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Comparing deliantra/server/server/time.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 62
64 op->destroy (); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 91
93 op->destroy (); 92 op->drop_and_destroy ();
94} 93}
95 94
96/* Will generate a monster according to content 95static void
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 98 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
168 op = arch_to_object (at); 133 else if (gen->other_arch)
169 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
170 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
171 139
172 if (head != NULL) 140 op = gen->other_arch->instance ();
173 op->head = head, prev->more = op; 141 }
142 else
143 return;
174 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163static void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 181
226 op->destroy (); 182 op->destroy ();
227} 183}
228 184
229void 185static void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 190
235 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
236 192
237 if (op->env != NULL) 193 if (op->env)
238 { 194 {
239 change_abil (op->env, op); 195 change_abil (op->env, op);
240 fix_player (op->env); 196 op->env->update_stats ();
241 } 197 }
242 198
243 op->destroy (); 199 op->destroy ();
244} 200}
245 201
246void 202static void
247poison_more (object *op) 203poison_more (object *op)
248{ 204{
249 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
250 { 206 {
251 op->destroy (); 207 op->destroy ();
252 return; 208 return;
253 } 209 }
254 210
255 if (op->stats.food == 1) 211 if (op->stats.food == 1)
256 { 212 {
257 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 214 * will not do anything.
259 */ 215 */
260 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
261 { 217 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 219 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 221 }
266 222
267 op->destroy (); 223 op->destroy ();
268 return; 224 return;
271 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
272 { 228 {
273 op->env->stats.food--; 229 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 231 }
232
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 234}
278 235
279 236
280void 237static void
281move_gate (object *op) 238move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
283 object *tmp; 240 object *tmp;
284 241
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 243 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 249 if (op->value)
293 { 250 {
294 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 253 op->stats.wc = 0;
297 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
298 op->value = 0; 255 op->value = 0;
299 else 256 else
300 {
301 op->speed = 0; 257 op->set_speed (0);
302 update_ob_speed (op);
303 } 258 }
304 } 259
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 261 {
307 op->move_block = 0; 262 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
310 } 265 }
266
311 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
313 return; 269 return;
314 } 270 }
315 271
323 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 281 * the gate slightly.
326 */ 282 */
327 283
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 286 break;
331 287
332 if (tmp == NULL) 288 if (!tmp)
333 { 289 {
334 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
335 op->value = 1; 291 op->value = 1;
336 else 292 else
337 {
338 op->speed = 0; 293 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 294
340 }
341 return; 295 return;
342 } 296 }
343 } 297 }
344 298
345 if (op->stats.food) 299 if (op->stats.food)
352 } 306 }
353 else 307 else
354 { /* The gate is still going up */ 308 { /* The gate is still going up */
355 op->stats.wc++; 309 op->stats.wc++;
356 310
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 313
360 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
362 */ 316 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 318 {
365 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
368 323
369 if (tmp != NULL) 324 if (tmp)
370 { 325 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 327 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
374 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 333 }
377 else
378 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
380 * off the gate. 336 * off the gate.
381 */ 337 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 339 {
384 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 342
387 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
388 if (i != -1) 344 if (i > 0)
389 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
390 tmp->remove (); 349 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 350 }
394 } 351 }
395 } 352 }
396 353
397 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 357 break;
401 358
402 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
403 if (tmp) 360 if (tmp)
404 {
405 op->stats.food = 1; 361 op->stats.food = 1;
406 }
407 else 362 else
408 { 363 {
409 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
410 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
413 } 369 }
414 } /* gate is halfway up */ 370 } /* gate is halfway up */
415 371
420 376
421/* hp : how long door is open/closed 377/* hp : how long door is open/closed
422 * maxhp : initial value for hp 378 * maxhp : initial value for hp
423 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
424 */ 380 */
425void 381static void
426move_timed_gate (object *op) 382move_timed_gate (object *op)
427{ 383{
428 int v = op->value; 384 int v = op->value;
429 385
430 if (op->stats.sp) 386 if (op->stats.sp)
431 { 387 {
432 move_gate (op); 388 move_gate (op);
389
433 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 391 op->stats.sp = 0;
435 return; 392 return;
436 } 393 }
394
437 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 396 { /* keep gate down */
439 move_gate (op); 397 move_gate (op);
398
440 if (op->value != v) 399 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 400 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 401 }
446} 402}
447 403
448/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
450 * connected: connected value of detector 406 * connected: connected value of detector
451 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
452 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
453 */ 409 */
454 410static void
455void
456move_detector (object *op) 411move_detector (object *op)
457{ 412{
458 object *tmp; 413 object *tmp;
459 int last = op->value; 414 int last = op->value;
460 int detected; 415 int detected;
461 416
462 detected = 0; 417 detected = 0;
463 418
464 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 420 {
466 object *tmp2; 421 object *tmp2;
467 422
468 if (op->stats.hp) 423 if (op->stats.hp)
469 { 424 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 426 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 428 detected = 1;
429
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 431 detected = 1;
476 } 432 }
477 } 433 }
434
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 436 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 438 detected = 1;
484 } 439 }
485 440
486 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
488 { 443 {
489 if (detected && last == 0) 444 if (detected && last == 0)
490 { 445 {
491 op->value = 1; 446 op->value = 1;
492 push_button (op); 447 push_button (op, tmp);
493 } 448 }
449
494 if (!detected && last == 1) 450 if (!detected && last == 1)
495 { 451 {
496 op->value = 0; 452 op->value = 0;
497 push_button (op); 453 push_button (op, tmp);
498 } 454 }
499 } 455 }
500 else 456 else
501 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
502 if (detected && last == 1) 458 if (detected && last == 1)
503 { 459 {
504 op->value = 0; 460 op->value = 0;
505 push_button (op); 461 push_button (op, tmp);
506 } 462 }
463
507 if (!detected && last == 0) 464 if (!detected && last == 0)
508 { 465 {
509 op->value = 1; 466 op->value = 1;
510 push_button (op); 467 push_button (op, tmp);
511 } 468 }
512 } 469 }
513} 470}
514
515 471
516void 472void
517animate_trigger (object *op) 473animate_trigger (object *op)
518{ 474{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
526 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
527 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
528 } 484 }
529} 485}
530 486
531void 487static void
532move_hole (object *op) 488move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 490 if (op->value)
537 { /* We're opening */ 491 { /* We're opening */
538 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
540 op->stats.wc = 0; 494 op->stats.wc = 0;
541 op->speed = 0; 495 op->set_speed (0);
542 update_ob_speed (op);
543 496
544 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 500 {
548 next = tmp->above; 501 next = tmp->above;
549 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
550 } 503 }
551 } 504 }
505
552 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
554 return; 508 return;
555 } 509 }
510
556 /* We're closing */ 511 /* We're closing */
557 op->move_on = 0; 512 op->move_on = 0;
558 513
559 op->stats.wc++; 514 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
562 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 522}
571 523
572 524
573/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
594 { 546 {
595 object *payload = op->inv; 547 object *payload = op->inv;
596 548
597 if (payload == NULL) 549 if (payload == NULL)
598 return NULL; 550 return NULL;
551
599 payload->remove (); 552 payload->remove ();
600 op->destroy (); 553 op->destroy ();
601 return payload; 554 return payload;
602 } 555 }
603 556
604 case ARROW: 557 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
607 return op; 560 return op;
608 561
609 default: 562 default:
610 return op; 563 return op;
619void 572void
620fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
621{ 574{
622 if (map == NULL) 575 if (map == NULL)
623 return; 576 return;
577
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 580 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
628} 582}
629 583
630
631object * 584object *
632fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
633{ 586{
634 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
635 { 588 {
636 /* Small chance of breaking */ 589 /* Small chance of breaking */
637 op->destroy (); 590 op->destroy ();
638 return NULL; 591 return NULL;
639 } 592 }
640 593
594 op->set_speed (0);
641 op->direction = 0; 595 op->direction = 0;
642 op->move_on = 0; 596 op->move_on = 0;
643 op->move_type = 0; 597 op->move_type = 0;
644 op->speed = 0; 598 op->skill = 0; // really?
645 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
649 op->slaying = 0; 604 op->slaying = op->custom_name;
650 op->skill = 0;
651 605
652 if (op->spellarg != NULL)
653 {
654 op->slaying = op->spellarg;
655 free (op->spellarg);
656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that CAN_MERGE will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
662 op->spellarg = NULL; 607 op->custom_name = 0;
663 op->stats.sp = 0; 608 op->stats.sp = 0;
664 op->stats.hp = 0; 609 op->stats.hp = 0;
665 op->stats.grace = 0; 610 op->stats.grace = 0;
666 op->level = 0; 611 op->level = 0;
667 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
669 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
670 return op; 617 return op;
671} 618}
672 619
673/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 622 * here too. -b.t.
676 * 623 *
677 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
679 */ 626 */
680
681static void 627static void
682stop_arrow (object *op) 628stop_arrow (object *op)
683{ 629{
684 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
685 return; 631 return;
686 632
687 if (op->inv) 633 if (op->inv)
688 { 634 {
635 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 636 object *payload = op->inv;
690 637
691 payload->remove (); 638 payload->owner = 0;
692 clear_owner (payload);
693 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 640 op->destroy ();
695 } 641 }
696 else 642 else
697 { 643 {
698 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
699 if (op) 646 if (op)
700 merge_ob (op, NULL); 647 merge_ob (op, 0);
701 } 648 }
702} 649}
703 650
704/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 652 */
706
707void 653void
708move_arrow (object *op) 654move_arrow (object *op)
709{ 655{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 656 int was_reflected;
713 maptile *m;
714 657
715 if (op->map == NULL) 658 if (!op->map)
716 { 659 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 661 op->destroy ();
719 return; 662 return;
720 } 663 }
728 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
732 */ 675 */
733 if (op->inv == NULL) 676 if (!op->inv)
734 { 677 {
735 op->destroy (); 678 op->destroy ();
736 return; 679 return;
737 } 680 }
738 681
750 stop_arrow (op); 693 stop_arrow (op);
751 return; 694 return;
752 } 695 }
753 696
754 /* Calculate target map square */ 697 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 698 was_reflected = 0;
758 699
759 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 701
762 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
763 { 703 {
764 stop_arrow (op); 704 stop_arrow (op);
765 return; 705 return;
766 } 706 }
767 707
768 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
770 { 710 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 715 break;
774 716
775 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
784 */ 726 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 728 {
787 int number = op->face->number; 729 int number = op->face;
788 730
789 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
790 op->state = 0; 732 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
803 } 734 }
804 else 735 else
805 { 736 {
806 /* Attack the object. */ 737 /* Attack the object. */
810 return; 741 return;
811 } 742 }
812 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
814 745
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 747 {
817 int retry = 0; 748 int retry = 0;
818 749
819 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 764 if (op->direction & 1)
834 { 765 {
835 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
836 retry = 1; 767 retry = 1;
837 } 768 }
769
838 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
839 * use this retry here to make this one block 771 * use this retry here to make this one block
840 * that did the same thing. 772 * that did the same thing.
841 */ 773 */
842 while (retry < 2) 774 while (retry < 2)
843 { 775 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 776 retry++;
849 777
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
854 */ 782 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 785
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 788
863 if (left == right) 789 if (left == right)
864 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
865 else if (left) 791 else if (left)
866 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
867 else if (right) 793 else if (right)
868 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
869 795
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 797 * don't need to retry again.
874 */ 798 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 801 break;
877
878 } 802 }
803
879 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 805 * stop it from moving.
881 */ 806 */
882 if (retry == 2) 807 if (retry == 2)
883 { 808 {
884 stop_arrow (op); 809 stop_arrow (op);
885 return; 810 return;
886 } 811 }
812
887 /* update object image for new facing */ 813 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
890 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
891 } /* object is reflected */ 817 } /* object is reflected */
892 } /* object ran into a wall */ 818 } /* object ran into a wall */
893
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898 819
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
901 */ 822 */
902 op->speed -= 0.05; 823 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 824
906/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 827}
909 828
910void 829static void
911change_object (object *op) 830change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j;
915
916 if (op->other_arch == NULL) 832 if (!op->other_arch)
917 { 833 {
918 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
919 return; 835 return;
920 } 836 }
921 837
922 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
923 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
924 { 840 {
925 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
926 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
927 else 858 else
928 op->stats.food = 1; /* so 1 other_arch is made */
929 }
930 env = op->env;
931 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++)
933 {
934 tmp = arch_to_object (op->other_arch);
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env)
939 {
940 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env);
942 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below.
945 */
946 if ((pl = is_player_inv (env)) != NULL)
947 {
948 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp);
950 }
951 } 859 {
952 else
953 {
954 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
955 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
956 tmp->destroy (); 863 tmp->destroy ();
957 else 864 else
958 { 865 {
959 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
960 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
961 } 870 }
962 } 871 }
963 } 872 }
964 873
965 op->destroy (); 874 op->destroy ();
975 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
976 * have speed, we don't really want to call it twice for the same 885 * have speed, we don't really want to call it twice for the same
977 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
978 * N times without the speed check. 887 * N times without the speed check.
979 */ 888 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
981 move_teleporter (op->more); 890 move_teleporter (op->more);
982 891
983 if (op->head) 892 if (op->head)
984 head = op->head; 893 head = op->head;
985 894
986 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
987 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
988 break; 897 break;
989 898
990 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
991 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
996 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
997 { 906 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return; 908 return;
1000 909
1001 enter_exit (tmp, head); 910 tmp->enter_exit (head);
1002 } 911 }
1003 else 912 else
1004 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
1005 return; 914 return;
1006 } 915 }
1021 else 930 else
1022 { 931 {
1023 /* Random teleporter */ 932 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 934 return;
935
1026 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1027 } 937 }
1028} 938}
1029
1030 939
1031/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 943 can't be generalized.
1035*/ 944*/
1036 945static void
1037void
1038move_player_changer (object *op) 946move_player_changer (object *op)
1039{ 947{
1040 object *player;
1041 object *walk;
1042 char c;
1043
1044 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1045 return; 949 return;
1046 950
1047 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 952 * needs to be on top.
1049 */ 953 */
1050 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1051 { 955 {
956 object *player = op->above;
957
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 959 return;
1054 player = op->above;
1055 960
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1058 963
1059 fix_player (player); 964 player->update_stats ();
1060 965
1061 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1063 968
1064 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 971 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1071 } 975 }
1072 else 976 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 977 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 978
1075 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 980 }
1078} 981}
1079 982
1080/* firewalls fire other spells. 983/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1088 991
1089 if (!op->map) 992 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1091 994
1092 spell = op->inv; 995 spell = op->inv;
996
1093 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 998 spell = op->other_arch;
999
1095 if (!spell) 1000 if (!spell)
1096 { 1001 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1003 return;
1099 } 1004 }
1100 1005
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1007}
1103
1104 1008
1105/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1107 * 1011 *
1108 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
1109 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1110 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1111 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1112 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1017 */
1114void 1018static void
1115move_player_mover (object *op) 1019move_player_mover (object *op)
1116{ 1020{
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1119 sint16 nx, ny; 1022 sint16 nx, ny;
1120 maptile *m; 1023 maptile *m;
1121 1024
1122 /* Determine direction now for random movers so we do the right thing */ 1025 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1026 if (!dir)
1124 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1125 1028
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1127 { 1030 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1033 {
1131 1034
1141 nx = op->x + freearr_x[dir]; 1044 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1045 ny = op->y + freearr_y[dir];
1143 m = op->map; 1046 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1047 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1048 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1049 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1050 return;
1148 } 1051 }
1149 1052
1150 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1151 return; 1054 return;
1152 1055
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1154 { 1057 {
1155 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1160 }
1161 } 1063 }
1162 1064
1163 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1164 { 1066 {
1165 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1166 if (op->level) 1068 if (op->level)
1167 { 1069 {
1168 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1169 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1171 * get to this space. 1073 * get to this space.
1172 */ 1074 */
1173 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1077 move_player (victim, dir);
1176 } 1078 }
1177 else 1079 else
1178 return; 1080 return;
1179 } 1081 }
1180 else 1082 else
1181 move_object (victim, dir); 1083 victim->move (dir);
1182 1084
1183 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1185 1087
1186 if (op->attacktype) 1088 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1091 }
1199 } 1092 }
1200 } 1093 }
1201} 1094}
1202 1095
1212{ 1105{
1213 object *tmp; 1106 object *tmp;
1214 1107
1215 if (!op->other_arch) 1108 if (!op->other_arch)
1216 { 1109 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1110 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1111 return;
1219 } 1112 }
1220 1113
1221 if (op->above == NULL) 1114 if (op->above == NULL)
1222 return; 1115 return;
1116
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1118 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1120 {
1227 if (op->level <= 0) 1121 if (op->level <= 0)
1228 tmp->destroy (); 1122 tmp->destroy ();
1229 else 1123 else
1230 { 1124 {
1252 * has to make sure that there is in fact space for the object. 1146 * has to make sure that there is in fact space for the object.
1253 * It should really do this for small objects also, but there is 1147 * It should really do this for small objects also, but there is
1254 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1255 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1256*/ 1150*/
1257
1258void 1151void
1259move_creator (object *creator) 1152move_creator (object *creator)
1260{ 1153{
1261 object *new_ob; 1154 object *new_ob;
1262 1155
1264 { 1157 {
1265 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1266 return; 1159 return;
1267 } 1160 }
1268 1161
1269 if (creator->inv != NULL) 1162 if (creator->inv)
1270 { 1163 {
1271 object *ob; 1164 object *ob;
1272 int i; 1165 int i;
1273 object *ob_to_copy; 1166 object *ob_to_copy;
1274 1167
1279 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1280 { 1173 {
1281 ob_to_copy = ob; 1174 ob_to_copy = ob;
1282 } 1175 }
1283 } 1176 }
1284 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1285 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1286 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1287 } 1180 }
1288 else 1181 else
1289 { 1182 {
1290 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1291 { 1184 {
1292 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1293 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1294 return; 1187 return;
1295 } 1188 }
1296 1189
1297 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1299 } 1192 }
1300 1193
1301 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1302 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1303 { 1196 {
1304 new_ob->destroy (); 1197 new_ob->destroy ();
1305 return; 1198 return;
1306 } 1199 }
1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1307 1204
1308 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1309 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1310 return; 1207 return;
1311 1208
1312 if (creator->slaying) 1209 if (creator->slaying)
1313 {
1314 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1315 }
1316} 1211}
1317 1212
1318/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1319 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1320 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1321 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1322 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1323 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1324 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1325 unless hp was zero to start with, in which case it is infinite.*/ 1220 unless hp was zero to start with, in which case it is infinite.*/
1326
1327void 1221void
1328move_marker (object *op) 1222move_marker (object *op)
1329{ 1223{
1330 object *tmp, *tmp2; 1224 if (object *tmp = op->ms ().player ())
1331
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 { 1225 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1339 { 1231 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1232 tmp->force_add (op->slaying, op->stats.food);
1341 break; 1233
1234 if (op->msg)
1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1236
1237 if (op->stats.hp > 0)
1342 } 1238 {
1239 op->stats.hp--;
1343 1240
1344 if (tmp2)
1345 tmp2->destroy ();
1346
1347 /* cycle through his inventory to look for the MARK we want to
1348 * place
1349 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1353 break;
1354 }
1355
1356 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL)
1358 {
1359 object *force = get_archetype (FORCE_NAME);
1360
1361 force->speed = 0;
1362 if (op->stats.food) 1241 if (op->stats.hp == 0)
1363 { 1242 {
1364 force->speed = 0.01; 1243 /* marker expires--granted mark number limit */
1365 force->speed_left = -op->stats.food; 1244 op->destroy ();
1245 return;
1366 } 1246 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 } 1247 }
1388 } /* if tmp2 == NULL */ 1248 }
1389 } /* if tmp->type == PLAYER */ 1249 }
1390 } /* For all objects on this space */
1391} 1250}
1392 1251
1393int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1394process_object (object *op) 1299process_object (object *op)
1395{ 1300{
1396 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1397 return 0; 1302 return;
1398 1303
1399 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1400 return 0; 1305 return;
1401 1306
1402 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1403 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1404 return 1; 1309 return;
1405 1310
1406 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1407 { 1312 {
1408 if (op->type == PLAYER)
1409 animate_object (op, op->facing);
1410 else
1411 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1412 1314
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_seen (op); 1316 make_sure_seen (op);
1415 } 1317 }
1416 1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1417 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1418 { 1326 {
1419 change_object (op); 1327 change_object (op);
1420 return 1; 1328 return;
1421 } 1329 }
1422 1330
1423 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1424 generate_monster (op); 1332 generate_monster (op);
1425 1333
1426 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1427 { 1335 {
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1429 remove_force (op); 1337 remove_force (op);
1430 else 1338 else
1431 { 1339 {
1432 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1433 object *pl = is_player_inv (op);
1434 1341
1435 if (pl)
1436 esrv_del_item (pl->contr, op->count);
1437
1438 op->remove ();
1439
1440 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1441 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1442 1344
1443 op->destroy (); 1345 op->drop_and_destroy ();
1444 } 1346 }
1445 1347
1446 return 1; 1348 return;
1349 }
1447 } 1350 }
1448 1351
1449 switch (op->type) 1352 switch (op->type)
1450 { 1353 {
1451 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1452 move_spell_effect (op); 1355 move_spell_effect (op);
1453 return 1; 1356 break;
1454 1357
1455 case ROD: 1358 case ROD:
1456 case HORN: 1359 case HORN:
1457 regenerate_rod (op); 1360 regenerate_rod (op);
1458 return 1; 1361 break;
1459 1362
1460 case FORCE: 1363 case FORCE:
1461 case POTION_EFFECT: 1364 case POTION_EFFECT:
1462 remove_force (op); 1365 remove_force (op);
1463 return 1; 1366 break;
1464 1367
1465 case BLINDNESS: 1368 case BLINDNESS:
1466 remove_blindness (op); 1369 remove_blindness (op);
1467 return 0; 1370 break;
1468 1371
1469 case POISONING: 1372 case POISONING:
1470 poison_more (op); 1373 poison_more (op);
1471 return 0; 1374 break;
1472 1375
1473 case DISEASE: 1376 case DISEASE:
1474 move_disease (op); 1377 move_disease (op);
1475 return 0; 1378 break;
1476 1379
1477 case SYMPTOM: 1380 case SYMPTOM:
1478 move_symptom (op); 1381 move_symptom (op);
1479 return 0; 1382 break;
1480 1383
1481 case THROWN_OBJ: 1384 case THROWN_OBJ:
1482 case ARROW: 1385 case ARROW:
1483 move_arrow (op); 1386 move_arrow (op);
1484 return 0; 1387 break;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0;
1489 1388
1490 case DOOR: 1389 case DOOR:
1491 remove_door (op); 1390 remove_door (op);
1492 return 0; 1391 break;
1493 1392
1494 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1495 remove_door2 (op); 1394 remove_door2 (op);
1496 return 0; 1395 break;
1497 1396
1498 case TELEPORTER: 1397 case TELEPORTER:
1499 move_teleporter (op); 1398 move_teleporter (op);
1500 return 0; 1399 break;
1501 1400
1502 case GOLEM: 1401 case GOLEM:
1503 move_golem (op); 1402 move_golem (op);
1504 return 0; 1403 break;
1505 1404
1506 case EARTHWALL: 1405 case EARTHWALL:
1507 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1508 return 0; 1407 break;
1509 1408
1510 case FIREWALL: 1409 case FIREWALL:
1511 move_firewall (op); 1410 move_firewall (op);
1512 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1513 animate_turning (op); 1412 animate_turning (op);
1514 return 0; 1413 break;
1515 1414
1516 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1517 do_mood_floor (op); 1416 do_mood_floor (op);
1518 return 0; 1417 break;
1519 1418
1520 case GATE: 1419 case GATE:
1521 move_gate (op); 1420 move_gate (op);
1522 return 0; 1421 break;
1523 1422
1524 case TIMED_GATE: 1423 case TIMED_GATE:
1525 move_timed_gate (op); 1424 move_timed_gate (op);
1526 return 0; 1425 break;
1527 1426
1528 case TRIGGER: 1427 case TRIGGER:
1529 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1530 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1531 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1532 animate_trigger (op); 1431 animate_trigger (op);
1533 return 0; 1432 break;
1534 1433
1535 case DETECTOR: 1434 case DETECTOR:
1536 move_detector (op); 1435 move_detector (op);
1537 1436
1538 case DIRECTOR: 1437 case DIRECTOR:
1539 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1540 animate_turning (op); 1439 animate_turning (op);
1541 return 0; 1440 break;
1542 1441
1543 case HOLE: 1442 case HOLE:
1544 move_hole (op); 1443 move_hole (op);
1545 return 0; 1444 break;
1546 1445
1547 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1548 move_deep_swamp (op); 1447 move_deep_swamp (op);
1549 return 0; 1448 break;
1550 1449
1551 case RUNE: 1450 case RUNE:
1552 case TRAP: 1451 case TRAP:
1553 move_rune (op); 1452 move_rune (op);
1554 return 0; 1453 break;
1555 1454
1556 case PLAYERMOVER: 1455 case PLAYERMOVER:
1557 move_player_mover (op); 1456 move_player_mover (op);
1558 return 0; 1457 break;
1559 1458
1560 case CREATOR: 1459 case CREATOR:
1561 move_creator (op); 1460 move_creator (op);
1562 return 0; 1461 break;
1563 1462
1564 case MARKER: 1463 case MARKER:
1565 move_marker (op); 1464 move_marker (op);
1566 return 0; 1465 break;
1567 1466
1568 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1569 move_player_changer (op); 1468 move_player_changer (op);
1570 return 0; 1469 break;
1571 1470
1572 case PEACEMAKER: 1471 case PEACEMAKER:
1573 move_peacemaker (op); 1472 move_peacemaker (op);
1574 return 0; 1473 break;
1575 }
1576 1474
1577 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1578} 1489}
1490

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