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Revision: 1.25
Committed: Tue Dec 26 08:17:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +11 -16 lines
Log Message:
simplify logic in apply_builder_remove, let update_ob_speed work if the objetc is in delayed destruction

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     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     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     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     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.12 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /*
25     * Routines that is executed from objects based on their speed have been
26     * collected in this file.
27     */
28    
29     #include <global.h>
30     #include <spells.h>
31     #ifndef __CEXTRACT__
32 root 1.9 # include <sproto.h>
33 elmex 1.1 #endif
34    
35     /* 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
37     * so those will be removed shortly (in a cascade like fashion.)
38     */
39    
40 root 1.9 void
41     remove_door (object *op)
42     {
43 elmex 1.1 int i;
44     object *tmp;
45 root 1.9
46     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)
48     {
49     tmp->speed = 0.1;
50     update_ob_speed (tmp);
51     tmp->speed_left = -0.2;
52     }
53    
54     if (op->other_arch)
55     {
56     tmp = arch_to_object (op->other_arch);
57     tmp->x = op->x;
58     tmp->y = op->y;
59     tmp->map = op->map;
60     tmp->level = op->level;
61     insert_ob_in_map (tmp, op->map, op, 0);
62     }
63 root 1.17
64     op->destroy ();
65 elmex 1.1 }
66    
67 root 1.9 void
68     remove_door2 (object *op)
69     {
70 elmex 1.1 int i;
71     object *tmp;
72 root 1.9
73     for (i = 1; i < 9; i += 2)
74     {
75     tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76     if (tmp && tmp->slaying == op->slaying)
77     { /* same key both doors */
78     tmp->speed = 0.1;
79     update_ob_speed (tmp);
80     tmp->speed_left = -0.2;
81     }
82     }
83     if (op->other_arch)
84     {
85     tmp = arch_to_object (op->other_arch);
86     tmp->x = op->x;
87     tmp->y = op->y;
88     tmp->map = op->map;
89     tmp->level = op->level;
90     insert_ob_in_map (tmp, op->map, op, 0);
91     }
92 root 1.17
93     op->destroy ();
94 elmex 1.1 }
95    
96     /* Will generate a monster according to content
97     * of generator.
98     */
99 root 1.9 void
100     generate_monster_inv (object *gen)
101     {
102     int i;
103     object *op, *head = NULL;
104    
105     int qty = 0;
106    
107     /* Code below assumes the generator is on a map, as it tries
108     * to place the monster on the map. So if the generator
109     * isn't on a map, complain and exit.
110     */
111     if (gen->map == NULL)
112     {
113     //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114     return;
115     }
116     /*First count numer of objects in inv */
117     for (op = gen->inv; op; op = op->below)
118     qty++;
119     if (!qty)
120     {
121     LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122     return; /*No inventory */
123 elmex 1.1 }
124 root 1.9 qty = rndm (0, qty - 1);
125     for (op = gen->inv; qty; qty--)
126     op = op->below;
127     i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128     if (i == -1)
129     return;
130     head = object_create_clone (op);
131     CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132     unflag_inv (head, FLAG_IS_A_TEMPLATE);
133     if (rndm (0, 9))
134     generate_artifact (head, gen->map->difficulty);
135     insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136     if (QUERY_FLAG (head, FLAG_FREED))
137     return;
138 root 1.19 if (head->has_random_items ())
139 root 1.9 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140     }
141    
142     void
143     generate_monster_arch (object *gen)
144     {
145     int i;
146     object *op, *head = NULL, *prev = NULL;
147     archetype *at = gen->other_arch;
148 elmex 1.1
149 root 1.24 if (!gen->other_arch)
150     return;
151    
152 root 1.9 /* Code below assumes the generator is on a map, as it tries
153     * to place the monster on the map. So if the generator
154     * isn't on a map, complain and exit.
155     */
156 root 1.24 if (!gen->map)
157     return;
158    
159 root 1.9 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
160     if (i == -1)
161     return;
162 root 1.24
163     while (at)
164 root 1.9 {
165     op = arch_to_object (at);
166     op->x = gen->x + freearr_x[i] + at->clone.x;
167     op->y = gen->y + freearr_y[i] + at->clone.y;
168    
169 root 1.24 if (head)
170 root 1.9 op->head = head, prev->more = op;
171    
172     if (rndm (0, 9))
173     generate_artifact (op, gen->map->difficulty);
174 root 1.24
175 root 1.9 insert_ob_in_map (op, gen->map, gen, 0);
176     if (QUERY_FLAG (op, FLAG_FREED))
177 root 1.6 return;
178 root 1.24
179 root 1.19 if (op->has_random_items ())
180 root 1.9 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
181 root 1.24
182 root 1.9 if (head == NULL)
183     head = op;
184 root 1.24
185 root 1.9 prev = op;
186     at = at->more;
187 elmex 1.1 }
188     }
189    
190 root 1.9 void
191     generate_monster (object *gen)
192     {
193 elmex 1.1
194 root 1.9 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195     return;
196 root 1.24
197 root 1.9 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
198     generate_monster_inv (gen);
199     else
200     generate_monster_arch (gen);
201 elmex 1.1
202     }
203    
204 root 1.9 void
205     remove_force (object *op)
206     {
207     if (--op->duration > 0)
208     return;
209 elmex 1.1
210 root 1.25 if (op->env)
211     switch (op->subtype)
212     {
213     case FORCE_CONFUSION:
214     CLEAR_FLAG (op->env, FLAG_CONFUSED);
215     new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
216 root 1.6
217 root 1.25 default:
218     CLEAR_FLAG (op, FLAG_APPLIED);
219     change_abil (op->env, op);
220     op->env->update_stats ();
221     }
222 root 1.17
223     op->destroy ();
224 elmex 1.1 }
225    
226 root 1.9 void
227     remove_blindness (object *op)
228     {
229     if (--op->stats.food > 0)
230 elmex 1.1 return;
231 root 1.17
232 root 1.9 CLEAR_FLAG (op, FLAG_APPLIED);
233 root 1.17
234 root 1.9 if (op->env != NULL)
235     {
236     change_abil (op->env, op);
237 root 1.23 op->env->update_stats ();
238 root 1.9 }
239 root 1.17
240     op->destroy ();
241 elmex 1.1 }
242    
243 root 1.9 void
244     poison_more (object *op)
245     {
246     if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
247     {
248 root 1.17 op->destroy ();
249 root 1.9 return;
250     }
251 root 1.17
252 root 1.9 if (op->stats.food == 1)
253     {
254     /* need to remove the object before fix_player is called, else fix_player
255     * will not do anything.
256     */
257     if (op->env->type == PLAYER)
258     {
259     CLEAR_FLAG (op, FLAG_APPLIED);
260 root 1.23 op->env->update_stats ();
261 root 1.9 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
262     }
263 root 1.17
264     op->destroy ();
265 root 1.9 return;
266     }
267 root 1.17
268 root 1.9 if (op->env->type == PLAYER)
269     {
270     op->env->stats.food--;
271     new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 elmex 1.1 }
273 root 1.9 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274 elmex 1.1 }
275    
276    
277 root 1.9 void
278     move_gate (object *op)
279     { /* 1 = going down, 0 = goind up */
280     object *tmp;
281    
282     if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283     {
284     LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
285     op->stats.wc = 0;
286     }
287    
288     /* We're going down */
289     if (op->value)
290     {
291     if (--op->stats.wc <= 0)
292     { /* Reached bottom, let's stop */
293     op->stats.wc = 0;
294     if (op->arch->clone.speed)
295     op->value = 0;
296     else
297     {
298     op->speed = 0;
299     update_ob_speed (op);
300     }
301 root 1.6 }
302 root 1.9 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303     {
304     op->move_block = 0;
305     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306     update_all_los (op->map, op->x, op->y);
307     }
308     SET_ANIMATION (op, op->stats.wc);
309     update_object (op, UP_OBJ_CHANGE);
310     return;
311 elmex 1.1 }
312    
313 root 1.9 /* We're going up */
314 elmex 1.1
315 root 1.9 /* First, lets see if we are already at the top */
316     if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
317     {
318 elmex 1.1
319 root 1.9 /* Check to make sure that only non pickable and non rollable
320     * objects are above the gate. If so, we finish closing the gate,
321     * otherwise, we fall through to the code below which should lower
322     * the gate slightly.
323     */
324    
325     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
326     if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327     break;
328 root 1.6
329 root 1.9 if (tmp == NULL)
330     {
331     if (op->arch->clone.speed)
332     op->value = 1;
333     else
334     {
335     op->speed = 0;
336     update_ob_speed (op); /* Reached top, let's stop */
337 root 1.6 }
338 root 1.9 return;
339     }
340     }
341    
342     if (op->stats.food)
343     { /* The gate is going temporarily down */
344     if (--op->stats.wc <= 0)
345     { /* Gone all the way down? */
346     op->stats.food = 0; /* Then let's try again */
347     op->stats.wc = 0;
348 root 1.6 }
349 elmex 1.1 }
350 root 1.9 else
351     { /* The gate is still going up */
352     op->stats.wc++;
353 elmex 1.1
354 root 1.9 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
355     op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
356    
357     /* If there is something on top of the gate, we try to roll it off.
358     * If a player/monster, we don't roll, we just hit them with damage
359     */
360     if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361     {
362     /* Halfway or further, check blocks */
363     /* First, get the top object on the square. */
364     for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
365    
366     if (tmp != NULL)
367     {
368     if (QUERY_FLAG (tmp, FLAG_ALIVE))
369     {
370     hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
371     if (tmp->type == PLAYER)
372     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373     }
374     else
375     /* If the object is not alive, and the object either can
376     * be picked up or the object rolls, move the object
377     * off the gate.
378     */
379     if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380     {
381     /* If it has speed, it should move itself, otherwise: */
382     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
383    
384     /* If there is a free spot, move the object someplace */
385     if (i != -1)
386     {
387 root 1.16 tmp->remove ();
388 root 1.9 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389     insert_ob_in_map (tmp, op->map, op, 0);
390 root 1.6 }
391     }
392     }
393    
394 root 1.9 /* See if there is still anything blocking the gate */
395     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
396     if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397     break;
398    
399     /* IF there is, start putting the gate down */
400     if (tmp)
401     {
402     op->stats.food = 1;
403     }
404     else
405     {
406     op->move_block = MOVE_ALL;
407     if (!op->arch->clone.stats.ac)
408     SET_FLAG (op, FLAG_BLOCKSVIEW);
409     update_all_los (op->map, op->x, op->y);
410     }
411     } /* gate is halfway up */
412    
413     SET_ANIMATION (op, op->stats.wc);
414     update_object (op, UP_OBJ_CHANGE);
415     } /* gate is going up */
416 elmex 1.1 }
417    
418     /* hp : how long door is open/closed
419     * maxhp : initial value for hp
420     * sp : 1 = open, 0 = close
421     */
422 root 1.9 void
423     move_timed_gate (object *op)
424 elmex 1.1 {
425     int v = op->value;
426    
427 root 1.9 if (op->stats.sp)
428     {
429     move_gate (op);
430     if (op->value != v) /* change direction ? */
431     op->stats.sp = 0;
432     return;
433     }
434     if (--op->stats.hp <= 0)
435     { /* keep gate down */
436     move_gate (op);
437     if (op->value != v)
438     { /* ready ? */
439     op->speed = 0;
440     update_ob_speed (op);
441     }
442 elmex 1.1 }
443     }
444    
445     /* slaying: name of the thing the detector is to look for
446     * speed: frequency of 'glances'
447     * connected: connected value of detector
448     * sp: 1 if detection sets buttons
449     * -1 if detection unsets buttons
450     */
451    
452 root 1.9 void
453     move_detector (object *op)
454 elmex 1.1 {
455 root 1.9 object *tmp;
456     int last = op->value;
457     int detected;
458    
459     detected = 0;
460    
461 root 1.20 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
462 root 1.9 {
463     object *tmp2;
464    
465     if (op->stats.hp)
466     {
467     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468     {
469     if (op->slaying && !strcmp (op->slaying, tmp->name))
470     detected = 1;
471     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
472     detected = 1;
473     }
474     }
475     if (op->slaying && !strcmp (op->slaying, tmp->name))
476     {
477 root 1.6 detected = 1;
478     }
479 root 1.9 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480     detected = 1;
481 elmex 1.1 }
482    
483 root 1.9 /* the detector sets the button if detection is found */
484     if (op->stats.sp == 1)
485     {
486     if (detected && last == 0)
487     {
488     op->value = 1;
489     push_button (op);
490 root 1.6 }
491 root 1.9 if (!detected && last == 1)
492     {
493     op->value = 0;
494     push_button (op);
495 root 1.6 }
496 elmex 1.1 }
497 root 1.9 else
498     { /* in this case, we unset buttons */
499     if (detected && last == 1)
500     {
501     op->value = 0;
502     push_button (op);
503 root 1.6 }
504 root 1.9 if (!detected && last == 0)
505     {
506     op->value = 1;
507     push_button (op);
508 root 1.6 }
509 elmex 1.1 }
510     }
511    
512    
513 root 1.9 void
514     animate_trigger (object *op)
515 elmex 1.1 {
516 root 1.9 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517     {
518     op->stats.wc = 0;
519     check_trigger (op, NULL);
520     }
521     else
522     {
523     SET_ANIMATION (op, op->stats.wc);
524     update_object (op, UP_OBJ_FACE);
525     }
526 elmex 1.1 }
527    
528 root 1.9 void
529     move_hole (object *op)
530     { /* 1 = opening, 0 = closing */
531     object *next, *tmp;
532    
533     if (op->value)
534     { /* We're opening */
535     if (--op->stats.wc <= 0)
536     { /* Opened, let's stop */
537     op->stats.wc = 0;
538     op->speed = 0;
539     update_ob_speed (op);
540    
541     /* Hard coding this makes sense for holes I suppose */
542     op->move_on = MOVE_WALK;
543     for (tmp = op->above; tmp != NULL; tmp = next)
544     {
545     next = tmp->above;
546     move_apply (op, tmp, tmp);
547 root 1.6 }
548     }
549 root 1.9 SET_ANIMATION (op, op->stats.wc);
550     update_object (op, UP_OBJ_FACE);
551     return;
552 elmex 1.1 }
553 root 1.9 /* We're closing */
554     op->move_on = 0;
555 elmex 1.1
556 root 1.9 op->stats.wc++;
557     if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558     op->stats.wc = NUM_ANIMATIONS (op) - 1;
559     SET_ANIMATION (op, op->stats.wc);
560     update_object (op, UP_OBJ_FACE);
561     if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562     {
563     op->speed = 0;
564     update_ob_speed (op); /* closed, let's stop */
565     return;
566 elmex 1.1 }
567     }
568    
569    
570     /* stop_item() returns a pointer to the stopped object. The stopped object
571     * may or may not have been removed from maps or inventories. It will not
572     * have been merged with other items.
573     *
574     * This function assumes that only items on maps need special treatment.
575     *
576     * If the object can't be stopped, or it was destroyed while trying to stop
577     * it, NULL is returned.
578     *
579     * fix_stopped_item() should be used if the stopped item should be put on
580     * the map.
581     */
582 root 1.9 object *
583     stop_item (object *op)
584 elmex 1.1 {
585 root 1.9 if (op->map == NULL)
586     return op;
587 elmex 1.1
588 root 1.9 switch (op->type)
589 elmex 1.1 {
590 root 1.10 case THROWN_OBJ:
591     {
592     object *payload = op->inv;
593 root 1.9
594 root 1.10 if (payload == NULL)
595     return NULL;
596 root 1.16 payload->remove ();
597 root 1.17 op->destroy ();
598 root 1.10 return payload;
599     }
600 elmex 1.1
601 root 1.10 case ARROW:
602     if (op->speed >= MIN_ACTIVE_SPEED)
603     op = fix_stopped_arrow (op);
604     return op;
605 elmex 1.1
606 root 1.10 default:
607     return op;
608 elmex 1.1 }
609     }
610    
611     /* fix_stopped_item() - put stopped item where stop_item() had found it.
612     * Inserts item into the old map, or merges it if it already is on the map.
613     *
614     * 'map' must be the value of op->map before stop_item() was called.
615     */
616 root 1.9 void
617 root 1.13 fix_stopped_item (object *op, maptile *map, object *originator)
618 elmex 1.1 {
619 root 1.9 if (map == NULL)
620     return;
621     if (QUERY_FLAG (op, FLAG_REMOVED))
622     insert_ob_in_map (op, map, originator, 0);
623     else if (op->type == ARROW)
624     merge_ob (op, NULL); /* only some arrows actually need this */
625 elmex 1.1 }
626    
627    
628 root 1.9 object *
629     fix_stopped_arrow (object *op)
630     {
631     if (rndm (0, 99) < op->stats.food)
632     {
633     /* Small chance of breaking */
634 root 1.17 op->destroy ();
635 root 1.9 return NULL;
636     }
637    
638     op->direction = 0;
639     op->move_on = 0;
640     op->move_type = 0;
641     op->speed = 0;
642     update_ob_speed (op);
643     op->stats.wc = op->stats.sp;
644     op->stats.dam = op->stats.hp;
645     op->attacktype = op->stats.grace;
646     op->slaying = 0;
647     op->skill = 0;
648    
649     if (op->spellarg != NULL)
650     {
651     op->slaying = op->spellarg;
652     free (op->spellarg);
653     op->spellarg = NULL;
654     }
655     else
656     op->slaying = NULL;
657    
658 root 1.18 /* Reset these to zero, so that object::can_merge will work properly */
659 root 1.9 op->spellarg = NULL;
660     op->stats.sp = 0;
661     op->stats.hp = 0;
662     op->stats.grace = 0;
663     op->level = 0;
664     op->face = op->arch->clone.face;
665     op->owner = NULL; /* So that stopped arrows will be saved */
666     update_object (op, UP_OBJ_FACE);
667     return op;
668 elmex 1.1 }
669    
670     /* stop_arrow() - what to do when a non-living flying object
671     * has to stop. Sept 96 - I added in thrown object code in
672     * here too. -b.t.
673     *
674     * Returns a pointer to the stopped object (which will have been removed
675     * from maps or inventories), or NULL if was destroyed.
676     */
677    
678 root 1.9 static void
679     stop_arrow (object *op)
680 elmex 1.1 {
681 root 1.9 if (INVOKE_OBJECT (STOP, op))
682     return;
683    
684     if (op->inv)
685     {
686     object *payload = op->inv;
687 root 1.4
688 root 1.16 payload->remove ();
689 root 1.18 payload->owner = 0;
690 root 1.9 insert_ob_in_map (payload, op->map, payload, 0);
691 root 1.17 op->destroy ();
692 root 1.9 }
693     else
694     {
695     op = fix_stopped_arrow (op);
696     if (op)
697     merge_ob (op, NULL);
698 elmex 1.1 }
699     }
700    
701     /* Move an arrow along its course. op is the arrow or thrown object.
702     */
703    
704 root 1.9 void
705     move_arrow (object *op)
706     {
707     object *tmp;
708     sint16 new_x, new_y;
709     int was_reflected, mflags;
710 root 1.13 maptile *m;
711 root 1.9
712     if (op->map == NULL)
713     {
714     LOG (llevError, "BUG: Arrow had no map.\n");
715 root 1.17 op->destroy ();
716 root 1.9 return;
717 elmex 1.1 }
718    
719 root 1.9 /* we need to stop thrown objects at some point. Like here. */
720     if (op->type == THROWN_OBJ)
721     {
722     /* If the object that the THROWN_OBJ encapsulates disappears,
723     * we need to have this object go away also - otherwise, you get
724     * left over remnants on the map. Where this currently happens
725     * is if the player throws a bomb - the bomb explodes on its own,
726     * but this object sticks around. We could handle the cleanup in the
727     * bomb code, but there are potential other cases where that could happen,
728     * and it is easy enough to clean it up here.
729     */
730     if (op->inv == NULL)
731     {
732 root 1.17 op->destroy ();
733 root 1.9 return;
734 root 1.6 }
735 root 1.14
736 root 1.9 if (op->last_sp-- < 0)
737     {
738     stop_arrow (op);
739     return;
740 root 1.6 }
741 elmex 1.1 }
742    
743 root 1.9 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
744     values look rediculous. */
745     if (op->speed < 0.5 && op->type == ARROW)
746     {
747     stop_arrow (op);
748     return;
749 elmex 1.1 }
750    
751 root 1.9 /* Calculate target map square */
752     new_x = op->x + DIRX (op);
753     new_y = op->y + DIRY (op);
754     was_reflected = 0;
755 elmex 1.1
756 root 1.9 m = op->map;
757     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
758 elmex 1.1
759 root 1.9 if (mflags & P_OUT_OF_MAP)
760     {
761     stop_arrow (op);
762     return;
763 elmex 1.1 }
764    
765 root 1.9 /* only need to look for living creatures if this flag is set */
766     if (mflags & P_IS_ALIVE)
767     {
768 root 1.20 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
769 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
770     break;
771    
772     /* Not really fair, but don't let monsters hit themselves with
773     * their own arrow - this can be because they fire it then
774     * move into it.
775     */
776 root 1.14 if (tmp && tmp != op->owner)
777 root 1.9 {
778     /* Found living object, but it is reflecting the missile. Update
779     * as below. (Note that for living creatures there is a small
780     * chance that reflect_missile fails.)
781     */
782     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
783     {
784     int number = op->face->number;
785    
786     op->direction = absdir (op->direction + 4);
787     op->state = 0;
788 root 1.14
789 root 1.9 if (GET_ANIM_ID (op))
790     {
791     number += 4;
792 root 1.14
793 root 1.9 if (number > GET_ANIMATION (op, 8))
794     number -= 8;
795 root 1.14
796 root 1.9 op->face = &new_faces[number];
797 root 1.6 }
798 root 1.14
799 root 1.9 was_reflected = 1; /* skip normal movement calculations */
800 root 1.6 }
801 root 1.9 else
802     {
803     /* Attack the object. */
804     op = hit_with_arrow (op, tmp);
805 root 1.14
806     if (!op)
807 root 1.9 return;
808     }
809     } /* if this is not hitting its owner */
810     } /* if there is something alive on this space */
811 root 1.6
812 root 1.9 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
813     {
814     int retry = 0;
815    
816     /* if the object doesn't reflect, stop the arrow from moving
817     * note that this code will now catch cases where a monster is
818     * on a wall but has reflecting - the arrow won't reflect.
819     * Mapmakers shouldn't put monsters on top of wall in the first
820     * place, so I don't consider that a problem.
821     */
822     if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
823     {
824     stop_arrow (op);
825     return;
826     }
827     else
828     {
829     /* If one of the major directions (n,s,e,w), just reverse it */
830     if (op->direction & 1)
831     {
832     op->direction = absdir (op->direction + 4);
833     retry = 1;
834     }
835     /* There were two blocks with identical code -
836     * use this retry here to make this one block
837     * that did the same thing.
838     */
839     while (retry < 2)
840     {
841     int left, right, mflags;
842 root 1.13 maptile *m1;
843 root 1.9 sint16 x1, y1;
844    
845     retry++;
846    
847     /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
848     * over a corner in a tiled map, it is possible that
849     * op->direction is within an adjacent map but either
850     * op->direction-1 or op->direction+1 does not exist.
851     */
852     mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
853     op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
854     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
855    
856     mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
857     op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
858     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
859    
860     if (left == right)
861     op->direction = absdir (op->direction + 4);
862     else if (left)
863     op->direction = absdir (op->direction + 2);
864     else if (right)
865     op->direction = absdir (op->direction - 2);
866    
867     mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
868    
869     /* If this space is not out of the map and not blocked, valid space -
870     * don't need to retry again.
871     */
872     if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
873     break;
874 root 1.6
875     }
876 root 1.9 /* Couldn't find a direction to move the arrow to - just
877     * top it from moving.
878     */
879     if (retry == 2)
880     {
881     stop_arrow (op);
882     return;
883     }
884     /* update object image for new facing */
885     /* many thrown objects *don't* have more than one face */
886     if (GET_ANIM_ID (op))
887     SET_ANIMATION (op, op->direction);
888     } /* object is reflected */
889     } /* object ran into a wall */
890    
891     /* Move the arrow. */
892 root 1.16 op->remove ();
893 root 1.9 op->x = new_x;
894     op->y = new_y;
895    
896     /* decrease the speed as it flies. 0.05 means a standard bow will shoot
897     * about 17 squares. Tune as needed.
898     */
899     op->speed -= 0.05;
900     insert_ob_in_map (op, m, op, 0);
901 elmex 1.1 }
902    
903     /* This routine doesnt seem to work for "inanimate" objects that
904     * are being carried, ie a held torch leaps from your hands!.
905     * Modified this routine to allow held objects. b.t. */
906    
907 root 1.9 void
908     change_object (object *op)
909     { /* Doesn`t handle linked objs yet */
910     int i, j;
911    
912     if (op->other_arch == NULL)
913     {
914     LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
915     return;
916     }
917    
918     /* In non-living items only change when food value is 0 */
919     if (!QUERY_FLAG (op, FLAG_ALIVE))
920     {
921     if (op->stats.food-- > 0)
922     return;
923     else
924     op->stats.food = 1; /* so 1 other_arch is made */
925     }
926 root 1.20
927     object *pl = op->in_player ();
928     object *env = op->env;
929    
930 root 1.16 op->remove ();
931 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
932     {
933 root 1.20 object *tmp = arch_to_object (op->other_arch);
934    
935 root 1.9 if (op->type == LAMP)
936     tmp->stats.food = op->stats.food - 1;
937 root 1.20
938 root 1.9 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939     if (env)
940     {
941     tmp->x = env->x, tmp->y = env->y;
942     tmp = insert_ob_in_ob (tmp, env);
943 root 1.20
944 root 1.9 /* If this object is the players inventory, we need to tell the
945     * client of the change. Insert_ob_in_map takes care of the
946     * updating the client, so we don't need to do that below.
947     */
948 root 1.20 if (pl)
949 root 1.9 {
950     esrv_del_item (pl->contr, op->count);
951     esrv_send_item (pl, tmp);
952     }
953     }
954     else
955     {
956     j = find_first_free_spot (tmp, op->map, op->x, op->y);
957     if (j == -1) /* No free spot */
958 root 1.17 tmp->destroy ();
959 root 1.9 else
960     {
961     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
962     insert_ob_in_map (tmp, op->map, op, 0);
963     }
964     }
965     }
966 root 1.17
967     op->destroy ();
968 root 1.9 }
969    
970     void
971     move_teleporter (object *op)
972     {
973     object *tmp, *head = op;
974 elmex 1.1
975 root 1.9 /* if this is a multipart teleporter, handle the other parts
976     * The check for speed isn't strictly needed - basically, if
977     * there is an old multipart teleporter in which the other parts
978     * have speed, we don't really want to call it twice for the same
979     * function - in fact, as written below, part N would get called
980     * N times without the speed check.
981     */
982     if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
983     move_teleporter (op->more);
984    
985     if (op->head)
986     head = op->head;
987    
988     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
989     if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990     break;
991    
992     /* If nothing above us to move, nothing to do */
993     if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
994 elmex 1.1 return;
995    
996 root 1.9 if (EXIT_PATH (head))
997     {
998     if (tmp->type == PLAYER)
999     {
1000     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001     return;
1002 root 1.3
1003 root 1.9 enter_exit (tmp, head);
1004 root 1.6 }
1005 root 1.9 else
1006     /* Currently only players can transfer maps */
1007     return;
1008 elmex 1.1 }
1009 root 1.9 else if (EXIT_X (head) || EXIT_Y (head))
1010     {
1011     if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012     {
1013     LOG (llevError, "Removed illegal teleporter.\n");
1014 root 1.17 head->destroy ();
1015 root 1.9 return;
1016 root 1.6 }
1017 root 1.17
1018 root 1.9 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019     return;
1020 root 1.17
1021 root 1.9 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1022 elmex 1.1 }
1023 root 1.9 else
1024     {
1025     /* Random teleporter */
1026     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027     return;
1028     teleport (head, TELEPORTER, tmp);
1029 elmex 1.1 }
1030     }
1031    
1032    
1033     /* This object will teleport someone to a different map
1034     and will also apply changes to the player from its inventory.
1035     This was invented for giving classes, but there's no reason it
1036     can't be generalized.
1037     */
1038    
1039 root 1.9 void
1040     move_player_changer (object *op)
1041     {
1042     object *player;
1043     object *walk;
1044     char c;
1045    
1046     if (!op->above || !EXIT_PATH (op))
1047     return;
1048    
1049     /* This isn't all that great - means that the player_mover
1050     * needs to be on top.
1051     */
1052     if (op->above->type == PLAYER)
1053     {
1054     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055     return;
1056     player = op->above;
1057    
1058     for (walk = op->inv; walk != NULL; walk = walk->below)
1059     apply_changes_to_player (player, walk);
1060    
1061 root 1.23 player->update_stats ();
1062 root 1.9
1063     esrv_send_inventory (op->above, op->above);
1064     esrv_update_item (UPD_FACE, op->above, op->above);
1065    
1066     /* update players death & WoR home-position */
1067     sscanf (EXIT_PATH (op), "%c", &c);
1068     if (c == '/')
1069     {
1070     strcpy (player->contr->savebed_map, EXIT_PATH (op));
1071     player->contr->bed_x = EXIT_X (op);
1072     player->contr->bed_y = EXIT_Y (op);
1073     }
1074     else
1075     LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1076    
1077     enter_exit (op->above, op);
1078 root 1.23 player->contr->save ();
1079 elmex 1.1 }
1080     }
1081    
1082     /* firewalls fire other spells.
1083     * The direction of the wall is stored in op->stats.sp.
1084     * walls can have hp, so they can be torn down.
1085     */
1086 root 1.9 void
1087     move_firewall (object *op)
1088     {
1089     object *spell;
1090 elmex 1.1
1091 root 1.9 if (!op->map)
1092     return; /* dm has created a firewall in his inventory */
1093 elmex 1.1
1094 root 1.9 spell = op->inv;
1095 root 1.24
1096 root 1.9 if (!spell || spell->type != SPELL)
1097     spell = &op->other_arch->clone;
1098 root 1.24
1099 root 1.9 if (!spell)
1100     {
1101     LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1102     return;
1103 elmex 1.1 }
1104    
1105 root 1.9 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1106 elmex 1.1 }
1107    
1108     /* move_player_mover: this function takes a "player mover" as an
1109     * argument, and performs the function of a player mover, which is:
1110     *
1111     * a player mover finds any players that are sitting on it. It
1112     * moves them in the op->stats.sp direction. speed is how often it'll move.
1113     * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1114     * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1115     * it'll paralyze the victim for hp*his speed/op->speed
1116     */
1117 root 1.9 void
1118     move_player_mover (object *op)
1119     {
1120     object *victim, *nextmover;
1121     int dir = op->stats.sp;
1122     sint16 nx, ny;
1123 root 1.13 maptile *m;
1124 root 1.9
1125     /* Determine direction now for random movers so we do the right thing */
1126     if (!dir)
1127     dir = rndm (1, 8);
1128    
1129 root 1.20 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1130 root 1.9 {
1131     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1132     (victim->move_type & op->move_type || !victim->move_type))
1133     {
1134    
1135     if (victim->head)
1136     victim = victim->head;
1137    
1138     if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1139     {
1140 root 1.16 op->remove ();
1141 root 1.9 return;
1142     }
1143 root 1.17
1144 root 1.9 nx = op->x + freearr_x[dir];
1145     ny = op->y + freearr_y[dir];
1146     m = op->map;
1147     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1148     {
1149     LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1150     return;
1151 root 1.6 }
1152 root 1.9
1153     if (should_director_abort (op, victim))
1154     return;
1155    
1156 root 1.20 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1157 root 1.9 {
1158     if (nextmover->type == PLAYERMOVER)
1159     nextmover->speed_left = -.99;
1160     if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1161     {
1162     op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1163 root 1.6 }
1164     }
1165    
1166 root 1.9 if (victim->type == PLAYER)
1167     {
1168     /* only level >=1 movers move people */
1169     if (op->level)
1170     {
1171     /* Following is a bit of hack. We need to make sure it
1172     * is cleared, otherwise the player will get stuck in
1173     * place. This can happen if the player used a spell to
1174     * get to this space.
1175     */
1176     victim->contr->fire_on = 0;
1177     victim->speed_left = -FABS (victim->speed);
1178     move_player (victim, dir);
1179 root 1.6 }
1180 root 1.9 else
1181     return;
1182 root 1.6 }
1183 root 1.9 else
1184     move_object (victim, dir);
1185 root 1.6
1186 root 1.9 if (!op->stats.maxsp && op->attacktype)
1187     op->stats.maxsp = 2;
1188 root 1.6
1189 root 1.9 if (op->attacktype)
1190     { /* flag to paralyze the player */
1191 root 1.6
1192 root 1.9 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1193     /* Not sure why, but for some chars on metalforge, they
1194     * would sometimes get -inf speed_left, and from the
1195     * description, it could only happen here, so just put
1196     * a lower sanity limit. My only guess is that the
1197     * mover has 0 speed.
1198     */
1199     if (victim->speed_left < -5.0)
1200     victim->speed_left = -5.0;
1201 root 1.6 }
1202     }
1203 elmex 1.1 }
1204     }
1205    
1206     /*
1207     * Will duplicate a specified object placed on top of it.
1208     * connected: what will trigger it.
1209     * level: multiplier. 0 to destroy.
1210     * other_arch: the object to look for and duplicate.
1211     */
1212    
1213 root 1.9 void
1214     move_duplicator (object *op)
1215     {
1216     object *tmp;
1217 elmex 1.1
1218 root 1.9 if (!op->other_arch)
1219     {
1220     LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1221     return;
1222 elmex 1.1 }
1223    
1224 root 1.9 if (op->above == NULL)
1225     return;
1226     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1227     {
1228     if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1229     {
1230     if (op->level <= 0)
1231 root 1.17 tmp->destroy ();
1232 root 1.9 else
1233     {
1234     uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235    
1236     if (new_nrof >= 1UL << 31)
1237     new_nrof = 1UL << 31;
1238 root 1.17
1239 root 1.9 tmp->nrof = new_nrof;
1240 root 1.6 }
1241 root 1.17
1242 root 1.9 break;
1243 root 1.6 }
1244 elmex 1.1 }
1245     }
1246    
1247     /* move_creator (by peterm)
1248     * it has the creator object create it's other_arch right on top of it.
1249     * connected: what will trigger it
1250     * hp: how many times it may create before stopping
1251     * lifesave: if set, it'll never disappear but will go on creating
1252     * everytime it's triggered
1253     * other_arch: the object to create
1254     * Note this can create large objects, however, in that case, it
1255     * has to make sure that there is in fact space for the object.
1256     * It should really do this for small objects also, but there is
1257     * more concern with large objects, most notably a part being placed
1258     * outside of the map which would cause the server to crash
1259     */
1260    
1261 root 1.9 void
1262     move_creator (object *creator)
1263     {
1264     object *new_ob;
1265 elmex 1.1
1266 root 1.9 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1267     {
1268     creator->stats.hp = -1;
1269     return;
1270 elmex 1.1 }
1271    
1272 root 1.9 if (creator->inv != NULL)
1273     {
1274     object *ob;
1275     int i;
1276     object *ob_to_copy;
1277    
1278     /* select random object from inventory to copy */
1279     ob_to_copy = creator->inv;
1280     for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1281     {
1282     if (rndm (0, i) == 0)
1283     {
1284     ob_to_copy = ob;
1285     }
1286     }
1287     new_ob = object_create_clone (ob_to_copy);
1288     CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1289     unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290     }
1291     else
1292     {
1293     if (creator->other_arch == NULL)
1294     {
1295     LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1296     creator->x, creator->y);
1297     return;
1298 root 1.6 }
1299 elmex 1.1
1300 root 1.9 new_ob = object_create_arch (creator->other_arch);
1301     fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 elmex 1.1 }
1303    
1304 root 1.9 /* Make sure this multipart object fits */
1305     if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1306     {
1307 root 1.17 new_ob->destroy ();
1308 root 1.9 return;
1309 elmex 1.1 }
1310    
1311 root 1.9 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1312     if (QUERY_FLAG (new_ob, FLAG_FREED))
1313     return;
1314 elmex 1.1
1315 root 1.9 if (creator->slaying)
1316     {
1317     new_ob->name = new_ob->title = creator->slaying;
1318 elmex 1.1 }
1319     }
1320    
1321     /* move_marker --peterm@soda.csua.berkeley.edu
1322     when moved, a marker will search for a player sitting above
1323     it, and insert an invisible, weightless force into him
1324     with a specific code as the slaying field.
1325     At that time, it writes the contents of its own message
1326     field to the player. The marker will decrement hp to
1327     0 and then delete itself every time it grants a mark.
1328     unless hp was zero to start with, in which case it is infinite.*/
1329    
1330 root 1.9 void
1331     move_marker (object *op)
1332     {
1333 root 1.22 if (object *tmp = op->ms ().player ())
1334     {
1335     object *tmp2;
1336 root 1.9
1337 root 1.22 /* remove an old force with a slaying field == op->name */
1338     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1339     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1340     {
1341     tmp2->destroy ();
1342     break;
1343     }
1344 root 1.9
1345 root 1.22 /* cycle through his inventory to look for the MARK we want to
1346     * place
1347     */
1348     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1349     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1350     break;
1351 root 1.9
1352 root 1.22 /* if we didn't find our own MARK */
1353     if (tmp2 == NULL)
1354     {
1355     object *force = get_archetype (FORCE_NAME);
1356 root 1.9
1357 root 1.22 force->speed = 0;
1358     if (op->stats.food)
1359 root 1.9 {
1360 root 1.22 force->speed = 0.01;
1361     force->speed_left = -op->stats.food;
1362 root 1.9 }
1363 root 1.22 update_ob_speed (force);
1364     /* put in the lock code */
1365     force->slaying = op->slaying;
1366    
1367     if (op->lore)
1368     force->lore = op->lore;
1369    
1370     insert_ob_in_ob (force, tmp);
1371     if (op->msg)
1372     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1373 root 1.9
1374 root 1.22 if (op->stats.hp > 0)
1375 root 1.9 {
1376 root 1.22 op->stats.hp--;
1377     if (op->stats.hp == 0)
1378 root 1.9 {
1379 root 1.22 /* marker expires--granted mark number limit */
1380     op->destroy ();
1381     return;
1382 root 1.6 }
1383 root 1.22 }
1384     }
1385     }
1386 root 1.9 }
1387    
1388     int
1389     process_object (object *op)
1390     {
1391     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1392     return 0;
1393    
1394     if (INVOKE_OBJECT (TICK, op))
1395     return 0;
1396    
1397     if (QUERY_FLAG (op, FLAG_MONSTER))
1398     if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1399     return 1;
1400    
1401     if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1402     {
1403     if (op->type == PLAYER)
1404     animate_object (op, op->facing);
1405     else
1406     animate_object (op, op->direction);
1407    
1408     if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409     make_sure_seen (op);
1410     }
1411 root 1.10
1412 root 1.9 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1413     {
1414     change_object (op);
1415     return 1;
1416     }
1417 root 1.10
1418 root 1.9 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1419     generate_monster (op);
1420    
1421     if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1422     {
1423     if (QUERY_FLAG (op, FLAG_APPLIED))
1424     remove_force (op);
1425     else
1426     {
1427     /* IF necessary, delete the item from the players inventory */
1428 root 1.20 object *pl = op->in_player ();
1429 root 1.9
1430     if (pl)
1431     esrv_del_item (pl->contr, op->count);
1432 root 1.10
1433 root 1.16 op->remove ();
1434 root 1.10
1435 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436     make_sure_not_seen (op);
1437 root 1.10
1438 root 1.17 op->destroy ();
1439 root 1.6 }
1440 root 1.10
1441 root 1.9 return 1;
1442 elmex 1.1 }
1443 root 1.11
1444 root 1.9 switch (op->type)
1445     {
1446 root 1.10 case SPELL_EFFECT:
1447     move_spell_effect (op);
1448     return 1;
1449    
1450     case ROD:
1451     case HORN:
1452     regenerate_rod (op);
1453     return 1;
1454    
1455     case FORCE:
1456     case POTION_EFFECT:
1457     remove_force (op);
1458     return 1;
1459 elmex 1.1
1460 root 1.10 case BLINDNESS:
1461     remove_blindness (op);
1462     return 0;
1463    
1464     case POISONING:
1465     poison_more (op);
1466     return 0;
1467    
1468     case DISEASE:
1469     move_disease (op);
1470     return 0;
1471    
1472     case SYMPTOM:
1473     move_symptom (op);
1474     return 0;
1475    
1476     case THROWN_OBJ:
1477     case ARROW:
1478     move_arrow (op);
1479     return 0;
1480    
1481     case DOOR:
1482     remove_door (op);
1483     return 0;
1484    
1485     case LOCKED_DOOR:
1486     remove_door2 (op);
1487     return 0;
1488    
1489     case TELEPORTER:
1490     move_teleporter (op);
1491     return 0;
1492    
1493     case GOLEM:
1494     move_golem (op);
1495     return 0;
1496    
1497     case EARTHWALL:
1498     hit_player (op, 2, op, AT_PHYSICAL, 1);
1499     return 0;
1500    
1501     case FIREWALL:
1502     move_firewall (op);
1503     if (op->stats.maxsp)
1504     animate_turning (op);
1505     return 0;
1506    
1507     case MOOD_FLOOR:
1508     do_mood_floor (op);
1509     return 0;
1510    
1511     case GATE:
1512     move_gate (op);
1513     return 0;
1514    
1515     case TIMED_GATE:
1516     move_timed_gate (op);
1517     return 0;
1518    
1519     case TRIGGER:
1520     case TRIGGER_BUTTON:
1521     case TRIGGER_PEDESTAL:
1522     case TRIGGER_ALTAR:
1523     animate_trigger (op);
1524     return 0;
1525    
1526     case DETECTOR:
1527     move_detector (op);
1528    
1529     case DIRECTOR:
1530     if (op->stats.maxsp)
1531     animate_turning (op);
1532     return 0;
1533    
1534     case HOLE:
1535     move_hole (op);
1536     return 0;
1537    
1538     case DEEP_SWAMP:
1539     move_deep_swamp (op);
1540     return 0;
1541    
1542     case RUNE:
1543     case TRAP:
1544     move_rune (op);
1545     return 0;
1546    
1547     case PLAYERMOVER:
1548     move_player_mover (op);
1549     return 0;
1550    
1551     case CREATOR:
1552     move_creator (op);
1553     return 0;
1554    
1555     case MARKER:
1556     move_marker (op);
1557     return 0;
1558    
1559     case PLAYER_CHANGER:
1560     move_player_changer (op);
1561     return 0;
1562    
1563     case PEACEMAKER:
1564     move_peacemaker (op);
1565     return 0;
1566 elmex 1.1 }
1567    
1568 root 1.9 return 0;
1569 elmex 1.1 }