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Revision: 1.30
Committed: Sun Dec 31 21:02:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +3 -3 lines
Log Message:
more use of shstr where it makes sense naturally

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 root 1.28 #include <sproto.h>
32 elmex 1.1
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
35     * so those will be removed shortly (in a cascade like fashion.)
36     */
37    
38 root 1.9 void
39     remove_door (object *op)
40     {
41 elmex 1.1 int i;
42     object *tmp;
43 root 1.9
44     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)
46     {
47 root 1.26 tmp->set_speed (0.1);
48 root 1.9 tmp->speed_left = -0.2;
49     }
50    
51     if (op->other_arch)
52     {
53     tmp = arch_to_object (op->other_arch);
54     tmp->x = op->x;
55     tmp->y = op->y;
56     tmp->map = op->map;
57     tmp->level = op->level;
58     insert_ob_in_map (tmp, op->map, op, 0);
59     }
60 root 1.17
61     op->destroy ();
62 elmex 1.1 }
63    
64 root 1.9 void
65     remove_door2 (object *op)
66     {
67 elmex 1.1 int i;
68     object *tmp;
69 root 1.9
70     for (i = 1; i < 9; i += 2)
71     {
72     tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
73     if (tmp && tmp->slaying == op->slaying)
74     { /* same key both doors */
75 root 1.26 tmp->set_speed (0.1);
76 root 1.9 tmp->speed_left = -0.2;
77     }
78     }
79 root 1.27
80 root 1.9 if (op->other_arch)
81     {
82     tmp = arch_to_object (op->other_arch);
83     tmp->x = op->x;
84     tmp->y = op->y;
85     tmp->map = op->map;
86     tmp->level = op->level;
87     insert_ob_in_map (tmp, op->map, op, 0);
88     }
89 root 1.17
90     op->destroy ();
91 elmex 1.1 }
92    
93     /* Will generate a monster according to content
94     * of generator.
95     */
96 root 1.9 void
97     generate_monster_inv (object *gen)
98     {
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 elmex 1.1 }
121 root 1.9 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 root 1.19 if (head->has_random_items ())
136 root 1.9 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
137     }
138    
139     void
140     generate_monster_arch (object *gen)
141     {
142     int i;
143     object *op, *head = NULL, *prev = NULL;
144     archetype *at = gen->other_arch;
145 elmex 1.1
146 root 1.24 if (!gen->other_arch)
147     return;
148    
149 root 1.9 /* 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 root 1.24 if (!gen->map)
154     return;
155    
156 root 1.9 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
157     if (i == -1)
158     return;
159 root 1.24
160     while (at)
161 root 1.9 {
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 root 1.24 if (head)
167 root 1.9 op->head = head, prev->more = op;
168    
169     if (rndm (0, 9))
170     generate_artifact (op, gen->map->difficulty);
171 root 1.24
172 root 1.9 insert_ob_in_map (op, gen->map, gen, 0);
173     if (QUERY_FLAG (op, FLAG_FREED))
174 root 1.6 return;
175 root 1.24
176 root 1.19 if (op->has_random_items ())
177 root 1.9 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
178 root 1.24
179 root 1.9 if (head == NULL)
180     head = op;
181 root 1.24
182 root 1.9 prev = op;
183     at = at->more;
184 elmex 1.1 }
185     }
186    
187 root 1.9 void
188     generate_monster (object *gen)
189     {
190 elmex 1.1
191 root 1.9 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
192     return;
193 root 1.24
194 root 1.9 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
195     generate_monster_inv (gen);
196     else
197     generate_monster_arch (gen);
198 elmex 1.1
199     }
200    
201 root 1.9 void
202     remove_force (object *op)
203     {
204     if (--op->duration > 0)
205     return;
206 elmex 1.1
207 root 1.25 if (op->env)
208     switch (op->subtype)
209     {
210     case FORCE_CONFUSION:
211     CLEAR_FLAG (op->env, FLAG_CONFUSED);
212     new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
213 root 1.6
214 root 1.25 default:
215     CLEAR_FLAG (op, FLAG_APPLIED);
216     change_abil (op->env, op);
217     op->env->update_stats ();
218     }
219 root 1.17
220     op->destroy ();
221 elmex 1.1 }
222    
223 root 1.9 void
224     remove_blindness (object *op)
225     {
226     if (--op->stats.food > 0)
227 elmex 1.1 return;
228 root 1.17
229 root 1.9 CLEAR_FLAG (op, FLAG_APPLIED);
230 root 1.17
231 root 1.27 if (op->env)
232 root 1.9 {
233     change_abil (op->env, op);
234 root 1.23 op->env->update_stats ();
235 root 1.9 }
236 root 1.17
237     op->destroy ();
238 elmex 1.1 }
239    
240 root 1.9 void
241     poison_more (object *op)
242     {
243     if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
244     {
245 root 1.17 op->destroy ();
246 root 1.9 return;
247     }
248 root 1.17
249 root 1.9 if (op->stats.food == 1)
250     {
251     /* need to remove the object before fix_player is called, else fix_player
252     * will not do anything.
253     */
254     if (op->env->type == PLAYER)
255     {
256     CLEAR_FLAG (op, FLAG_APPLIED);
257 root 1.23 op->env->update_stats ();
258 root 1.9 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
259     }
260 root 1.17
261     op->destroy ();
262 root 1.9 return;
263     }
264 root 1.17
265 root 1.9 if (op->env->type == PLAYER)
266     {
267     op->env->stats.food--;
268     new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
269 elmex 1.1 }
270 root 1.9 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271 elmex 1.1 }
272    
273    
274 root 1.9 void
275     move_gate (object *op)
276     { /* 1 = going down, 0 = goind up */
277     object *tmp;
278    
279     if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280     {
281     LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
282     op->stats.wc = 0;
283     }
284    
285     /* We're going down */
286     if (op->value)
287     {
288     if (--op->stats.wc <= 0)
289     { /* Reached bottom, let's stop */
290     op->stats.wc = 0;
291     if (op->arch->clone.speed)
292     op->value = 0;
293     else
294 root 1.26 op->set_speed (0);
295 root 1.6 }
296 root 1.26
297 root 1.9 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298     {
299     op->move_block = 0;
300     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
301     update_all_los (op->map, op->x, op->y);
302     }
303 root 1.26
304 root 1.9 SET_ANIMATION (op, op->stats.wc);
305     update_object (op, UP_OBJ_CHANGE);
306     return;
307 elmex 1.1 }
308    
309 root 1.9 /* We're going up */
310 elmex 1.1
311 root 1.9 /* First, lets see if we are already at the top */
312     if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313     {
314 elmex 1.1
315 root 1.9 /* Check to make sure that only non pickable and non rollable
316     * objects are above the gate. If so, we finish closing the gate,
317     * otherwise, we fall through to the code below which should lower
318     * the gate slightly.
319     */
320    
321     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
322     if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323     break;
324 root 1.6
325 root 1.9 if (tmp == NULL)
326     {
327     if (op->arch->clone.speed)
328     op->value = 1;
329     else
330 root 1.26 op->set_speed (0);
331    
332 root 1.9 return;
333     }
334     }
335    
336     if (op->stats.food)
337     { /* The gate is going temporarily down */
338     if (--op->stats.wc <= 0)
339     { /* Gone all the way down? */
340     op->stats.food = 0; /* Then let's try again */
341     op->stats.wc = 0;
342 root 1.6 }
343 elmex 1.1 }
344 root 1.9 else
345     { /* The gate is still going up */
346     op->stats.wc++;
347 elmex 1.1
348 root 1.9 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
349     op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
350    
351     /* If there is something on top of the gate, we try to roll it off.
352     * If a player/monster, we don't roll, we just hit them with damage
353     */
354     if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355     {
356     /* Halfway or further, check blocks */
357     /* First, get the top object on the square. */
358     for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
359    
360     if (tmp != NULL)
361     {
362     if (QUERY_FLAG (tmp, FLAG_ALIVE))
363     {
364     hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
365     if (tmp->type == PLAYER)
366     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367     }
368     else
369     /* If the object is not alive, and the object either can
370     * be picked up or the object rolls, move the object
371     * off the gate.
372     */
373     if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374     {
375     /* If it has speed, it should move itself, otherwise: */
376     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
377    
378     /* If there is a free spot, move the object someplace */
379     if (i != -1)
380     {
381 root 1.16 tmp->remove ();
382 root 1.9 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383     insert_ob_in_map (tmp, op->map, op, 0);
384 root 1.6 }
385     }
386     }
387    
388 root 1.9 /* See if there is still anything blocking the gate */
389     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
390     if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391     break;
392    
393     /* IF there is, start putting the gate down */
394     if (tmp)
395     {
396     op->stats.food = 1;
397     }
398     else
399     {
400     op->move_block = MOVE_ALL;
401     if (!op->arch->clone.stats.ac)
402     SET_FLAG (op, FLAG_BLOCKSVIEW);
403     update_all_los (op->map, op->x, op->y);
404     }
405     } /* gate is halfway up */
406    
407     SET_ANIMATION (op, op->stats.wc);
408     update_object (op, UP_OBJ_CHANGE);
409     } /* gate is going up */
410 elmex 1.1 }
411    
412     /* hp : how long door is open/closed
413     * maxhp : initial value for hp
414     * sp : 1 = open, 0 = close
415     */
416 root 1.9 void
417     move_timed_gate (object *op)
418 elmex 1.1 {
419     int v = op->value;
420    
421 root 1.9 if (op->stats.sp)
422     {
423     move_gate (op);
424     if (op->value != v) /* change direction ? */
425     op->stats.sp = 0;
426     return;
427     }
428     if (--op->stats.hp <= 0)
429     { /* keep gate down */
430     move_gate (op);
431     if (op->value != v)
432 root 1.26 op->set_speed (0);
433 elmex 1.1 }
434     }
435    
436     /* slaying: name of the thing the detector is to look for
437     * speed: frequency of 'glances'
438     * connected: connected value of detector
439     * sp: 1 if detection sets buttons
440     * -1 if detection unsets buttons
441     */
442    
443 root 1.9 void
444     move_detector (object *op)
445 elmex 1.1 {
446 root 1.9 object *tmp;
447     int last = op->value;
448     int detected;
449    
450     detected = 0;
451    
452 root 1.20 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
453 root 1.9 {
454     object *tmp2;
455    
456     if (op->stats.hp)
457     {
458     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459     {
460     if (op->slaying && !strcmp (op->slaying, tmp->name))
461     detected = 1;
462     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
463     detected = 1;
464     }
465     }
466     if (op->slaying && !strcmp (op->slaying, tmp->name))
467     {
468 root 1.6 detected = 1;
469     }
470 root 1.9 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471     detected = 1;
472 elmex 1.1 }
473    
474 root 1.9 /* the detector sets the button if detection is found */
475     if (op->stats.sp == 1)
476     {
477     if (detected && last == 0)
478     {
479     op->value = 1;
480     push_button (op);
481 root 1.6 }
482 root 1.9 if (!detected && last == 1)
483     {
484     op->value = 0;
485     push_button (op);
486 root 1.6 }
487 elmex 1.1 }
488 root 1.9 else
489     { /* in this case, we unset buttons */
490     if (detected && last == 1)
491     {
492     op->value = 0;
493     push_button (op);
494 root 1.6 }
495 root 1.9 if (!detected && last == 0)
496     {
497     op->value = 1;
498     push_button (op);
499 root 1.6 }
500 elmex 1.1 }
501     }
502    
503    
504 root 1.9 void
505     animate_trigger (object *op)
506 elmex 1.1 {
507 root 1.9 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
508     {
509     op->stats.wc = 0;
510     check_trigger (op, NULL);
511     }
512     else
513     {
514     SET_ANIMATION (op, op->stats.wc);
515     update_object (op, UP_OBJ_FACE);
516     }
517 elmex 1.1 }
518    
519 root 1.9 void
520     move_hole (object *op)
521     { /* 1 = opening, 0 = closing */
522     object *next, *tmp;
523    
524     if (op->value)
525     { /* We're opening */
526     if (--op->stats.wc <= 0)
527     { /* Opened, let's stop */
528     op->stats.wc = 0;
529 root 1.26 op->set_speed (0);
530 root 1.9
531     /* Hard coding this makes sense for holes I suppose */
532     op->move_on = MOVE_WALK;
533     for (tmp = op->above; tmp != NULL; tmp = next)
534     {
535     next = tmp->above;
536     move_apply (op, tmp, tmp);
537 root 1.6 }
538     }
539 root 1.26
540 root 1.9 SET_ANIMATION (op, op->stats.wc);
541     update_object (op, UP_OBJ_FACE);
542     return;
543 elmex 1.1 }
544 root 1.9 /* We're closing */
545     op->move_on = 0;
546 elmex 1.1
547 root 1.9 op->stats.wc++;
548     if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
549     op->stats.wc = NUM_ANIMATIONS (op) - 1;
550 root 1.26
551 root 1.9 SET_ANIMATION (op, op->stats.wc);
552     update_object (op, UP_OBJ_FACE);
553     if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
554 root 1.26 op->set_speed (0); /* closed, let's stop */
555 elmex 1.1 }
556    
557    
558     /* stop_item() returns a pointer to the stopped object. The stopped object
559     * may or may not have been removed from maps or inventories. It will not
560     * have been merged with other items.
561     *
562     * This function assumes that only items on maps need special treatment.
563     *
564     * If the object can't be stopped, or it was destroyed while trying to stop
565     * it, NULL is returned.
566     *
567     * fix_stopped_item() should be used if the stopped item should be put on
568     * the map.
569     */
570 root 1.9 object *
571     stop_item (object *op)
572 elmex 1.1 {
573 root 1.9 if (op->map == NULL)
574     return op;
575 elmex 1.1
576 root 1.9 switch (op->type)
577 elmex 1.1 {
578 root 1.10 case THROWN_OBJ:
579     {
580     object *payload = op->inv;
581 root 1.9
582 root 1.10 if (payload == NULL)
583     return NULL;
584 root 1.16 payload->remove ();
585 root 1.17 op->destroy ();
586 root 1.10 return payload;
587     }
588 elmex 1.1
589 root 1.10 case ARROW:
590 elmex 1.29 if (op->has_active_speed ())
591 root 1.10 op = fix_stopped_arrow (op);
592     return op;
593 elmex 1.1
594 root 1.10 default:
595     return op;
596 elmex 1.1 }
597     }
598    
599     /* fix_stopped_item() - put stopped item where stop_item() had found it.
600     * Inserts item into the old map, or merges it if it already is on the map.
601     *
602     * 'map' must be the value of op->map before stop_item() was called.
603     */
604 root 1.9 void
605 root 1.13 fix_stopped_item (object *op, maptile *map, object *originator)
606 elmex 1.1 {
607 root 1.9 if (map == NULL)
608     return;
609     if (QUERY_FLAG (op, FLAG_REMOVED))
610     insert_ob_in_map (op, map, originator, 0);
611     else if (op->type == ARROW)
612     merge_ob (op, NULL); /* only some arrows actually need this */
613 elmex 1.1 }
614    
615    
616 root 1.9 object *
617     fix_stopped_arrow (object *op)
618     {
619     if (rndm (0, 99) < op->stats.food)
620     {
621     /* Small chance of breaking */
622 root 1.17 op->destroy ();
623 root 1.9 return NULL;
624     }
625    
626 root 1.26 op->set_speed (0);
627 root 1.9 op->direction = 0;
628     op->move_on = 0;
629     op->move_type = 0;
630     op->stats.wc = op->stats.sp;
631     op->stats.dam = op->stats.hp;
632     op->attacktype = op->stats.grace;
633     op->slaying = 0;
634     op->skill = 0;
635    
636     if (op->spellarg != NULL)
637     {
638     op->slaying = op->spellarg;
639     free (op->spellarg);
640     op->spellarg = NULL;
641     }
642     else
643     op->slaying = NULL;
644    
645 root 1.18 /* Reset these to zero, so that object::can_merge will work properly */
646 root 1.9 op->spellarg = NULL;
647     op->stats.sp = 0;
648     op->stats.hp = 0;
649     op->stats.grace = 0;
650     op->level = 0;
651     op->face = op->arch->clone.face;
652     op->owner = NULL; /* So that stopped arrows will be saved */
653     update_object (op, UP_OBJ_FACE);
654     return op;
655 elmex 1.1 }
656    
657     /* stop_arrow() - what to do when a non-living flying object
658     * has to stop. Sept 96 - I added in thrown object code in
659     * here too. -b.t.
660     *
661     * Returns a pointer to the stopped object (which will have been removed
662     * from maps or inventories), or NULL if was destroyed.
663     */
664 root 1.9 static void
665     stop_arrow (object *op)
666 elmex 1.1 {
667 root 1.9 if (INVOKE_OBJECT (STOP, op))
668     return;
669    
670     if (op->inv)
671     {
672     object *payload = op->inv;
673 root 1.4
674 root 1.16 payload->remove ();
675 root 1.18 payload->owner = 0;
676 root 1.9 insert_ob_in_map (payload, op->map, payload, 0);
677 root 1.17 op->destroy ();
678 root 1.9 }
679     else
680     {
681     op = fix_stopped_arrow (op);
682     if (op)
683     merge_ob (op, NULL);
684 elmex 1.1 }
685     }
686    
687     /* Move an arrow along its course. op is the arrow or thrown object.
688     */
689    
690 root 1.9 void
691     move_arrow (object *op)
692     {
693     object *tmp;
694     sint16 new_x, new_y;
695     int was_reflected, mflags;
696 root 1.13 maptile *m;
697 root 1.9
698     if (op->map == NULL)
699     {
700     LOG (llevError, "BUG: Arrow had no map.\n");
701 root 1.17 op->destroy ();
702 root 1.9 return;
703 elmex 1.1 }
704    
705 root 1.9 /* we need to stop thrown objects at some point. Like here. */
706     if (op->type == THROWN_OBJ)
707     {
708     /* If the object that the THROWN_OBJ encapsulates disappears,
709     * we need to have this object go away also - otherwise, you get
710     * left over remnants on the map. Where this currently happens
711     * is if the player throws a bomb - the bomb explodes on its own,
712     * but this object sticks around. We could handle the cleanup in the
713     * bomb code, but there are potential other cases where that could happen,
714     * and it is easy enough to clean it up here.
715     */
716     if (op->inv == NULL)
717     {
718 root 1.17 op->destroy ();
719 root 1.9 return;
720 root 1.6 }
721 root 1.14
722 root 1.9 if (op->last_sp-- < 0)
723     {
724     stop_arrow (op);
725     return;
726 root 1.6 }
727 elmex 1.1 }
728    
729 root 1.9 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
730     values look rediculous. */
731     if (op->speed < 0.5 && op->type == ARROW)
732     {
733     stop_arrow (op);
734     return;
735 elmex 1.1 }
736    
737 root 1.9 /* Calculate target map square */
738     new_x = op->x + DIRX (op);
739     new_y = op->y + DIRY (op);
740     was_reflected = 0;
741 elmex 1.1
742 root 1.9 m = op->map;
743     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 elmex 1.1
745 root 1.9 if (mflags & P_OUT_OF_MAP)
746     {
747     stop_arrow (op);
748     return;
749 elmex 1.1 }
750    
751 root 1.9 /* only need to look for living creatures if this flag is set */
752     if (mflags & P_IS_ALIVE)
753     {
754 root 1.20 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
755 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756     break;
757    
758     /* Not really fair, but don't let monsters hit themselves with
759     * their own arrow - this can be because they fire it then
760     * move into it.
761     */
762 root 1.14 if (tmp && tmp != op->owner)
763 root 1.9 {
764     /* Found living object, but it is reflecting the missile. Update
765     * as below. (Note that for living creatures there is a small
766     * chance that reflect_missile fails.)
767     */
768     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769     {
770     int number = op->face->number;
771    
772     op->direction = absdir (op->direction + 4);
773     op->state = 0;
774 root 1.14
775 root 1.9 if (GET_ANIM_ID (op))
776     {
777     number += 4;
778 root 1.14
779 root 1.9 if (number > GET_ANIMATION (op, 8))
780     number -= 8;
781 root 1.14
782 root 1.9 op->face = &new_faces[number];
783 root 1.6 }
784 root 1.14
785 root 1.9 was_reflected = 1; /* skip normal movement calculations */
786 root 1.6 }
787 root 1.9 else
788     {
789     /* Attack the object. */
790     op = hit_with_arrow (op, tmp);
791 root 1.14
792     if (!op)
793 root 1.9 return;
794     }
795     } /* if this is not hitting its owner */
796     } /* if there is something alive on this space */
797 root 1.6
798 root 1.9 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
799     {
800     int retry = 0;
801    
802     /* if the object doesn't reflect, stop the arrow from moving
803     * note that this code will now catch cases where a monster is
804     * on a wall but has reflecting - the arrow won't reflect.
805     * Mapmakers shouldn't put monsters on top of wall in the first
806     * place, so I don't consider that a problem.
807     */
808     if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
809     {
810     stop_arrow (op);
811     return;
812     }
813     else
814     {
815     /* If one of the major directions (n,s,e,w), just reverse it */
816     if (op->direction & 1)
817     {
818     op->direction = absdir (op->direction + 4);
819     retry = 1;
820     }
821     /* There were two blocks with identical code -
822     * use this retry here to make this one block
823     * that did the same thing.
824     */
825     while (retry < 2)
826     {
827     int left, right, mflags;
828 root 1.13 maptile *m1;
829 root 1.9 sint16 x1, y1;
830    
831     retry++;
832    
833     /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
834     * over a corner in a tiled map, it is possible that
835     * op->direction is within an adjacent map but either
836     * op->direction-1 or op->direction+1 does not exist.
837     */
838     mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
839     op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
840     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841    
842     mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
843     op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
844     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845    
846     if (left == right)
847     op->direction = absdir (op->direction + 4);
848     else if (left)
849     op->direction = absdir (op->direction + 2);
850     else if (right)
851     op->direction = absdir (op->direction - 2);
852    
853     mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854    
855     /* If this space is not out of the map and not blocked, valid space -
856     * don't need to retry again.
857     */
858     if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
859     break;
860 root 1.6
861     }
862 root 1.9 /* Couldn't find a direction to move the arrow to - just
863     * top it from moving.
864     */
865     if (retry == 2)
866     {
867     stop_arrow (op);
868     return;
869     }
870     /* update object image for new facing */
871     /* many thrown objects *don't* have more than one face */
872     if (GET_ANIM_ID (op))
873     SET_ANIMATION (op, op->direction);
874     } /* object is reflected */
875     } /* object ran into a wall */
876    
877     /* Move the arrow. */
878 root 1.16 op->remove ();
879 root 1.9 op->x = new_x;
880     op->y = new_y;
881    
882     /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883     * about 17 squares. Tune as needed.
884     */
885     op->speed -= 0.05;
886     insert_ob_in_map (op, m, op, 0);
887 elmex 1.1 }
888    
889     /* This routine doesnt seem to work for "inanimate" objects that
890     * are being carried, ie a held torch leaps from your hands!.
891     * Modified this routine to allow held objects. b.t. */
892    
893 root 1.9 void
894     change_object (object *op)
895     { /* Doesn`t handle linked objs yet */
896     int i, j;
897    
898     if (op->other_arch == NULL)
899     {
900     LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
901     return;
902     }
903    
904     /* In non-living items only change when food value is 0 */
905     if (!QUERY_FLAG (op, FLAG_ALIVE))
906     {
907     if (op->stats.food-- > 0)
908     return;
909     else
910     op->stats.food = 1; /* so 1 other_arch is made */
911     }
912 root 1.20
913     object *pl = op->in_player ();
914     object *env = op->env;
915    
916 root 1.16 op->remove ();
917 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
918     {
919 root 1.20 object *tmp = arch_to_object (op->other_arch);
920    
921 root 1.9 if (op->type == LAMP)
922     tmp->stats.food = op->stats.food - 1;
923 root 1.20
924 root 1.9 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925     if (env)
926     {
927     tmp->x = env->x, tmp->y = env->y;
928     tmp = insert_ob_in_ob (tmp, env);
929 root 1.20
930 root 1.9 /* If this object is the players inventory, we need to tell the
931     * client of the change. Insert_ob_in_map takes care of the
932     * updating the client, so we don't need to do that below.
933     */
934 root 1.20 if (pl)
935 root 1.9 {
936     esrv_del_item (pl->contr, op->count);
937     esrv_send_item (pl, tmp);
938     }
939     }
940     else
941     {
942     j = find_first_free_spot (tmp, op->map, op->x, op->y);
943     if (j == -1) /* No free spot */
944 root 1.17 tmp->destroy ();
945 root 1.9 else
946     {
947     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
948     insert_ob_in_map (tmp, op->map, op, 0);
949     }
950     }
951     }
952 root 1.17
953     op->destroy ();
954 root 1.9 }
955    
956     void
957     move_teleporter (object *op)
958     {
959     object *tmp, *head = op;
960 elmex 1.1
961 root 1.9 /* if this is a multipart teleporter, handle the other parts
962     * The check for speed isn't strictly needed - basically, if
963     * there is an old multipart teleporter in which the other parts
964     * have speed, we don't really want to call it twice for the same
965     * function - in fact, as written below, part N would get called
966     * N times without the speed check.
967     */
968 elmex 1.29 if (op->more && !op->more->has_active_speed ())
969 root 1.9 move_teleporter (op->more);
970    
971     if (op->head)
972     head = op->head;
973    
974     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
975     if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976     break;
977    
978     /* If nothing above us to move, nothing to do */
979     if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
980 elmex 1.1 return;
981    
982 root 1.9 if (EXIT_PATH (head))
983     {
984     if (tmp->type == PLAYER)
985     {
986     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
987     return;
988 root 1.3
989 root 1.28 tmp->enter_exit (head);
990 root 1.6 }
991 root 1.9 else
992     /* Currently only players can transfer maps */
993     return;
994 elmex 1.1 }
995 root 1.9 else if (EXIT_X (head) || EXIT_Y (head))
996     {
997     if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
998     {
999     LOG (llevError, "Removed illegal teleporter.\n");
1000 root 1.17 head->destroy ();
1001 root 1.9 return;
1002 root 1.6 }
1003 root 1.17
1004 root 1.9 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1005     return;
1006 root 1.17
1007 root 1.9 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1008 elmex 1.1 }
1009 root 1.9 else
1010     {
1011     /* Random teleporter */
1012     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013     return;
1014     teleport (head, TELEPORTER, tmp);
1015 elmex 1.1 }
1016     }
1017    
1018    
1019     /* This object will teleport someone to a different map
1020     and will also apply changes to the player from its inventory.
1021     This was invented for giving classes, but there's no reason it
1022     can't be generalized.
1023     */
1024    
1025 root 1.9 void
1026     move_player_changer (object *op)
1027     {
1028     object *player;
1029     object *walk;
1030     char c;
1031    
1032     if (!op->above || !EXIT_PATH (op))
1033     return;
1034    
1035     /* This isn't all that great - means that the player_mover
1036     * needs to be on top.
1037     */
1038     if (op->above->type == PLAYER)
1039     {
1040     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1041     return;
1042     player = op->above;
1043    
1044     for (walk = op->inv; walk != NULL; walk = walk->below)
1045     apply_changes_to_player (player, walk);
1046    
1047 root 1.23 player->update_stats ();
1048 root 1.9
1049     esrv_send_inventory (op->above, op->above);
1050     esrv_update_item (UPD_FACE, op->above, op->above);
1051    
1052     /* update players death & WoR home-position */
1053     sscanf (EXIT_PATH (op), "%c", &c);
1054     if (c == '/')
1055     {
1056 root 1.30 player->contr->savebed_map = EXIT_PATH (op);
1057     player->contr->bed_x = EXIT_X (op);
1058     player->contr->bed_y = EXIT_Y (op);
1059 root 1.9 }
1060     else
1061     LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1062    
1063 root 1.28 op->above->enter_exit (op);
1064 root 1.23 player->contr->save ();
1065 elmex 1.1 }
1066     }
1067    
1068     /* firewalls fire other spells.
1069     * The direction of the wall is stored in op->stats.sp.
1070     * walls can have hp, so they can be torn down.
1071     */
1072 root 1.9 void
1073     move_firewall (object *op)
1074     {
1075     object *spell;
1076 elmex 1.1
1077 root 1.9 if (!op->map)
1078     return; /* dm has created a firewall in his inventory */
1079 elmex 1.1
1080 root 1.9 spell = op->inv;
1081 root 1.24
1082 root 1.9 if (!spell || spell->type != SPELL)
1083     spell = &op->other_arch->clone;
1084 root 1.24
1085 root 1.9 if (!spell)
1086     {
1087 root 1.28 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1088 root 1.9 return;
1089 elmex 1.1 }
1090    
1091 root 1.9 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1092 elmex 1.1 }
1093    
1094     /* move_player_mover: this function takes a "player mover" as an
1095     * argument, and performs the function of a player mover, which is:
1096     *
1097     * a player mover finds any players that are sitting on it. It
1098     * moves them in the op->stats.sp direction. speed is how often it'll move.
1099     * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1100     * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1101     * it'll paralyze the victim for hp*his speed/op->speed
1102     */
1103 root 1.9 void
1104     move_player_mover (object *op)
1105     {
1106     object *victim, *nextmover;
1107     int dir = op->stats.sp;
1108     sint16 nx, ny;
1109 root 1.13 maptile *m;
1110 root 1.9
1111     /* Determine direction now for random movers so we do the right thing */
1112     if (!dir)
1113     dir = rndm (1, 8);
1114    
1115 root 1.20 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1116 root 1.9 {
1117     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1118     (victim->move_type & op->move_type || !victim->move_type))
1119     {
1120    
1121     if (victim->head)
1122     victim = victim->head;
1123    
1124     if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1125     {
1126 root 1.16 op->remove ();
1127 root 1.9 return;
1128     }
1129 root 1.17
1130 root 1.9 nx = op->x + freearr_x[dir];
1131     ny = op->y + freearr_y[dir];
1132     m = op->map;
1133     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1134     {
1135 root 1.28 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1136 root 1.9 return;
1137 root 1.6 }
1138 root 1.9
1139     if (should_director_abort (op, victim))
1140     return;
1141    
1142 root 1.20 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1143 root 1.9 {
1144     if (nextmover->type == PLAYERMOVER)
1145     nextmover->speed_left = -.99;
1146     if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1147     {
1148     op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1149 root 1.6 }
1150     }
1151    
1152 root 1.9 if (victim->type == PLAYER)
1153     {
1154     /* only level >=1 movers move people */
1155     if (op->level)
1156     {
1157     /* Following is a bit of hack. We need to make sure it
1158     * is cleared, otherwise the player will get stuck in
1159     * place. This can happen if the player used a spell to
1160     * get to this space.
1161     */
1162     victim->contr->fire_on = 0;
1163     victim->speed_left = -FABS (victim->speed);
1164     move_player (victim, dir);
1165 root 1.6 }
1166 root 1.9 else
1167     return;
1168 root 1.6 }
1169 root 1.9 else
1170     move_object (victim, dir);
1171 root 1.6
1172 root 1.9 if (!op->stats.maxsp && op->attacktype)
1173     op->stats.maxsp = 2;
1174 root 1.6
1175 root 1.9 if (op->attacktype)
1176     { /* flag to paralyze the player */
1177 root 1.6
1178 root 1.9 victim->speed_left = -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 root 1.6 }
1188     }
1189 elmex 1.1 }
1190     }
1191    
1192     /*
1193     * Will duplicate a specified object placed on top of it.
1194     * connected: what will trigger it.
1195     * level: multiplier. 0 to destroy.
1196     * other_arch: the object to look for and duplicate.
1197     */
1198    
1199 root 1.9 void
1200     move_duplicator (object *op)
1201     {
1202     object *tmp;
1203 elmex 1.1
1204 root 1.9 if (!op->other_arch)
1205     {
1206 root 1.28 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1207 root 1.9 return;
1208 elmex 1.1 }
1209    
1210 root 1.9 if (op->above == NULL)
1211     return;
1212     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1213     {
1214     if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1215     {
1216     if (op->level <= 0)
1217 root 1.17 tmp->destroy ();
1218 root 1.9 else
1219     {
1220     uint64 new_nrof = (uint64) tmp->nrof * op->level;
1221    
1222     if (new_nrof >= 1UL << 31)
1223     new_nrof = 1UL << 31;
1224 root 1.17
1225 root 1.9 tmp->nrof = new_nrof;
1226 root 1.6 }
1227 root 1.17
1228 root 1.9 break;
1229 root 1.6 }
1230 elmex 1.1 }
1231     }
1232    
1233     /* move_creator (by peterm)
1234     * it has the creator object create it's other_arch right on top of it.
1235     * connected: what will trigger it
1236     * hp: how many times it may create before stopping
1237     * lifesave: if set, it'll never disappear but will go on creating
1238     * everytime it's triggered
1239     * other_arch: the object to create
1240     * Note this can create large objects, however, in that case, it
1241     * has to make sure that there is in fact space for the object.
1242     * It should really do this for small objects also, but there is
1243     * more concern with large objects, most notably a part being placed
1244     * outside of the map which would cause the server to crash
1245     */
1246    
1247 root 1.9 void
1248     move_creator (object *creator)
1249     {
1250     object *new_ob;
1251 elmex 1.1
1252 root 1.9 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1253     {
1254     creator->stats.hp = -1;
1255     return;
1256 elmex 1.1 }
1257    
1258 root 1.9 if (creator->inv != NULL)
1259     {
1260     object *ob;
1261     int i;
1262     object *ob_to_copy;
1263    
1264     /* select random object from inventory to copy */
1265     ob_to_copy = creator->inv;
1266     for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1267     {
1268     if (rndm (0, i) == 0)
1269     {
1270     ob_to_copy = ob;
1271     }
1272     }
1273     new_ob = object_create_clone (ob_to_copy);
1274     CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1275     unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1276     }
1277     else
1278     {
1279     if (creator->other_arch == NULL)
1280     {
1281 root 1.28 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1282     &creator->name, &creator->map->path, creator->x, creator->y);
1283 root 1.9 return;
1284 root 1.6 }
1285 elmex 1.1
1286 root 1.9 new_ob = object_create_arch (creator->other_arch);
1287     fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1288 elmex 1.1 }
1289    
1290 root 1.9 /* Make sure this multipart object fits */
1291     if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1292     {
1293 root 1.17 new_ob->destroy ();
1294 root 1.9 return;
1295 elmex 1.1 }
1296    
1297 root 1.9 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1298     if (QUERY_FLAG (new_ob, FLAG_FREED))
1299     return;
1300 elmex 1.1
1301 root 1.9 if (creator->slaying)
1302     {
1303     new_ob->name = new_ob->title = creator->slaying;
1304 elmex 1.1 }
1305     }
1306    
1307     /* move_marker --peterm@soda.csua.berkeley.edu
1308     when moved, a marker will search for a player sitting above
1309     it, and insert an invisible, weightless force into him
1310     with a specific code as the slaying field.
1311     At that time, it writes the contents of its own message
1312     field to the player. The marker will decrement hp to
1313     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.*/
1315    
1316 root 1.9 void
1317     move_marker (object *op)
1318     {
1319 root 1.22 if (object *tmp = op->ms ().player ())
1320     {
1321     object *tmp2;
1322 root 1.9
1323 root 1.22 /* remove an old force with a slaying field == op->name */
1324     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1326     {
1327     tmp2->destroy ();
1328     break;
1329     }
1330 root 1.9
1331 root 1.22 /* cycle through his inventory to look for the MARK we want to
1332     * place
1333     */
1334     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1335     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1336     break;
1337 root 1.9
1338 root 1.22 /* if we didn't find our own MARK */
1339     if (tmp2 == NULL)
1340     {
1341     object *force = get_archetype (FORCE_NAME);
1342 root 1.9
1343 root 1.22 if (op->stats.food)
1344 root 1.9 {
1345 root 1.26 force->set_speed (0.01);
1346 root 1.22 force->speed_left = -op->stats.food;
1347 root 1.9 }
1348 root 1.26 else
1349     force->set_speed (0);
1350    
1351 root 1.22 /* put in the lock code */
1352     force->slaying = op->slaying;
1353    
1354     if (op->lore)
1355     force->lore = op->lore;
1356    
1357     insert_ob_in_ob (force, tmp);
1358     if (op->msg)
1359     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1360 root 1.9
1361 root 1.22 if (op->stats.hp > 0)
1362 root 1.9 {
1363 root 1.22 op->stats.hp--;
1364     if (op->stats.hp == 0)
1365 root 1.9 {
1366 root 1.22 /* marker expires--granted mark number limit */
1367     op->destroy ();
1368     return;
1369 root 1.6 }
1370 root 1.22 }
1371     }
1372     }
1373 root 1.9 }
1374    
1375     int
1376     process_object (object *op)
1377     {
1378     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1379     return 0;
1380    
1381     if (INVOKE_OBJECT (TICK, op))
1382     return 0;
1383    
1384     if (QUERY_FLAG (op, FLAG_MONSTER))
1385     if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1386     return 1;
1387    
1388     if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1389     {
1390     if (op->type == PLAYER)
1391     animate_object (op, op->facing);
1392     else
1393     animate_object (op, op->direction);
1394    
1395     if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1396     make_sure_seen (op);
1397     }
1398 root 1.10
1399 root 1.9 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1400     {
1401     change_object (op);
1402     return 1;
1403     }
1404 root 1.10
1405 root 1.9 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1406     generate_monster (op);
1407    
1408     if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1409     {
1410     if (QUERY_FLAG (op, FLAG_APPLIED))
1411     remove_force (op);
1412     else
1413     {
1414     /* IF necessary, delete the item from the players inventory */
1415 root 1.20 object *pl = op->in_player ();
1416 root 1.9
1417     if (pl)
1418     esrv_del_item (pl->contr, op->count);
1419 root 1.10
1420 root 1.16 op->remove ();
1421 root 1.10
1422 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423     make_sure_not_seen (op);
1424 root 1.10
1425 root 1.17 op->destroy ();
1426 root 1.6 }
1427 root 1.10
1428 root 1.9 return 1;
1429 elmex 1.1 }
1430 root 1.11
1431 root 1.9 switch (op->type)
1432     {
1433 root 1.10 case SPELL_EFFECT:
1434     move_spell_effect (op);
1435     return 1;
1436    
1437     case ROD:
1438     case HORN:
1439     regenerate_rod (op);
1440     return 1;
1441    
1442     case FORCE:
1443     case POTION_EFFECT:
1444     remove_force (op);
1445     return 1;
1446 elmex 1.1
1447 root 1.10 case BLINDNESS:
1448     remove_blindness (op);
1449     return 0;
1450    
1451     case POISONING:
1452     poison_more (op);
1453     return 0;
1454    
1455     case DISEASE:
1456     move_disease (op);
1457     return 0;
1458    
1459     case SYMPTOM:
1460     move_symptom (op);
1461     return 0;
1462    
1463     case THROWN_OBJ:
1464     case ARROW:
1465     move_arrow (op);
1466     return 0;
1467    
1468     case DOOR:
1469     remove_door (op);
1470     return 0;
1471    
1472     case LOCKED_DOOR:
1473     remove_door2 (op);
1474     return 0;
1475    
1476     case TELEPORTER:
1477     move_teleporter (op);
1478     return 0;
1479    
1480     case GOLEM:
1481     move_golem (op);
1482     return 0;
1483    
1484     case EARTHWALL:
1485     hit_player (op, 2, op, AT_PHYSICAL, 1);
1486     return 0;
1487    
1488     case FIREWALL:
1489     move_firewall (op);
1490     if (op->stats.maxsp)
1491     animate_turning (op);
1492     return 0;
1493    
1494     case MOOD_FLOOR:
1495     do_mood_floor (op);
1496     return 0;
1497    
1498     case GATE:
1499     move_gate (op);
1500     return 0;
1501    
1502     case TIMED_GATE:
1503     move_timed_gate (op);
1504     return 0;
1505    
1506     case TRIGGER:
1507     case TRIGGER_BUTTON:
1508     case TRIGGER_PEDESTAL:
1509     case TRIGGER_ALTAR:
1510     animate_trigger (op);
1511     return 0;
1512    
1513     case DETECTOR:
1514     move_detector (op);
1515    
1516     case DIRECTOR:
1517     if (op->stats.maxsp)
1518     animate_turning (op);
1519     return 0;
1520    
1521     case HOLE:
1522     move_hole (op);
1523     return 0;
1524    
1525     case DEEP_SWAMP:
1526     move_deep_swamp (op);
1527     return 0;
1528    
1529     case RUNE:
1530     case TRAP:
1531     move_rune (op);
1532     return 0;
1533    
1534     case PLAYERMOVER:
1535     move_player_mover (op);
1536     return 0;
1537    
1538     case CREATOR:
1539     move_creator (op);
1540     return 0;
1541    
1542     case MARKER:
1543     move_marker (op);
1544     return 0;
1545    
1546     case PLAYER_CHANGER:
1547     move_player_changer (op);
1548     return 0;
1549    
1550     case PEACEMAKER:
1551     move_peacemaker (op);
1552     return 0;
1553 elmex 1.1 }
1554    
1555 root 1.9 return 0;
1556 elmex 1.1 }