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Revision: 1.31
Committed: Tue Jan 2 11:08:36 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +0 -1 lines
Log Message:
add some robustness checks, add map find/load locking

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 root 1.9 void
1025     move_player_changer (object *op)
1026     {
1027     object *player;
1028     object *walk;
1029     char c;
1030    
1031     if (!op->above || !EXIT_PATH (op))
1032     return;
1033    
1034     /* This isn't all that great - means that the player_mover
1035     * needs to be on top.
1036     */
1037     if (op->above->type == PLAYER)
1038     {
1039     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1040     return;
1041     player = op->above;
1042    
1043     for (walk = op->inv; walk != NULL; walk = walk->below)
1044     apply_changes_to_player (player, walk);
1045    
1046 root 1.23 player->update_stats ();
1047 root 1.9
1048     esrv_send_inventory (op->above, op->above);
1049     esrv_update_item (UPD_FACE, op->above, op->above);
1050    
1051     /* update players death & WoR home-position */
1052     sscanf (EXIT_PATH (op), "%c", &c);
1053     if (c == '/')
1054     {
1055 root 1.30 player->contr->savebed_map = EXIT_PATH (op);
1056     player->contr->bed_x = EXIT_X (op);
1057     player->contr->bed_y = EXIT_Y (op);
1058 root 1.9 }
1059     else
1060     LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1061    
1062 root 1.28 op->above->enter_exit (op);
1063 root 1.23 player->contr->save ();
1064 elmex 1.1 }
1065     }
1066    
1067     /* firewalls fire other spells.
1068     * The direction of the wall is stored in op->stats.sp.
1069     * walls can have hp, so they can be torn down.
1070     */
1071 root 1.9 void
1072     move_firewall (object *op)
1073     {
1074     object *spell;
1075 elmex 1.1
1076 root 1.9 if (!op->map)
1077     return; /* dm has created a firewall in his inventory */
1078 elmex 1.1
1079 root 1.9 spell = op->inv;
1080 root 1.24
1081 root 1.9 if (!spell || spell->type != SPELL)
1082     spell = &op->other_arch->clone;
1083 root 1.24
1084 root 1.9 if (!spell)
1085     {
1086 root 1.28 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1087 root 1.9 return;
1088 elmex 1.1 }
1089    
1090 root 1.9 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1091 elmex 1.1 }
1092    
1093     /* move_player_mover: this function takes a "player mover" as an
1094     * argument, and performs the function of a player mover, which is:
1095     *
1096     * a player mover finds any players that are sitting on it. It
1097     * moves them in the op->stats.sp direction. speed is how often it'll move.
1098     * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1099     * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1100     * it'll paralyze the victim for hp*his speed/op->speed
1101     */
1102 root 1.9 void
1103     move_player_mover (object *op)
1104     {
1105     object *victim, *nextmover;
1106     int dir = op->stats.sp;
1107     sint16 nx, ny;
1108 root 1.13 maptile *m;
1109 root 1.9
1110     /* Determine direction now for random movers so we do the right thing */
1111     if (!dir)
1112     dir = rndm (1, 8);
1113    
1114 root 1.20 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1115 root 1.9 {
1116     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1117     (victim->move_type & op->move_type || !victim->move_type))
1118     {
1119    
1120     if (victim->head)
1121     victim = victim->head;
1122    
1123     if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1124     {
1125 root 1.16 op->remove ();
1126 root 1.9 return;
1127     }
1128 root 1.17
1129 root 1.9 nx = op->x + freearr_x[dir];
1130     ny = op->y + freearr_y[dir];
1131     m = op->map;
1132     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1133     {
1134 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);
1135 root 1.9 return;
1136 root 1.6 }
1137 root 1.9
1138     if (should_director_abort (op, victim))
1139     return;
1140    
1141 root 1.20 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1142 root 1.9 {
1143     if (nextmover->type == PLAYERMOVER)
1144     nextmover->speed_left = -.99;
1145     if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1146     {
1147     op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1148 root 1.6 }
1149     }
1150    
1151 root 1.9 if (victim->type == PLAYER)
1152     {
1153     /* only level >=1 movers move people */
1154     if (op->level)
1155     {
1156     /* Following is a bit of hack. We need to make sure it
1157     * is cleared, otherwise the player will get stuck in
1158     * place. This can happen if the player used a spell to
1159     * get to this space.
1160     */
1161     victim->contr->fire_on = 0;
1162     victim->speed_left = -FABS (victim->speed);
1163     move_player (victim, dir);
1164 root 1.6 }
1165 root 1.9 else
1166     return;
1167 root 1.6 }
1168 root 1.9 else
1169     move_object (victim, dir);
1170 root 1.6
1171 root 1.9 if (!op->stats.maxsp && op->attacktype)
1172     op->stats.maxsp = 2;
1173 root 1.6
1174 root 1.9 if (op->attacktype)
1175     { /* flag to paralyze the player */
1176 root 1.6
1177 root 1.9 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1178     /* Not sure why, but for some chars on metalforge, they
1179     * would sometimes get -inf speed_left, and from the
1180     * description, it could only happen here, so just put
1181     * a lower sanity limit. My only guess is that the
1182     * mover has 0 speed.
1183     */
1184     if (victim->speed_left < -5.0)
1185     victim->speed_left = -5.0;
1186 root 1.6 }
1187     }
1188 elmex 1.1 }
1189     }
1190    
1191     /*
1192     * Will duplicate a specified object placed on top of it.
1193     * connected: what will trigger it.
1194     * level: multiplier. 0 to destroy.
1195     * other_arch: the object to look for and duplicate.
1196     */
1197    
1198 root 1.9 void
1199     move_duplicator (object *op)
1200     {
1201     object *tmp;
1202 elmex 1.1
1203 root 1.9 if (!op->other_arch)
1204     {
1205 root 1.28 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1206 root 1.9 return;
1207 elmex 1.1 }
1208    
1209 root 1.9 if (op->above == NULL)
1210     return;
1211     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1212     {
1213     if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1214     {
1215     if (op->level <= 0)
1216 root 1.17 tmp->destroy ();
1217 root 1.9 else
1218     {
1219     uint64 new_nrof = (uint64) tmp->nrof * op->level;
1220    
1221     if (new_nrof >= 1UL << 31)
1222     new_nrof = 1UL << 31;
1223 root 1.17
1224 root 1.9 tmp->nrof = new_nrof;
1225 root 1.6 }
1226 root 1.17
1227 root 1.9 break;
1228 root 1.6 }
1229 elmex 1.1 }
1230     }
1231    
1232     /* move_creator (by peterm)
1233     * it has the creator object create it's other_arch right on top of it.
1234     * connected: what will trigger it
1235     * hp: how many times it may create before stopping
1236     * lifesave: if set, it'll never disappear but will go on creating
1237     * everytime it's triggered
1238     * other_arch: the object to create
1239     * Note this can create large objects, however, in that case, it
1240     * has to make sure that there is in fact space for the object.
1241     * It should really do this for small objects also, but there is
1242     * more concern with large objects, most notably a part being placed
1243     * outside of the map which would cause the server to crash
1244     */
1245    
1246 root 1.9 void
1247     move_creator (object *creator)
1248     {
1249     object *new_ob;
1250 elmex 1.1
1251 root 1.9 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1252     {
1253     creator->stats.hp = -1;
1254     return;
1255 elmex 1.1 }
1256    
1257 root 1.9 if (creator->inv != NULL)
1258     {
1259     object *ob;
1260     int i;
1261     object *ob_to_copy;
1262    
1263     /* select random object from inventory to copy */
1264     ob_to_copy = creator->inv;
1265     for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1266     {
1267     if (rndm (0, i) == 0)
1268     {
1269     ob_to_copy = ob;
1270     }
1271     }
1272     new_ob = object_create_clone (ob_to_copy);
1273     CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1274     unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1275     }
1276     else
1277     {
1278     if (creator->other_arch == NULL)
1279     {
1280 root 1.28 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1281     &creator->name, &creator->map->path, creator->x, creator->y);
1282 root 1.9 return;
1283 root 1.6 }
1284 elmex 1.1
1285 root 1.9 new_ob = object_create_arch (creator->other_arch);
1286     fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1287 elmex 1.1 }
1288    
1289 root 1.9 /* Make sure this multipart object fits */
1290     if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1291     {
1292 root 1.17 new_ob->destroy ();
1293 root 1.9 return;
1294 elmex 1.1 }
1295    
1296 root 1.9 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1297     if (QUERY_FLAG (new_ob, FLAG_FREED))
1298     return;
1299 elmex 1.1
1300 root 1.9 if (creator->slaying)
1301     {
1302     new_ob->name = new_ob->title = creator->slaying;
1303 elmex 1.1 }
1304     }
1305    
1306     /* move_marker --peterm@soda.csua.berkeley.edu
1307     when moved, a marker will search for a player sitting above
1308     it, and insert an invisible, weightless force into him
1309     with a specific code as the slaying field.
1310     At that time, it writes the contents of its own message
1311     field to the player. The marker will decrement hp to
1312     0 and then delete itself every time it grants a mark.
1313     unless hp was zero to start with, in which case it is infinite.*/
1314    
1315 root 1.9 void
1316     move_marker (object *op)
1317     {
1318 root 1.22 if (object *tmp = op->ms ().player ())
1319     {
1320     object *tmp2;
1321 root 1.9
1322 root 1.22 /* remove an old force with a slaying field == op->name */
1323     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1324     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1325     {
1326     tmp2->destroy ();
1327     break;
1328     }
1329 root 1.9
1330 root 1.22 /* cycle through his inventory to look for the MARK we want to
1331     * place
1332     */
1333     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334     if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1335     break;
1336 root 1.9
1337 root 1.22 /* if we didn't find our own MARK */
1338     if (tmp2 == NULL)
1339     {
1340     object *force = get_archetype (FORCE_NAME);
1341 root 1.9
1342 root 1.22 if (op->stats.food)
1343 root 1.9 {
1344 root 1.26 force->set_speed (0.01);
1345 root 1.22 force->speed_left = -op->stats.food;
1346 root 1.9 }
1347 root 1.26 else
1348     force->set_speed (0);
1349    
1350 root 1.22 /* put in the lock code */
1351     force->slaying = op->slaying;
1352    
1353     if (op->lore)
1354     force->lore = op->lore;
1355    
1356     insert_ob_in_ob (force, tmp);
1357     if (op->msg)
1358     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1359 root 1.9
1360 root 1.22 if (op->stats.hp > 0)
1361 root 1.9 {
1362 root 1.22 op->stats.hp--;
1363     if (op->stats.hp == 0)
1364 root 1.9 {
1365 root 1.22 /* marker expires--granted mark number limit */
1366     op->destroy ();
1367     return;
1368 root 1.6 }
1369 root 1.22 }
1370     }
1371     }
1372 root 1.9 }
1373    
1374     int
1375     process_object (object *op)
1376     {
1377     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1378     return 0;
1379    
1380     if (INVOKE_OBJECT (TICK, op))
1381     return 0;
1382    
1383     if (QUERY_FLAG (op, FLAG_MONSTER))
1384     if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1385     return 1;
1386    
1387     if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1388     {
1389     if (op->type == PLAYER)
1390     animate_object (op, op->facing);
1391     else
1392     animate_object (op, op->direction);
1393    
1394     if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1395     make_sure_seen (op);
1396     }
1397 root 1.10
1398 root 1.9 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1399     {
1400     change_object (op);
1401     return 1;
1402     }
1403 root 1.10
1404 root 1.9 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1405     generate_monster (op);
1406    
1407     if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1408     {
1409     if (QUERY_FLAG (op, FLAG_APPLIED))
1410     remove_force (op);
1411     else
1412     {
1413     /* IF necessary, delete the item from the players inventory */
1414 root 1.20 object *pl = op->in_player ();
1415 root 1.9
1416     if (pl)
1417     esrv_del_item (pl->contr, op->count);
1418 root 1.10
1419 root 1.16 op->remove ();
1420 root 1.10
1421 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1422     make_sure_not_seen (op);
1423 root 1.10
1424 root 1.17 op->destroy ();
1425 root 1.6 }
1426 root 1.10
1427 root 1.9 return 1;
1428 elmex 1.1 }
1429 root 1.11
1430 root 1.9 switch (op->type)
1431     {
1432 root 1.10 case SPELL_EFFECT:
1433     move_spell_effect (op);
1434     return 1;
1435    
1436     case ROD:
1437     case HORN:
1438     regenerate_rod (op);
1439     return 1;
1440    
1441     case FORCE:
1442     case POTION_EFFECT:
1443     remove_force (op);
1444     return 1;
1445 elmex 1.1
1446 root 1.10 case BLINDNESS:
1447     remove_blindness (op);
1448     return 0;
1449    
1450     case POISONING:
1451     poison_more (op);
1452     return 0;
1453    
1454     case DISEASE:
1455     move_disease (op);
1456     return 0;
1457    
1458     case SYMPTOM:
1459     move_symptom (op);
1460     return 0;
1461    
1462     case THROWN_OBJ:
1463     case ARROW:
1464     move_arrow (op);
1465     return 0;
1466    
1467     case DOOR:
1468     remove_door (op);
1469     return 0;
1470    
1471     case LOCKED_DOOR:
1472     remove_door2 (op);
1473     return 0;
1474    
1475     case TELEPORTER:
1476     move_teleporter (op);
1477     return 0;
1478    
1479     case GOLEM:
1480     move_golem (op);
1481     return 0;
1482    
1483     case EARTHWALL:
1484     hit_player (op, 2, op, AT_PHYSICAL, 1);
1485     return 0;
1486    
1487     case FIREWALL:
1488     move_firewall (op);
1489     if (op->stats.maxsp)
1490     animate_turning (op);
1491     return 0;
1492    
1493     case MOOD_FLOOR:
1494     do_mood_floor (op);
1495     return 0;
1496    
1497     case GATE:
1498     move_gate (op);
1499     return 0;
1500    
1501     case TIMED_GATE:
1502     move_timed_gate (op);
1503     return 0;
1504    
1505     case TRIGGER:
1506     case TRIGGER_BUTTON:
1507     case TRIGGER_PEDESTAL:
1508     case TRIGGER_ALTAR:
1509     animate_trigger (op);
1510     return 0;
1511    
1512     case DETECTOR:
1513     move_detector (op);
1514    
1515     case DIRECTOR:
1516     if (op->stats.maxsp)
1517     animate_turning (op);
1518     return 0;
1519    
1520     case HOLE:
1521     move_hole (op);
1522     return 0;
1523    
1524     case DEEP_SWAMP:
1525     move_deep_swamp (op);
1526     return 0;
1527    
1528     case RUNE:
1529     case TRAP:
1530     move_rune (op);
1531     return 0;
1532    
1533     case PLAYERMOVER:
1534     move_player_mover (op);
1535     return 0;
1536    
1537     case CREATOR:
1538     move_creator (op);
1539     return 0;
1540    
1541     case MARKER:
1542     move_marker (op);
1543     return 0;
1544    
1545     case PLAYER_CHANGER:
1546     move_player_changer (op);
1547     return 0;
1548    
1549     case PEACEMAKER:
1550     move_peacemaker (op);
1551     return 0;
1552 elmex 1.1 }
1553    
1554 root 1.9 return 0;
1555 elmex 1.1 }