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Comparing deliantra/server/server/time.C (file contents):
Revision 1.32 by elmex, Wed Jan 3 00:56:40 2007 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#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * 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
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37
38void 37void
39remove_door (object *op) 38remove_door (object *op)
40{ 39{
41 int i; 40 int i;
42 object *tmp; 41 object *tmp;
43 42
44 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
45 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)
46 { 45 {
47 tmp->set_speed (0.1); 46 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
49 } 48 }
50 49
51 if (op->other_arch) 50 if (op->other_arch)
52 { 51 {
53 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
70 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
71 { 70 {
72 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]);
73 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
74 { /* same key both doors */ 73 { /* same key both doors */
75 tmp->set_speed (0.1); 74 tmp->set_speed (0.1f);
76 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
77 } 76 }
78 } 77 }
79 78
80 if (op->other_arch) 79 if (op->other_arch)
81 { 80 {
88 } 87 }
89 88
90 op->destroy (); 89 op->destroy ();
91} 90}
92 91
93/* Will generate a monster according to content
94 * of generator.
95 */
96void 92void
97generate_monster_inv (object *gen) 93generate_monster (object *gen)
98{ 94{
99 int i;
100 object *op, *head = NULL;
101
102 int qty = 0;
103
104 /* Code below assumes the generator is on a map, as it tries
105 * to place the monster on the map. So if the generator
106 * isn't on a map, complain and exit.
107 */
108 if (gen->map == NULL)
109 {
110 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
111 return;
112 }
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116 if (!qty)
117 {
118 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
119 return; /*No inventory */
120 }
121 qty = rndm (0, qty - 1);
122 for (op = gen->inv; qty; qty--)
123 op = op->below;
124 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
125 if (i == -1)
126 return;
127 head = object_create_clone (op);
128 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
129 unflag_inv (head, FLAG_IS_A_TEMPLATE);
130 if (rndm (0, 9))
131 generate_artifact (head, gen->map->difficulty);
132 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
133 if (QUERY_FLAG (head, FLAG_FREED))
134 return;
135 if (head->has_random_items ())
136 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
137}
138
139void
140generate_monster_arch (object *gen)
141{
142 int i;
143 object *op, *head = NULL, *prev = NULL;
144 archetype *at = gen->other_arch;
145
146 if (!gen->other_arch)
147 return;
148
149 /* Code below assumes the generator is on a map, as it tries
150 * to place the monster on the map. So if the generator
151 * isn't on a map, complain and exit.
152 */
153 if (!gen->map) 95 if (!gen->map)
154 return; 96 return;
155 97
156 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
157 if (i == -1)
158 return;
159
160 while (at)
161 {
162 op = arch_to_object (at);
163 op->x = gen->x + freearr_x[i] + at->clone.x;
164 op->y = gen->y + freearr_y[i] + at->clone.y;
165
166 if (head)
167 op->head = head, prev->more = op;
168
169 if (rndm (0, 9))
170 generate_artifact (op, gen->map->difficulty);
171
172 insert_ob_in_map (op, gen->map, gen, 0);
173 if (QUERY_FLAG (op, FLAG_FREED))
174 return;
175
176 if (op->has_random_items ())
177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
178
179 if (head == NULL)
180 head = op;
181
182 prev = op;
183 at = at->more;
184 }
185}
186
187void
188generate_monster (object *gen)
189{
190
191 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
192 return; 99 return;
193 100
101 object *op;
102
194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
195 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 }
196 else 120 else
197 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 }
198 128
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 ();
199} 147}
200 148
201void 149void
202remove_force (object *op) 150remove_force (object *op)
203{ 151{
246 return; 194 return;
247 } 195 }
248 196
249 if (op->stats.food == 1) 197 if (op->stats.food == 1)
250 { 198 {
251 /* 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
252 * will not do anything. 200 * will not do anything.
253 */ 201 */
254 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
255 { 203 {
256 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
272} 220}
273 221
274 222
275void 223void
276move_gate (object *op) 224move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
278 object *tmp; 226 object *tmp;
279 227
280 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))
281 { 229 {
282 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));
354 */ 302 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 { 304 {
357 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
360 309
361 if (tmp != NULL) 310 if (tmp)
362 { 311 {
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 { 313 {
365 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
366 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
367 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);
368 } 318 }
369 else 319 else
370 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
456 406
457 if (op->stats.hp) 407 if (op->stats.hp)
458 { 408 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 { 410 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
462 detected = 1; 412 detected = 1;
413
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1; 415 detected = 1;
465 } 416 }
466 } 417 }
418
467 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
468 {
469 detected = 1; 420 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1; 422 detected = 1;
473 } 423 }
474 424
475 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
605void 555void
606fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
607{ 557{
608 if (map == NULL) 558 if (map == NULL)
609 return; 559 return;
560
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
611 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 563 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
614} 565}
615 566
616
617object * 567object *
618fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
619{ 569{
620 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
621 { 571 {
624 return NULL; 574 return NULL;
625 } 575 }
626 576
627 op->set_speed (0); 577 op->set_speed (0);
628 op->direction = 0; 578 op->direction = 0;
629 op->move_on = 0; 579 op->move_on = 0;
630 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
631 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
634 op->slaying = 0;
635 op->skill = 0;
636 587
637 if (op->spellarg != NULL) 588 if (op->spellarg)
638 { 589 {
639 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
640 free (op->spellarg); 591 free (op->spellarg);
641 op->spellarg = NULL; 592 op->spellarg = 0;
642 } 593 }
643 else 594 else
644 op->slaying = NULL; 595 op->slaying = 0;
645 596
646 /* 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 */
647 op->spellarg = NULL; 598 op->spellarg = NULL;
648 op->stats.sp = 0; 599 op->stats.sp = 0;
649 op->stats.hp = 0; 600 op->stats.hp = 0;
650 op->stats.grace = 0; 601 op->stats.grace = 0;
651 op->level = 0; 602 op->level = 0;
652 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
653 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
654 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
655 return op; 606 return op;
656} 607}
657 608
658/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
659 * 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
678 op->destroy (); 629 op->destroy ();
679 } 630 }
680 else 631 else
681 { 632 {
682 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
683 if (op) 635 if (op)
684 merge_ob (op, NULL); 636 merge_ob (op, 0);
685 } 637 }
686} 638}
687 639
688/* 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.
689 */ 641 */
690
691void 642void
692move_arrow (object *op) 643move_arrow (object *op)
693{ 644{
694 object *tmp; 645 object *tmp;
695 sint16 new_x, new_y; 646 sint16 new_x, new_y;
766 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
767 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
768 */ 719 */
769 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))
770 { 721 {
771 int number = op->face->number; 722 int number = op->face;
772 723
773 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
774 op->state = 0; 725 update_turn_face (op);
775
776 if (GET_ANIM_ID (op))
777 {
778 number += 4;
779
780 if (number > GET_ANIMATION (op, 8))
781 number -= 8;
782
783 op->face = &new_faces[number];
784 }
785
786 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
787 } 727 }
788 else 728 else
789 { 729 {
790 /* Attack the object. */ 730 /* Attack the object. */
1014 return; 954 return;
1015 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1016 } 956 }
1017} 957}
1018 958
1019
1020/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1021 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1022 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
1023 can't be generalized. 962 can't be generalized.
1024*/ 963*/
1025void 964void
1026move_player_changer (object *op) 965move_player_changer (object *op)
1027{ 966{
1028 object *player; 967 object *player;
1029 object *walk; 968 object *walk;
1030 char c;
1031 969
1032 if (!op->above || !EXIT_PATH (op)) 970 if (!op->above || !EXIT_PATH (op))
1033 return; 971 return;
1034 972
1035 /* This isn't all that great - means that the player_mover 973 /* This isn't all that great - means that the player_mover
1036 * needs to be on top. 974 * needs to be on top.
1037 */ 975 */
1038 if (op->above->type == PLAYER) 976 if (op->above->type == PLAYER)
1039 { 977 {
1040 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1041 return; 979 return;
980
1042 player = op->above; 981 player = op->above;
1043 982
1044 for (walk = op->inv; walk != NULL; walk = walk->below) 983 for (walk = op->inv; walk; walk = walk->below)
1045 apply_changes_to_player (player, walk); 984 apply_changes_to_player (player, walk);
1046 985
1047 player->update_stats (); 986 player->update_stats ();
1048 987
1049 esrv_send_inventory (op->above, op->above); 988 esrv_send_inventory (op->above, op->above);
1050 esrv_update_item (UPD_FACE, op->above, op->above); 989 esrv_update_item (UPD_FACE, op->above, op->above);
1051 990
1052 /* update players death & WoR home-position */ 991 /* update players death & WoR home-position */
1053 sscanf (EXIT_PATH (op), "%c", &c); 992 if (*EXIT_PATH (op) == '/')
1054 if (c == '/')
1055 { 993 {
1056 player->contr->savebed_map = EXIT_PATH (op); 994 player->contr->savebed_map = EXIT_PATH (op);
1057 player->contr->bed_x = EXIT_X (op); 995 player->contr->bed_x = EXIT_X (op);
1058 player->contr->bed_y = EXIT_Y (op); 996 player->contr->bed_y = EXIT_Y (op);
1059 } 997 }
1060 else 998 else
1061 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));
1062 1000
1063 op->above->enter_exit (op); 1001 op->above->enter_exit (op);
1064 player->contr->save ();
1065 } 1002 }
1066} 1003}
1067 1004
1068/* firewalls fire other spells. 1005/* firewalls fire other spells.
1069 * The direction of the wall is stored in op->stats.sp. 1006 * The direction of the wall is stored in op->stats.sp.
1101 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1102 */ 1039 */
1103void 1040void
1104move_player_mover (object *op) 1041move_player_mover (object *op)
1105{ 1042{
1106 object *victim, *nextmover;
1107 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1108 sint16 nx, ny; 1044 sint16 nx, ny;
1109 maptile *m; 1045 maptile *m;
1110 1046
1111 /* 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 */
1112 if (!dir) 1048 if (!dir)
1113 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1114 1050
1115 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)
1116 { 1052 {
1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1118 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1119 { 1055 {
1120 1056
1137 } 1073 }
1138 1074
1139 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1140 return; 1076 return;
1141 1077
1142 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)
1143 { 1079 {
1144 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1145 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1147 {
1148 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 */
1149 }
1150 } 1085 }
1151 1086
1152 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1153 { 1088 {
1154 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1158 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1159 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1160 * get to this space. 1095 * get to this space.
1161 */ 1096 */
1162 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1163 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1164 move_player (victim, dir); 1099 move_player (victim, dir);
1165 } 1100 }
1166 else 1101 else
1167 return; 1102 return;
1168 } 1103 }
1172 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1173 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1174 1109
1175 if (op->attacktype) 1110 if (op->attacktype)
1176 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1177
1178 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));
1179 /* Not sure why, but for some chars on metalforge, they
1180 * would sometimes get -inf speed_left, and from the
1181 * description, it could only happen here, so just put
1182 * a lower sanity limit. My only guess is that the
1183 * mover has 0 speed.
1184 */
1185 if (victim->speed_left < -5.0)
1186 victim->speed_left = -5.0;
1187 } 1113 }
1188 } 1114 }
1189 } 1115 }
1190} 1116}
1191 1117
1207 return; 1133 return;
1208 } 1134 }
1209 1135
1210 if (op->above == NULL) 1136 if (op->above == NULL)
1211 return; 1137 return;
1138
1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1213 { 1140 {
1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1141 if (op->other_arch->name == tmp->arch->name)
1215 { 1142 {
1216 if (op->level <= 0) 1143 if (op->level <= 0)
1217 tmp->destroy (); 1144 tmp->destroy ();
1218 else 1145 else
1219 { 1146 {
1310 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1311 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1312 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1313 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1314 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.*/
1315
1316void 1242void
1317move_marker (object *op) 1243move_marker (object *op)
1318{ 1244{
1319 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1320 { 1246 {
1321 object *tmp2; 1247 object *tmp2;
1322 1248
1323 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1326 { 1252 {
1327 tmp2->destroy (); 1253 tmp2->destroy ();
1328 break; 1254 break;
1329 } 1255 }
1330 1256
1331 /* 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
1332 * place 1258 * place
1333 */ 1259 */
1334 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1335 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1336 break; 1262 break;
1337 1263
1338 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1339 if (tmp2 == NULL) 1265 if (!tmp2)
1340 { 1266 {
1341 object *force = get_archetype (FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1342 1268
1343 if (op->stats.food) 1269 if (op->stats.food)
1344 { 1270 {
1370 } 1296 }
1371 } 1297 }
1372 } 1298 }
1373} 1299}
1374 1300
1375int 1301void
1376process_object (object *op) 1302process_object (object *op)
1377{ 1303{
1378 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1379 return 0; 1305 return;
1380 1306
1381 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1382 return 0; 1308 return;
1383 1309
1384 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1385 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1386 return 1; 1312 return;
1387 1313
1388 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1389 { 1315 {
1390 if (op->type == PLAYER)
1391 animate_object (op, op->facing);
1392 else
1393 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1394 1317
1395 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1396 make_sure_seen (op); 1319 make_sure_seen (op);
1397 } 1320 }
1398 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1399 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1400 { 1327 {
1401 change_object (op); 1328 change_object (op);
1402 return 1; 1329 return;
1403 } 1330 }
1404 1331
1405 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1406 generate_monster (op); 1333 generate_monster (op);
1407 1334
1408 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)
1409 { 1336 {
1410 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1411 remove_force (op); 1338 remove_force (op);
1412 else 1339 else
1413 { 1340 {
1414 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1415 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1416 1343
1417 if (pl) 1344 if (pl)
1418 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1419 1346
1420 op->remove (); 1347 op->remove ();
1421 1348
1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1424 1351
1425 op->destroy (); 1352 op->destroy ();
1426 } 1353 }
1427 1354
1428 return 1; 1355 return;
1356 }
1429 } 1357 }
1430 1358
1431 switch (op->type) 1359 switch (op->type)
1432 { 1360 {
1433 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1434 move_spell_effect (op); 1362 move_spell_effect (op);
1435 return 1; 1363 break;
1436 1364
1437 case ROD: 1365 case ROD:
1438 case HORN: 1366 case HORN:
1439 regenerate_rod (op); 1367 regenerate_rod (op);
1440 return 1; 1368 break;
1441 1369
1442 case FORCE: 1370 case FORCE:
1443 case POTION_EFFECT: 1371 case POTION_EFFECT:
1444 remove_force (op); 1372 remove_force (op);
1445 return 1; 1373 break;
1446 1374
1447 case BLINDNESS: 1375 case BLINDNESS:
1448 remove_blindness (op); 1376 remove_blindness (op);
1449 return 0; 1377 break;
1450 1378
1451 case POISONING: 1379 case POISONING:
1452 poison_more (op); 1380 poison_more (op);
1453 return 0; 1381 break;
1454 1382
1455 case DISEASE: 1383 case DISEASE:
1456 move_disease (op); 1384 move_disease (op);
1457 return 0; 1385 break;
1458 1386
1459 case SYMPTOM: 1387 case SYMPTOM:
1460 move_symptom (op); 1388 move_symptom (op);
1461 return 0; 1389 break;
1462 1390
1463 case THROWN_OBJ: 1391 case THROWN_OBJ:
1464 case ARROW: 1392 case ARROW:
1465 move_arrow (op); 1393 move_arrow (op);
1466 return 0; 1394 break;
1467 1395
1468 case DOOR: 1396 case DOOR:
1469 remove_door (op); 1397 remove_door (op);
1470 return 0; 1398 break;
1471 1399
1472 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1473 remove_door2 (op); 1401 remove_door2 (op);
1474 return 0; 1402 break;
1475 1403
1476 case TELEPORTER: 1404 case TELEPORTER:
1477 move_teleporter (op); 1405 move_teleporter (op);
1478 return 0; 1406 break;
1479 1407
1480 case GOLEM: 1408 case GOLEM:
1481 move_golem (op); 1409 move_golem (op);
1482 return 0; 1410 break;
1483 1411
1484 case EARTHWALL: 1412 case EARTHWALL:
1485 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1486 return 0; 1414 break;
1487 1415
1488 case FIREWALL: 1416 case FIREWALL:
1489 move_firewall (op); 1417 move_firewall (op);
1490 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1491 animate_turning (op); 1419 animate_turning (op);
1492 return 0; 1420 break;
1493 1421
1494 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1495 do_mood_floor (op); 1423 do_mood_floor (op);
1496 return 0; 1424 break;
1497 1425
1498 case GATE: 1426 case GATE:
1499 move_gate (op); 1427 move_gate (op);
1500 return 0; 1428 break;
1501 1429
1502 case TIMED_GATE: 1430 case TIMED_GATE:
1503 move_timed_gate (op); 1431 move_timed_gate (op);
1504 return 0; 1432 break;
1505 1433
1506 case TRIGGER: 1434 case TRIGGER:
1507 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1510 animate_trigger (op); 1438 animate_trigger (op);
1511 return 0; 1439 break;
1512 1440
1513 case DETECTOR: 1441 case DETECTOR:
1514 move_detector (op); 1442 move_detector (op);
1515 1443
1516 case DIRECTOR: 1444 case DIRECTOR:
1517 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1518 animate_turning (op); 1446 animate_turning (op);
1519 return 0; 1447 break;
1520 1448
1521 case HOLE: 1449 case HOLE:
1522 move_hole (op); 1450 move_hole (op);
1523 return 0; 1451 break;
1524 1452
1525 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1526 move_deep_swamp (op); 1454 move_deep_swamp (op);
1527 return 0; 1455 break;
1528 1456
1529 case RUNE: 1457 case RUNE:
1530 case TRAP: 1458 case TRAP:
1531 move_rune (op); 1459 move_rune (op);
1532 return 0; 1460 break;
1533 1461
1534 case PLAYERMOVER: 1462 case PLAYERMOVER:
1535 move_player_mover (op); 1463 move_player_mover (op);
1536 return 0; 1464 break;
1537 1465
1538 case CREATOR: 1466 case CREATOR:
1539 move_creator (op); 1467 move_creator (op);
1540 return 0; 1468 break;
1541 1469
1542 case MARKER: 1470 case MARKER:
1543 move_marker (op); 1471 move_marker (op);
1544 return 0; 1472 break;
1545 1473
1546 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1547 move_player_changer (op); 1475 move_player_changer (op);
1548 return 0; 1476 break;
1549 1477
1550 case PEACEMAKER: 1478 case PEACEMAKER:
1551 move_peacemaker (op); 1479 move_peacemaker (op);
1552 return 0; 1480 break;
1553 }
1554 1481
1555 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1556} 1487}
1488

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