op);
1468 return 0; 1394 break;
1469 1395
1470 case DOOR: 1396 case DOOR:
1471 remove_door (op); 1397 remove_door (op);
1472 return 0; 1398 break;
1473 1399
1474 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1475 remove_door2 (op); 1401 remove_door2 (op);
1476 return 0; 1402 break;
1477 1403
1478 case TELEPORTER: 1404 case TELEPORTER:
1479 move_teleporter (op); 1405 move_teleporter (op);
1480 return 0; 1406 break;
1481 1407
1482 case GOLEM: 1408 case GOLEM:
1483 move_golem (op); 1409 move_golem (op);
1484 return 0; 1410 break;
1485 1411
1486 case EARTHWALL: 1412 case EARTHWALL:
1487 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1488 return 0; 1414 break;
1489 1415
1490 case FIREWALL: 1416 case FIREWALL:
1491 move_firewall (op); 1417 move_firewall (op);
1492 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1493 animate_turning (op); 1419 animate_turning (op);
1494 return 0; 1420 break;
1495 1421
1496 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1497 do_mood_floor (op); 1423 do_mood_floor (op);
1498 return 0; 1424 break;
1499 1425
1500 case GATE: 1426 case GATE:
1501 move_gate (op); 1427 move_gate (op);
1502 return 0; 1428 break;
1503 1429
1504 case TIMED_GATE: 1430 case TIMED_GATE:
1505 move_timed_gate (op); 1431 move_timed_gate (op);
1506 return 0; 1432 break;
1507 1433
1508 case TRIGGER: 1434 case TRIGGER:
1509 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1510 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1511 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1512 animate_trigger (op); 1438 animate_trigger (op);
1513 return 0; 1439 break;
1514 1440
1515 case DETECTOR: 1441 case DETECTOR:
1516 move_detector (op); 1442 move_detector (op);
1517 1443
1518 case DIRECTOR: 1444 case DIRECTOR:
1519 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1520 animate_turning (op); 1446 animate_turning (op);
1521 return 0; 1447 break;
1522 1448
1523 case HOLE: 1449 case HOLE:
1524 move_hole (op); 1450 move_hole (op);
1525 return 0; 1451 break;
1526 1452
1527 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1528 move_deep_swamp (op); 1454 move_deep_swamp (op);
1529 return 0; 1455 break;
1530 1456
1531 case RUNE: 1457 case RUNE:
1532 case TRAP: 1458 case TRAP:
1533 move_rune (op); 1459 move_rune (op);
1534 return 0; 1460 break;
1535 1461
1536 case PLAYERMOVER: 1462 case PLAYERMOVER:
1537 move_player_mover (op); 1463 move_player_mover (op);
1538 return 0; 1464 break;
1539 1465
1540 case CREATOR: 1466 case CREATOR:
1541 move_creator (op); 1467 move_creator (op);
1542 return 0; 1468 break;
1543 1469
1544 case MARKER: 1470 case MARKER:
1545 move_marker (op); 1471 move_marker (op);
1546 return 0; 1472 break;
1547 1473
1548 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1549 move_player_changer (op); 1475 move_player_changer (op);
1550 return 0; 1476 break;
1551 1477
1552 case PEACEMAKER: 1478 case PEACEMAKER:
1553 move_peacemaker (op); 1479 move_peacemaker (op);
1554 return 0; 1480 break;
1555 }
1556 1481
1557 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1558} 1487}
1488

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