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Revision: 1.42
Committed: Sat Mar 17 20:36:05 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +0 -1 lines
Log Message:
fix broken images on missile reflection by using the right function for the job

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.34 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /*
26     * Routines that is executed from objects based on their speed have been
27     * collected in this file.
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 root 1.9 void
38     remove_door (object *op)
39     {
40 elmex 1.1 int i;
41     object *tmp;
42 root 1.9
43     for (i = 1; i < 9; i += 2)
44     if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45     {
46 root 1.26 tmp->set_speed (0.1);
47 root 1.9 tmp->speed_left = -0.2;
48     }
49    
50     if (op->other_arch)
51     {
52     tmp = arch_to_object (op->other_arch);
53     tmp->x = op->x;
54     tmp->y = op->y;
55     tmp->map = op->map;
56     tmp->level = op->level;
57     insert_ob_in_map (tmp, op->map, op, 0);
58     }
59 root 1.17
60     op->destroy ();
61 elmex 1.1 }
62    
63 root 1.9 void
64     remove_door2 (object *op)
65     {
66 elmex 1.1 int i;
67     object *tmp;
68 root 1.9
69     for (i = 1; i < 9; i += 2)
70     {
71     tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72     if (tmp && tmp->slaying == op->slaying)
73     { /* same key both doors */
74 root 1.26 tmp->set_speed (0.1);
75 root 1.9 tmp->speed_left = -0.2;
76     }
77     }
78 root 1.27
79 root 1.9 if (op->other_arch)
80     {
81     tmp = arch_to_object (op->other_arch);
82     tmp->x = op->x;
83     tmp->y = op->y;
84     tmp->map = op->map;
85     tmp->level = op->level;
86     insert_ob_in_map (tmp, op->map, op, 0);
87     }
88 root 1.17
89     op->destroy ();
90 elmex 1.1 }
91    
92     /* Will generate a monster according to content
93     * of generator.
94     */
95 root 1.9 void
96     generate_monster_inv (object *gen)
97     {
98     int i;
99     object *op, *head = NULL;
100    
101     int qty = 0;
102    
103     /* Code below assumes the generator is on a map, as it tries
104     * to place the monster on the map. So if the generator
105     * isn't on a map, complain and exit.
106     */
107     if (gen->map == NULL)
108     {
109     //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110     return;
111     }
112     /*First count numer of objects in inv */
113     for (op = gen->inv; op; op = op->below)
114     qty++;
115     if (!qty)
116     {
117     LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118     return; /*No inventory */
119 elmex 1.1 }
120 root 1.9 qty = rndm (0, qty - 1);
121     for (op = gen->inv; qty; qty--)
122     op = op->below;
123     i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124     if (i == -1)
125     return;
126     head = object_create_clone (op);
127     CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128     unflag_inv (head, FLAG_IS_A_TEMPLATE);
129     if (rndm (0, 9))
130     generate_artifact (head, gen->map->difficulty);
131     insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132     if (QUERY_FLAG (head, FLAG_FREED))
133     return;
134 root 1.19 if (head->has_random_items ())
135 root 1.9 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136     }
137    
138     void
139     generate_monster_arch (object *gen)
140     {
141     int i;
142     object *op, *head = NULL, *prev = NULL;
143     archetype *at = gen->other_arch;
144 elmex 1.1
145 root 1.24 if (!gen->other_arch)
146     return;
147    
148 root 1.9 /* Code below assumes the generator is on a map, as it tries
149     * to place the monster on the map. So if the generator
150     * isn't on a map, complain and exit.
151     */
152 root 1.24 if (!gen->map)
153     return;
154    
155 root 1.9 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156     if (i == -1)
157     return;
158 root 1.24
159     while (at)
160 root 1.9 {
161     op = arch_to_object (at);
162     op->x = gen->x + freearr_x[i] + at->clone.x;
163     op->y = gen->y + freearr_y[i] + at->clone.y;
164    
165 root 1.24 if (head)
166 root 1.9 op->head = head, prev->more = op;
167    
168     if (rndm (0, 9))
169     generate_artifact (op, gen->map->difficulty);
170 root 1.24
171 root 1.9 insert_ob_in_map (op, gen->map, gen, 0);
172     if (QUERY_FLAG (op, FLAG_FREED))
173 root 1.6 return;
174 root 1.24
175 root 1.19 if (op->has_random_items ())
176 root 1.9 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177 root 1.24
178 root 1.9 if (head == NULL)
179     head = op;
180 root 1.24
181 root 1.9 prev = op;
182     at = at->more;
183 elmex 1.1 }
184     }
185    
186 root 1.9 void
187     generate_monster (object *gen)
188     {
189 elmex 1.1
190 root 1.9 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191     return;
192 root 1.24
193 root 1.9 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194     generate_monster_inv (gen);
195     else
196     generate_monster_arch (gen);
197 elmex 1.1
198     }
199    
200 root 1.9 void
201     remove_force (object *op)
202     {
203     if (--op->duration > 0)
204     return;
205 elmex 1.1
206 root 1.25 if (op->env)
207     switch (op->subtype)
208     {
209     case FORCE_CONFUSION:
210     CLEAR_FLAG (op->env, FLAG_CONFUSED);
211     new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
212 root 1.6
213 root 1.25 default:
214     CLEAR_FLAG (op, FLAG_APPLIED);
215     change_abil (op->env, op);
216     op->env->update_stats ();
217     }
218 root 1.17
219     op->destroy ();
220 elmex 1.1 }
221    
222 root 1.9 void
223     remove_blindness (object *op)
224     {
225     if (--op->stats.food > 0)
226 elmex 1.1 return;
227 root 1.17
228 root 1.9 CLEAR_FLAG (op, FLAG_APPLIED);
229 root 1.17
230 root 1.27 if (op->env)
231 root 1.9 {
232     change_abil (op->env, op);
233 root 1.23 op->env->update_stats ();
234 root 1.9 }
235 root 1.17
236     op->destroy ();
237 elmex 1.1 }
238    
239 root 1.9 void
240     poison_more (object *op)
241     {
242     if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
243     {
244 root 1.17 op->destroy ();
245 root 1.9 return;
246     }
247 root 1.17
248 root 1.9 if (op->stats.food == 1)
249     {
250 root 1.38 /* need to unapply the object before update_stats is called, else fix_player
251 root 1.9 * will not do anything.
252     */
253     if (op->env->type == PLAYER)
254     {
255     CLEAR_FLAG (op, FLAG_APPLIED);
256 root 1.23 op->env->update_stats ();
257 root 1.9 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258     }
259 root 1.17
260     op->destroy ();
261 root 1.9 return;
262     }
263 root 1.17
264 root 1.9 if (op->env->type == PLAYER)
265     {
266     op->env->stats.food--;
267     new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
268 elmex 1.1 }
269 elmex 1.32
270     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 root 1.37 if (op->slaying && op->slaying == tmp->name)
461 root 1.9 detected = 1;
462 root 1.37
463     if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 root 1.9 detected = 1;
465     }
466     }
467 root 1.37
468     if (op->slaying && op->slaying == tmp->name)
469     detected = 1;
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 root 1.40
610 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED))
611     insert_ob_in_map (op, map, originator, 0);
612     else if (op->type == ARROW)
613     merge_ob (op, NULL); /* only some arrows actually need this */
614 elmex 1.1 }
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 root 1.40 update_object (op, UP_OBJ_CHANGE);
654 root 1.9 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 root 1.9 void
690     move_arrow (object *op)
691     {
692     object *tmp;
693     sint16 new_x, new_y;
694     int was_reflected, mflags;
695 root 1.13 maptile *m;
696 root 1.9
697     if (op->map == NULL)
698     {
699     LOG (llevError, "BUG: Arrow had no map.\n");
700 root 1.17 op->destroy ();
701 root 1.9 return;
702 elmex 1.1 }
703    
704 root 1.9 /* we need to stop thrown objects at some point. Like here. */
705     if (op->type == THROWN_OBJ)
706     {
707     /* If the object that the THROWN_OBJ encapsulates disappears,
708     * we need to have this object go away also - otherwise, you get
709     * left over remnants on the map. Where this currently happens
710     * is if the player throws a bomb - the bomb explodes on its own,
711     * but this object sticks around. We could handle the cleanup in the
712     * bomb code, but there are potential other cases where that could happen,
713     * and it is easy enough to clean it up here.
714     */
715     if (op->inv == NULL)
716     {
717 root 1.17 op->destroy ();
718 root 1.9 return;
719 root 1.6 }
720 root 1.14
721 root 1.9 if (op->last_sp-- < 0)
722     {
723     stop_arrow (op);
724     return;
725 root 1.6 }
726 elmex 1.1 }
727    
728 root 1.9 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
729     values look rediculous. */
730     if (op->speed < 0.5 && op->type == ARROW)
731     {
732     stop_arrow (op);
733     return;
734 elmex 1.1 }
735    
736 root 1.9 /* Calculate target map square */
737     new_x = op->x + DIRX (op);
738     new_y = op->y + DIRY (op);
739     was_reflected = 0;
740 elmex 1.1
741 root 1.9 m = op->map;
742     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743 elmex 1.1
744 root 1.9 if (mflags & P_OUT_OF_MAP)
745     {
746     stop_arrow (op);
747     return;
748 elmex 1.1 }
749    
750 root 1.9 /* only need to look for living creatures if this flag is set */
751     if (mflags & P_IS_ALIVE)
752     {
753 root 1.20 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
754 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
755     break;
756    
757     /* Not really fair, but don't let monsters hit themselves with
758     * their own arrow - this can be because they fire it then
759     * move into it.
760     */
761 root 1.14 if (tmp && tmp != op->owner)
762 root 1.9 {
763     /* Found living object, but it is reflecting the missile. Update
764     * as below. (Note that for living creatures there is a small
765     * chance that reflect_missile fails.)
766     */
767     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
768     {
769 root 1.39 int number = op->face;
770 root 1.9
771     op->direction = absdir (op->direction + 4);
772 root 1.41 update_turn_face (op);
773 root 1.9 was_reflected = 1; /* skip normal movement calculations */
774 root 1.6 }
775 root 1.9 else
776     {
777     /* Attack the object. */
778     op = hit_with_arrow (op, tmp);
779 root 1.14
780     if (!op)
781 root 1.9 return;
782     }
783     } /* if this is not hitting its owner */
784     } /* if there is something alive on this space */
785 root 1.6
786 root 1.9 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
787     {
788     int retry = 0;
789    
790     /* if the object doesn't reflect, stop the arrow from moving
791     * note that this code will now catch cases where a monster is
792     * on a wall but has reflecting - the arrow won't reflect.
793     * Mapmakers shouldn't put monsters on top of wall in the first
794     * place, so I don't consider that a problem.
795     */
796     if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
797     {
798     stop_arrow (op);
799     return;
800     }
801     else
802     {
803     /* If one of the major directions (n,s,e,w), just reverse it */
804     if (op->direction & 1)
805     {
806     op->direction = absdir (op->direction + 4);
807     retry = 1;
808     }
809     /* There were two blocks with identical code -
810     * use this retry here to make this one block
811     * that did the same thing.
812     */
813     while (retry < 2)
814     {
815     int left, right, mflags;
816 root 1.13 maptile *m1;
817 root 1.9 sint16 x1, y1;
818    
819     retry++;
820    
821     /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
822     * over a corner in a tiled map, it is possible that
823     * op->direction is within an adjacent map but either
824     * op->direction-1 or op->direction+1 does not exist.
825     */
826     mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
827     op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
828     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
829    
830     mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
831     op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
832     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
833    
834     if (left == right)
835     op->direction = absdir (op->direction + 4);
836     else if (left)
837     op->direction = absdir (op->direction + 2);
838     else if (right)
839     op->direction = absdir (op->direction - 2);
840    
841     mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
842    
843     /* If this space is not out of the map and not blocked, valid space -
844     * don't need to retry again.
845     */
846     if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
847     break;
848 root 1.6
849     }
850 root 1.9 /* Couldn't find a direction to move the arrow to - just
851     * top it from moving.
852     */
853     if (retry == 2)
854     {
855     stop_arrow (op);
856     return;
857     }
858     /* update object image for new facing */
859     /* many thrown objects *don't* have more than one face */
860     if (GET_ANIM_ID (op))
861     SET_ANIMATION (op, op->direction);
862     } /* object is reflected */
863     } /* object ran into a wall */
864    
865     /* Move the arrow. */
866 root 1.16 op->remove ();
867 root 1.9 op->x = new_x;
868     op->y = new_y;
869    
870     /* decrease the speed as it flies. 0.05 means a standard bow will shoot
871     * about 17 squares. Tune as needed.
872     */
873     op->speed -= 0.05;
874     insert_ob_in_map (op, m, op, 0);
875 elmex 1.1 }
876    
877     /* This routine doesnt seem to work for "inanimate" objects that
878     * are being carried, ie a held torch leaps from your hands!.
879     * Modified this routine to allow held objects. b.t. */
880    
881 root 1.9 void
882     change_object (object *op)
883     { /* Doesn`t handle linked objs yet */
884     int i, j;
885    
886     if (op->other_arch == NULL)
887     {
888     LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
889     return;
890     }
891    
892     /* In non-living items only change when food value is 0 */
893     if (!QUERY_FLAG (op, FLAG_ALIVE))
894     {
895     if (op->stats.food-- > 0)
896     return;
897     else
898     op->stats.food = 1; /* so 1 other_arch is made */
899     }
900 root 1.20
901     object *pl = op->in_player ();
902     object *env = op->env;
903    
904 root 1.16 op->remove ();
905 root 1.9 for (i = 0; i < NROFNEWOBJS (op); i++)
906     {
907 root 1.20 object *tmp = arch_to_object (op->other_arch);
908    
909 root 1.9 if (op->type == LAMP)
910     tmp->stats.food = op->stats.food - 1;
911 root 1.20
912 root 1.9 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
913     if (env)
914     {
915     tmp->x = env->x, tmp->y = env->y;
916     tmp = insert_ob_in_ob (tmp, env);
917 root 1.20
918 root 1.9 /* If this object is the players inventory, we need to tell the
919     * client of the change. Insert_ob_in_map takes care of the
920     * updating the client, so we don't need to do that below.
921     */
922 root 1.20 if (pl)
923 root 1.9 {
924     esrv_del_item (pl->contr, op->count);
925     esrv_send_item (pl, tmp);
926     }
927     }
928     else
929     {
930     j = find_first_free_spot (tmp, op->map, op->x, op->y);
931     if (j == -1) /* No free spot */
932 root 1.17 tmp->destroy ();
933 root 1.9 else
934     {
935     tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
936     insert_ob_in_map (tmp, op->map, op, 0);
937     }
938     }
939     }
940 root 1.17
941     op->destroy ();
942 root 1.9 }
943    
944     void
945     move_teleporter (object *op)
946     {
947     object *tmp, *head = op;
948 elmex 1.1
949 root 1.9 /* if this is a multipart teleporter, handle the other parts
950     * The check for speed isn't strictly needed - basically, if
951     * there is an old multipart teleporter in which the other parts
952     * have speed, we don't really want to call it twice for the same
953     * function - in fact, as written below, part N would get called
954     * N times without the speed check.
955     */
956 elmex 1.29 if (op->more && !op->more->has_active_speed ())
957 root 1.9 move_teleporter (op->more);
958    
959     if (op->head)
960     head = op->head;
961    
962     for (tmp = op->above; tmp != NULL; tmp = tmp->above)
963     if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
964     break;
965    
966     /* If nothing above us to move, nothing to do */
967     if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
968 elmex 1.1 return;
969    
970 root 1.9 if (EXIT_PATH (head))
971     {
972     if (tmp->type == PLAYER)
973     {
974     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
975     return;
976 root 1.3
977 root 1.28 tmp->enter_exit (head);
978 root 1.6 }
979 root 1.9 else
980     /* Currently only players can transfer maps */
981     return;
982 elmex 1.1 }
983 root 1.9 else if (EXIT_X (head) || EXIT_Y (head))
984     {
985     if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
986     {
987     LOG (llevError, "Removed illegal teleporter.\n");
988 root 1.17 head->destroy ();
989 root 1.9 return;
990 root 1.6 }
991 root 1.17
992 root 1.9 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
993     return;
994 root 1.17
995 root 1.9 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
996 elmex 1.1 }
997 root 1.9 else
998     {
999     /* Random teleporter */
1000     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001     return;
1002     teleport (head, TELEPORTER, tmp);
1003 elmex 1.1 }
1004     }
1005    
1006    
1007     /* This object will teleport someone to a different map
1008     and will also apply changes to the player from its inventory.
1009     This was invented for giving classes, but there's no reason it
1010     can't be generalized.
1011     */
1012 root 1.9 void
1013     move_player_changer (object *op)
1014     {
1015     object *player;
1016     object *walk;
1017    
1018     if (!op->above || !EXIT_PATH (op))
1019     return;
1020    
1021     /* This isn't all that great - means that the player_mover
1022     * needs to be on top.
1023     */
1024     if (op->above->type == PLAYER)
1025     {
1026     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1027 root 1.34 return;
1028    
1029 root 1.9 player = op->above;
1030    
1031 root 1.35 for (walk = op->inv; walk; walk = walk->below)
1032 root 1.9 apply_changes_to_player (player, walk);
1033    
1034 root 1.23 player->update_stats ();
1035 root 1.9
1036     esrv_send_inventory (op->above, op->above);
1037     esrv_update_item (UPD_FACE, op->above, op->above);
1038    
1039     /* update players death & WoR home-position */
1040 root 1.35 if (*EXIT_PATH (op) == '/')
1041 root 1.9 {
1042 root 1.30 player->contr->savebed_map = EXIT_PATH (op);
1043     player->contr->bed_x = EXIT_X (op);
1044     player->contr->bed_y = EXIT_Y (op);
1045 root 1.9 }
1046     else
1047     LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1048    
1049 root 1.28 op->above->enter_exit (op);
1050 elmex 1.1 }
1051     }
1052    
1053     /* firewalls fire other spells.
1054     * The direction of the wall is stored in op->stats.sp.
1055     * walls can have hp, so they can be torn down.
1056     */
1057 root 1.9 void
1058     move_firewall (object *op)
1059     {
1060     object *spell;
1061 elmex 1.1
1062 root 1.9 if (!op->map)
1063     return; /* dm has created a firewall in his inventory */
1064 elmex 1.1
1065 root 1.9 spell = op->inv;
1066 root 1.24
1067 root 1.9 if (!spell || spell->type != SPELL)
1068     spell = &op->other_arch->clone;
1069 root 1.24
1070 root 1.9 if (!spell)
1071     {
1072 root 1.28 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1073 root 1.9 return;
1074 elmex 1.1 }
1075    
1076 root 1.9 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1077 elmex 1.1 }
1078    
1079     /* move_player_mover: this function takes a "player mover" as an
1080     * argument, and performs the function of a player mover, which is:
1081     *
1082     * a player mover finds any players that are sitting on it. It
1083     * moves them in the op->stats.sp direction. speed is how often it'll move.
1084     * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1085     * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1086     * it'll paralyze the victim for hp*his speed/op->speed
1087     */
1088 root 1.9 void
1089     move_player_mover (object *op)
1090     {
1091     object *victim, *nextmover;
1092     int dir = op->stats.sp;
1093     sint16 nx, ny;
1094 root 1.13 maptile *m;
1095 root 1.9
1096     /* Determine direction now for random movers so we do the right thing */
1097     if (!dir)
1098     dir = rndm (1, 8);
1099    
1100 root 1.20 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1101 root 1.9 {
1102     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1103     (victim->move_type & op->move_type || !victim->move_type))
1104     {
1105    
1106     if (victim->head)
1107     victim = victim->head;
1108    
1109     if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1110     {
1111 root 1.16 op->remove ();
1112 root 1.9 return;
1113     }
1114 root 1.17
1115 root 1.9 nx = op->x + freearr_x[dir];
1116     ny = op->y + freearr_y[dir];
1117     m = op->map;
1118     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1119     {
1120 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);
1121 root 1.9 return;
1122 root 1.6 }
1123 root 1.9
1124     if (should_director_abort (op, victim))
1125     return;
1126    
1127 root 1.20 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1128 root 1.9 {
1129     if (nextmover->type == PLAYERMOVER)
1130     nextmover->speed_left = -.99;
1131     if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1132     {
1133     op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1134 root 1.6 }
1135     }
1136    
1137 root 1.9 if (victim->type == PLAYER)
1138     {
1139     /* only level >=1 movers move people */
1140     if (op->level)
1141     {
1142     /* Following is a bit of hack. We need to make sure it
1143     * is cleared, otherwise the player will get stuck in
1144     * place. This can happen if the player used a spell to
1145     * get to this space.
1146     */
1147     victim->contr->fire_on = 0;
1148     victim->speed_left = -FABS (victim->speed);
1149     move_player (victim, dir);
1150 root 1.6 }
1151 root 1.9 else
1152     return;
1153 root 1.6 }
1154 root 1.9 else
1155     move_object (victim, dir);
1156 root 1.6
1157 root 1.9 if (!op->stats.maxsp && op->attacktype)
1158     op->stats.maxsp = 2;
1159 root 1.6
1160 root 1.9 if (op->attacktype)
1161     { /* flag to paralyze the player */
1162 root 1.6
1163 root 1.9 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1164     /* Not sure why, but for some chars on metalforge, they
1165     * would sometimes get -inf speed_left, and from the
1166     * description, it could only happen here, so just put
1167     * a lower sanity limit. My only guess is that the
1168     * mover has 0 speed.
1169     */
1170     if (victim->speed_left < -5.0)
1171     victim->speed_left = -5.0;
1172 root 1.6 }
1173     }
1174 elmex 1.1 }
1175     }
1176    
1177     /*
1178     * Will duplicate a specified object placed on top of it.
1179     * connected: what will trigger it.
1180     * level: multiplier. 0 to destroy.
1181     * other_arch: the object to look for and duplicate.
1182     */
1183    
1184 root 1.9 void
1185     move_duplicator (object *op)
1186     {
1187     object *tmp;
1188 elmex 1.1
1189 root 1.9 if (!op->other_arch)
1190     {
1191 root 1.28 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1192 root 1.9 return;
1193 elmex 1.1 }
1194    
1195 root 1.9 if (op->above == NULL)
1196     return;
1197 root 1.37
1198     for (tmp = op->above; tmp; tmp = tmp->above)
1199 root 1.9 {
1200 root 1.37 if (op->other_arch->name == tmp->arch->name)
1201 root 1.9 {
1202     if (op->level <= 0)
1203 root 1.17 tmp->destroy ();
1204 root 1.9 else
1205     {
1206     uint64 new_nrof = (uint64) tmp->nrof * op->level;
1207    
1208     if (new_nrof >= 1UL << 31)
1209     new_nrof = 1UL << 31;
1210 root 1.17
1211 root 1.9 tmp->nrof = new_nrof;
1212 root 1.6 }
1213 root 1.17
1214 root 1.9 break;
1215 root 1.6 }
1216 elmex 1.1 }
1217     }
1218    
1219     /* move_creator (by peterm)
1220     * it has the creator object create it's other_arch right on top of it.
1221     * connected: what will trigger it
1222     * hp: how many times it may create before stopping
1223     * lifesave: if set, it'll never disappear but will go on creating
1224     * everytime it's triggered
1225     * other_arch: the object to create
1226     * Note this can create large objects, however, in that case, it
1227     * has to make sure that there is in fact space for the object.
1228     * It should really do this for small objects also, but there is
1229     * more concern with large objects, most notably a part being placed
1230     * outside of the map which would cause the server to crash
1231     */
1232    
1233 root 1.9 void
1234     move_creator (object *creator)
1235     {
1236     object *new_ob;
1237 elmex 1.1
1238 root 1.9 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1239     {
1240     creator->stats.hp = -1;
1241     return;
1242 elmex 1.1 }
1243    
1244 root 1.9 if (creator->inv != NULL)
1245     {
1246     object *ob;
1247     int i;
1248     object *ob_to_copy;
1249    
1250     /* select random object from inventory to copy */
1251     ob_to_copy = creator->inv;
1252     for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1253     {
1254     if (rndm (0, i) == 0)
1255     {
1256     ob_to_copy = ob;
1257     }
1258     }
1259     new_ob = object_create_clone (ob_to_copy);
1260     CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1261     unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1262     }
1263     else
1264     {
1265     if (creator->other_arch == NULL)
1266     {
1267 root 1.28 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1268     &creator->name, &creator->map->path, creator->x, creator->y);
1269 root 1.9 return;
1270 root 1.6 }
1271 elmex 1.1
1272 root 1.9 new_ob = object_create_arch (creator->other_arch);
1273     fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1274 elmex 1.1 }
1275    
1276 root 1.9 /* Make sure this multipart object fits */
1277     if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1278     {
1279 root 1.17 new_ob->destroy ();
1280 root 1.9 return;
1281 elmex 1.1 }
1282    
1283 root 1.9 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1284     if (QUERY_FLAG (new_ob, FLAG_FREED))
1285     return;
1286 elmex 1.1
1287 root 1.9 if (creator->slaying)
1288     {
1289     new_ob->name = new_ob->title = creator->slaying;
1290 elmex 1.1 }
1291     }
1292    
1293     /* move_marker --peterm@soda.csua.berkeley.edu
1294     when moved, a marker will search for a player sitting above
1295     it, and insert an invisible, weightless force into him
1296     with a specific code as the slaying field.
1297     At that time, it writes the contents of its own message
1298     field to the player. The marker will decrement hp to
1299     0 and then delete itself every time it grants a mark.
1300     unless hp was zero to start with, in which case it is infinite.*/
1301 root 1.9 void
1302     move_marker (object *op)
1303     {
1304 root 1.22 if (object *tmp = op->ms ().player ())
1305     {
1306     object *tmp2;
1307 root 1.9
1308 root 1.22 /* remove an old force with a slaying field == op->name */
1309     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1310 root 1.36 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1311 root 1.22 {
1312     tmp2->destroy ();
1313     break;
1314     }
1315 root 1.9
1316 root 1.22 /* cycle through his inventory to look for the MARK we want to
1317     * place
1318     */
1319     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1320 root 1.36 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1321 root 1.22 break;
1322 root 1.9
1323 root 1.22 /* if we didn't find our own MARK */
1324 root 1.36 if (!tmp2)
1325 root 1.22 {
1326     object *force = get_archetype (FORCE_NAME);
1327 root 1.9
1328 root 1.22 if (op->stats.food)
1329 root 1.9 {
1330 root 1.26 force->set_speed (0.01);
1331 root 1.22 force->speed_left = -op->stats.food;
1332 root 1.9 }
1333 root 1.26 else
1334     force->set_speed (0);
1335    
1336 root 1.22 /* put in the lock code */
1337     force->slaying = op->slaying;
1338    
1339     if (op->lore)
1340     force->lore = op->lore;
1341    
1342     insert_ob_in_ob (force, tmp);
1343     if (op->msg)
1344     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1345 root 1.9
1346 root 1.22 if (op->stats.hp > 0)
1347 root 1.9 {
1348 root 1.22 op->stats.hp--;
1349     if (op->stats.hp == 0)
1350 root 1.9 {
1351 root 1.22 /* marker expires--granted mark number limit */
1352     op->destroy ();
1353     return;
1354 root 1.6 }
1355 root 1.22 }
1356     }
1357     }
1358 root 1.9 }
1359    
1360     int
1361     process_object (object *op)
1362     {
1363     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1364     return 0;
1365    
1366     if (INVOKE_OBJECT (TICK, op))
1367     return 0;
1368    
1369     if (QUERY_FLAG (op, FLAG_MONSTER))
1370     if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1371     return 1;
1372    
1373     if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1374     {
1375     if (op->type == PLAYER)
1376     animate_object (op, op->facing);
1377     else
1378     animate_object (op, op->direction);
1379    
1380     if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1381     make_sure_seen (op);
1382     }
1383 root 1.10
1384 root 1.9 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1385     {
1386     change_object (op);
1387     return 1;
1388     }
1389 root 1.10
1390 root 1.9 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1391     generate_monster (op);
1392    
1393     if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1394     {
1395     if (QUERY_FLAG (op, FLAG_APPLIED))
1396     remove_force (op);
1397     else
1398     {
1399     /* IF necessary, delete the item from the players inventory */
1400 root 1.20 object *pl = op->in_player ();
1401 root 1.9
1402     if (pl)
1403     esrv_del_item (pl->contr, op->count);
1404 root 1.10
1405 root 1.16 op->remove ();
1406 root 1.10
1407 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1408     make_sure_not_seen (op);
1409 root 1.10
1410 root 1.17 op->destroy ();
1411 root 1.6 }
1412 root 1.10
1413 root 1.9 return 1;
1414 elmex 1.1 }
1415 root 1.11
1416 root 1.9 switch (op->type)
1417     {
1418 root 1.10 case SPELL_EFFECT:
1419     move_spell_effect (op);
1420     return 1;
1421    
1422     case ROD:
1423     case HORN:
1424     regenerate_rod (op);
1425     return 1;
1426    
1427     case FORCE:
1428     case POTION_EFFECT:
1429     remove_force (op);
1430     return 1;
1431 elmex 1.1
1432 root 1.10 case BLINDNESS:
1433     remove_blindness (op);
1434     return 0;
1435    
1436     case POISONING:
1437     poison_more (op);
1438     return 0;
1439    
1440     case DISEASE:
1441     move_disease (op);
1442     return 0;
1443    
1444     case SYMPTOM:
1445     move_symptom (op);
1446     return 0;
1447    
1448     case THROWN_OBJ:
1449     case ARROW:
1450     move_arrow (op);
1451     return 0;
1452    
1453     case DOOR:
1454     remove_door (op);
1455     return 0;
1456    
1457     case LOCKED_DOOR:
1458     remove_door2 (op);
1459     return 0;
1460    
1461     case TELEPORTER:
1462     move_teleporter (op);
1463     return 0;
1464    
1465     case GOLEM:
1466     move_golem (op);
1467     return 0;
1468    
1469     case EARTHWALL:
1470     hit_player (op, 2, op, AT_PHYSICAL, 1);
1471     return 0;
1472    
1473     case FIREWALL:
1474     move_firewall (op);
1475     if (op->stats.maxsp)
1476     animate_turning (op);
1477     return 0;
1478    
1479     case MOOD_FLOOR:
1480     do_mood_floor (op);
1481     return 0;
1482    
1483     case GATE:
1484     move_gate (op);
1485     return 0;
1486    
1487     case TIMED_GATE:
1488     move_timed_gate (op);
1489     return 0;
1490    
1491     case TRIGGER:
1492     case TRIGGER_BUTTON:
1493     case TRIGGER_PEDESTAL:
1494     case TRIGGER_ALTAR:
1495     animate_trigger (op);
1496     return 0;
1497    
1498     case DETECTOR:
1499     move_detector (op);
1500    
1501     case DIRECTOR:
1502     if (op->stats.maxsp)
1503     animate_turning (op);
1504     return 0;
1505    
1506     case HOLE:
1507     move_hole (op);
1508     return 0;
1509    
1510     case DEEP_SWAMP:
1511     move_deep_swamp (op);
1512     return 0;
1513    
1514     case RUNE:
1515     case TRAP:
1516     move_rune (op);
1517     return 0;
1518    
1519     case PLAYERMOVER:
1520     move_player_mover (op);
1521     return 0;
1522    
1523     case CREATOR:
1524     move_creator (op);
1525     return 0;
1526    
1527     case MARKER:
1528     move_marker (op);
1529     return 0;
1530    
1531     case PLAYER_CHANGER:
1532     move_player_changer (op);
1533     return 0;
1534    
1535     case PEACEMAKER:
1536     move_peacemaker (op);
1537     return 0;
1538 elmex 1.1 }
1539    
1540 root 1.9 return 0;
1541 elmex 1.1 }