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Comparing deliantra/server/server/time.C (file contents):
Revision 1.24 by root, Mon Dec 25 11:25:50 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)
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;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (!gen->other_arch)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map) 98 if (!gen->map)
157 return; 99 return;
158 100
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
160 if (i == -1)
161 return; 102 return;
162 103
163 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
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);
164 { 132 }
165 op = arch_to_object (at); 133 else if (gen->other_arch)
166 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
167 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;
168 139
169 if (head) 140 op = gen->other_arch->instance ();
170 op->head = head, prev->more = op; 141 }
142 else
143 return;
171 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
172 if (rndm (0, 9)) 151 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
174 153
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ()) 154 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
181 156
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
191generate_monster (object *gen)
192{
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return; 157 return;
158 }
196 159
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
198 generate_monster_inv (gen);
199 else
200 generate_monster_arch (gen);
201
202} 161}
203 162
204void 163static void
205remove_force (object *op) 164remove_force (object *op)
206{ 165{
207 if (--op->duration > 0) 166 if (--op->duration > 0)
208 return; 167 return;
209 168
169 if (op->env)
210 switch (op->subtype) 170 switch (op->subtype)
211 { 171 {
212 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
213 if (op->env != NULL)
214 {
215 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
216 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");
217 }
218 175
219 default: 176 default:
220 if (op->env != NULL)
221 {
222 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
223 change_abil (op->env, op); 178 change_abil (op->env, op);
224 op->env->update_stats (); 179 op->env->update_stats ();
225 }
226 } 180 }
227 181
228 op->destroy (); 182 op->destroy ();
229} 183}
230 184
231void 185static void
232remove_blindness (object *op) 186remove_blindness (object *op)
233{ 187{
234 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
235 return; 189 return;
236 190
237 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
238 192
239 if (op->env != NULL) 193 if (op->env)
240 { 194 {
241 change_abil (op->env, op); 195 change_abil (op->env, op);
242 op->env->update_stats (); 196 op->env->update_stats ();
243 } 197 }
244 198
245 op->destroy (); 199 op->destroy ();
246} 200}
247 201
248void 202static void
249poison_more (object *op) 203poison_more (object *op)
250{ 204{
251 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)
252 { 206 {
253 op->destroy (); 207 op->destroy ();
254 return; 208 return;
255 } 209 }
256 210
257 if (op->stats.food == 1) 211 if (op->stats.food == 1)
258 { 212 {
259 /* 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
260 * will not do anything. 214 * will not do anything.
261 */ 215 */
262 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
263 { 217 {
264 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
273 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
274 { 228 {
275 op->env->stats.food--; 229 op->env->stats.food--;
276 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...");
277 } 231 }
232
278 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
279} 234}
280 235
281 236
282void 237static void
283move_gate (object *op) 238move_gate (object *op)
284{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
285 object *tmp; 240 object *tmp;
286 241
287 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))
288 { 243 {
289 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));
294 if (op->value) 249 if (op->value)
295 { 250 {
296 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
297 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
298 op->stats.wc = 0; 253 op->stats.wc = 0;
299 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
300 op->value = 0; 255 op->value = 0;
301 else 256 else
302 {
303 op->speed = 0; 257 op->set_speed (0);
304 update_ob_speed (op);
305 } 258 }
306 } 259
307 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
308 { 261 {
309 op->move_block = 0; 262 op->move_block = 0;
310 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
311 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
312 } 265 }
266
313 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
314 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
315 return; 269 return;
316 } 270 }
317 271
325 * 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,
326 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
327 * the gate slightly. 281 * the gate slightly.
328 */ 282 */
329 283
330 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
331 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))
332 break; 286 break;
333 287
334 if (tmp == NULL) 288 if (!tmp)
335 { 289 {
336 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
337 op->value = 1; 291 op->value = 1;
338 else 292 else
339 {
340 op->speed = 0; 293 op->set_speed (0);
341 update_ob_speed (op); /* Reached top, let's stop */ 294
342 }
343 return; 295 return;
344 } 296 }
345 } 297 }
346 298
347 if (op->stats.food) 299 if (op->stats.food)
354 } 306 }
355 else 307 else
356 { /* The gate is still going up */ 308 { /* The gate is still going up */
357 op->stats.wc++; 309 op->stats.wc++;
358 310
359 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
360 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
361 313
362 /* 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.
363 * 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
364 */ 316 */
365 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
366 { 318 {
367 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
368 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
369 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
370 323
371 if (tmp != NULL) 324 if (tmp)
372 { 325 {
373 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
374 { 327 {
375 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
376 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
377 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);
378 } 333 }
379 else
380 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
381 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
382 * off the gate. 336 * off the gate.
383 */ 337 */
384 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)))
385 { 339 {
386 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
387 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);
388 342
389 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
390 if (i != -1) 344 if (i > 0)
391 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
392 tmp->remove (); 349 tmp->move_to (pos);
393 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
394 insert_ob_in_map (tmp, op->map, op, 0);
395 } 350 }
396 } 351 }
397 } 352 }
398 353
399 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
400 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
401 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))
402 break; 357 break;
403 358
404 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
405 if (tmp) 360 if (tmp)
406 {
407 op->stats.food = 1; 361 op->stats.food = 1;
408 }
409 else 362 else
410 { 363 {
411 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
412 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
413 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
414 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
415 } 369 }
416 } /* gate is halfway up */ 370 } /* gate is halfway up */
417 371
422 376
423/* hp : how long door is open/closed 377/* hp : how long door is open/closed
424 * maxhp : initial value for hp 378 * maxhp : initial value for hp
425 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
426 */ 380 */
427void 381static void
428move_timed_gate (object *op) 382move_timed_gate (object *op)
429{ 383{
430 int v = op->value; 384 int v = op->value;
431 385
432 if (op->stats.sp) 386 if (op->stats.sp)
433 { 387 {
434 move_gate (op); 388 move_gate (op);
389
435 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
436 op->stats.sp = 0; 391 op->stats.sp = 0;
437 return; 392 return;
438 } 393 }
394
439 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
440 { /* keep gate down */ 396 { /* keep gate down */
441 move_gate (op); 397 move_gate (op);
398
442 if (op->value != v) 399 if (op->value != v)
443 { /* ready ? */
444 op->speed = 0; 400 op->set_speed (0);
445 update_ob_speed (op);
446 }
447 } 401 }
448} 402}
449 403
450/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
451 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
452 * connected: connected value of detector 406 * connected: connected value of detector
453 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
454 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
455 */ 409 */
456 410static void
457void
458move_detector (object *op) 411move_detector (object *op)
459{ 412{
460 object *tmp; 413 object *tmp;
461 int last = op->value; 414 int last = op->value;
462 int detected; 415 int detected;
463 416
464 detected = 0; 417 detected = 0;
465 418
466 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)
467 { 420 {
468 object *tmp2; 421 object *tmp2;
469 422
470 if (op->stats.hp) 423 if (op->stats.hp)
471 { 424 {
472 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
473 { 426 {
474 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
475 detected = 1; 428 detected = 1;
429
476 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
477 detected = 1; 431 detected = 1;
478 } 432 }
479 } 433 }
434
480 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
481 {
482 detected = 1; 436 detected = 1;
483 }
484 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
485 detected = 1; 438 detected = 1;
486 } 439 }
487 440
488 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
489 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
490 { 443 {
491 if (detected && last == 0) 444 if (detected && last == 0)
492 { 445 {
493 op->value = 1; 446 op->value = 1;
494 push_button (op); 447 push_button (op, tmp);
495 } 448 }
449
496 if (!detected && last == 1) 450 if (!detected && last == 1)
497 { 451 {
498 op->value = 0; 452 op->value = 0;
499 push_button (op); 453 push_button (op, tmp);
500 } 454 }
501 } 455 }
502 else 456 else
503 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
504 if (detected && last == 1) 458 if (detected && last == 1)
505 { 459 {
506 op->value = 0; 460 op->value = 0;
507 push_button (op); 461 push_button (op, tmp);
508 } 462 }
463
509 if (!detected && last == 0) 464 if (!detected && last == 0)
510 { 465 {
511 op->value = 1; 466 op->value = 1;
512 push_button (op); 467 push_button (op, tmp);
513 } 468 }
514 } 469 }
515} 470}
516
517 471
518void 472void
519animate_trigger (object *op) 473animate_trigger (object *op)
520{ 474{
521 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
528 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
529 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
530 } 484 }
531} 485}
532 486
533void 487static void
534move_hole (object *op) 488move_hole (object *op)
535{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
536 object *next, *tmp;
537
538 if (op->value) 490 if (op->value)
539 { /* We're opening */ 491 { /* We're opening */
540 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
541 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
542 op->stats.wc = 0; 494 op->stats.wc = 0;
543 op->speed = 0; 495 op->set_speed (0);
544 update_ob_speed (op);
545 496
546 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
547 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
548 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
549 { 500 {
550 next = tmp->above; 501 next = tmp->above;
551 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
552 } 503 }
553 } 504 }
505
554 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
555 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
556 return; 508 return;
557 } 509 }
510
558 /* We're closing */ 511 /* We're closing */
559 op->move_on = 0; 512 op->move_on = 0;
560 513
561 op->stats.wc++; 514 op->stats.wc++;
562 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
563 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
564 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
565 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
566 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
567 {
568 op->speed = 0;
569 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
570 return;
571 }
572} 522}
573 523
574 524
575/* 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
576 * 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
596 { 546 {
597 object *payload = op->inv; 547 object *payload = op->inv;
598 548
599 if (payload == NULL) 549 if (payload == NULL)
600 return NULL; 550 return NULL;
551
601 payload->remove (); 552 payload->remove ();
602 op->destroy (); 553 op->destroy ();
603 return payload; 554 return payload;
604 } 555 }
605 556
606 case ARROW: 557 case ARROW:
607 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
608 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
609 return op; 560 return op;
610 561
611 default: 562 default:
612 return op; 563 return op;
621void 572void
622fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
623{ 574{
624 if (map == NULL) 575 if (map == NULL)
625 return; 576 return;
577
626 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
627 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
628 else if (op->type == ARROW) 580 else if (op->type == ARROW)
629 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
630} 582}
631 583
632
633object * 584object *
634fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
635{ 586{
636 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
637 { 588 {
638 /* Small chance of breaking */ 589 /* Small chance of breaking */
639 op->destroy (); 590 op->destroy ();
640 return NULL; 591 return NULL;
641 } 592 }
642 593
594 op->set_speed (0);
643 op->direction = 0; 595 op->direction = 0;
644 op->move_on = 0; 596 op->move_on = 0;
645 op->move_type = 0; 597 op->move_type = 0;
646 op->speed = 0; 598 op->skill = 0; // really?
647 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
648 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
649 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
650 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
651 op->slaying = 0; 604 op->slaying = op->custom_name;
652 op->skill = 0;
653 605
654 if (op->spellarg != NULL)
655 {
656 op->slaying = op->spellarg;
657 free (op->spellarg);
658 op->spellarg = NULL;
659 }
660 else
661 op->slaying = NULL;
662
663 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
664 op->spellarg = NULL; 607 op->custom_name = 0;
665 op->stats.sp = 0; 608 op->stats.sp = 0;
666 op->stats.hp = 0; 609 op->stats.hp = 0;
667 op->stats.grace = 0; 610 op->stats.grace = 0;
668 op->level = 0; 611 op->level = 0;
669 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
670 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
671 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
672 return op; 617 return op;
673} 618}
674 619
675/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
676 * 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
677 * here too. -b.t. 622 * here too. -b.t.
678 * 623 *
679 * 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
680 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
681 */ 626 */
682
683static void 627static void
684stop_arrow (object *op) 628stop_arrow (object *op)
685{ 629{
686 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
687 return; 631 return;
688 632
689 if (op->inv) 633 if (op->inv)
690 { 634 {
635 // replace this by straightforward drop to ground?
691 object *payload = op->inv; 636 object *payload = op->inv;
692 637
693 payload->remove ();
694 payload->owner = 0; 638 payload->owner = 0;
695 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
696 op->destroy (); 640 op->destroy ();
697 } 641 }
698 else 642 else
699 { 643 {
700 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
701 if (op) 646 if (op)
702 merge_ob (op, NULL); 647 merge_ob (op, 0);
703 } 648 }
704} 649}
705 650
706/* 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.
707 */ 652 */
708
709void 653void
710move_arrow (object *op) 654move_arrow (object *op)
711{ 655{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 656 int was_reflected;
715 maptile *m;
716 657
717 if (op->map == NULL) 658 if (!op->map)
718 { 659 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
720 op->destroy (); 661 op->destroy ();
721 return; 662 return;
722 } 663 }
730 * 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,
731 * 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
732 * 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,
733 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
734 */ 675 */
735 if (op->inv == NULL) 676 if (!op->inv)
736 { 677 {
737 op->destroy (); 678 op->destroy ();
738 return; 679 return;
739 } 680 }
740 681
752 stop_arrow (op); 693 stop_arrow (op);
753 return; 694 return;
754 } 695 }
755 696
756 /* Calculate target map square */ 697 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 698 was_reflected = 0;
760 699
761 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 701
764 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
765 { 703 {
766 stop_arrow (op); 704 stop_arrow (op);
767 return; 705 return;
768 } 706 }
769 707
770 /* 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 */
771 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
772 { 710 {
773 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)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break; 715 break;
776 716
777 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
784 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
786 */ 726 */
787 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))
788 { 728 {
789 int number = op->face->number; 729 int number = op->face;
790 730
791 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
792 op->state = 0; 732 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
805 } 734 }
806 else 735 else
807 { 736 {
808 /* Attack the object. */ 737 /* Attack the object. */
812 return; 741 return;
813 } 742 }
814 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
816 745
817 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))
818 { 747 {
819 int retry = 0; 748 int retry = 0;
820 749
821 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
822 * 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
835 if (op->direction & 1) 764 if (op->direction & 1)
836 { 765 {
837 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
838 retry = 1; 767 retry = 1;
839 } 768 }
769
840 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
841 * use this retry here to make this one block 771 * use this retry here to make this one block
842 * that did the same thing. 772 * that did the same thing.
843 */ 773 */
844 while (retry < 2) 774 while (retry < 2)
845 { 775 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 776 retry++;
851 777
852 /* 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
853 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
856 */ 782 */
857 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));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 785
861 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));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 788
865 if (left == right) 789 if (left == right)
866 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
867 else if (left) 791 else if (left)
868 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
869 else if (right) 793 else if (right)
870 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
871 795
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* 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 -
875 * don't need to retry again. 797 * don't need to retry again.
876 */ 798 */
877 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))
878 break; 801 break;
879
880 } 802 }
803
881 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 805 * stop it from moving.
883 */ 806 */
884 if (retry == 2) 807 if (retry == 2)
885 { 808 {
886 stop_arrow (op); 809 stop_arrow (op);
887 return; 810 return;
888 } 811 }
812
889 /* update object image for new facing */ 813 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
892 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
893 } /* object is reflected */ 817 } /* object is reflected */
894 } /* object ran into a wall */ 818 } /* object ran into a wall */
895
896 /* Move the arrow. */
897 op->remove ();
898 op->x = new_x;
899 op->y = new_y;
900 819
901 /* 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
902 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
903 */ 822 */
904 op->speed -= 0.05; 823 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906}
907 824
908/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
909 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
910 * Modified this routine to allow held objects. b.t. */ 827}
911 828
912void 829static void
913change_object (object *op) 830change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
915 int i, j;
916
917 if (op->other_arch == NULL) 832 if (!op->other_arch)
918 { 833 {
919 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 ());
920 return; 835 return;
921 } 836 }
922 837
923 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
925 { 840 {
926 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
927 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);
928 else 858 else
929 op->stats.food = 1; /* so 1 other_arch is made */
930 }
931
932 object *pl = op->in_player ();
933 object *env = op->env;
934
935 op->remove ();
936 for (i = 0; i < NROFNEWOBJS (op); i++)
937 {
938 object *tmp = arch_to_object (op->other_arch);
939
940 if (op->type == LAMP)
941 tmp->stats.food = op->stats.food - 1;
942
943 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
944 if (env)
945 {
946 tmp->x = env->x, tmp->y = env->y;
947 tmp = insert_ob_in_ob (tmp, env);
948
949 /* If this object is the players inventory, we need to tell the
950 * client of the change. Insert_ob_in_map takes care of the
951 * updating the client, so we don't need to do that below.
952 */
953 if (pl)
954 {
955 esrv_del_item (pl->contr, op->count);
956 esrv_send_item (pl, tmp);
957 }
958 } 859 {
959 else
960 {
961 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
962 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
963 tmp->destroy (); 863 tmp->destroy ();
964 else 864 else
965 { 865 {
966 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
967 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
968 } 870 }
969 } 871 }
970 } 872 }
971 873
972 op->destroy (); 874 op->destroy ();
982 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
983 * 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
984 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
985 * N times without the speed check. 887 * N times without the speed check.
986 */ 888 */
987 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
988 move_teleporter (op->more); 890 move_teleporter (op->more);
989 891
990 if (op->head) 892 if (op->head)
991 head = op->head; 893 head = op->head;
992 894
993 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
994 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
995 break; 897 break;
996 898
997 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
998 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1003 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
1004 { 906 {
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return; 908 return;
1007 909
1008 enter_exit (tmp, head); 910 tmp->enter_exit (head);
1009 } 911 }
1010 else 912 else
1011 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
1012 return; 914 return;
1013 } 915 }
1028 else 930 else
1029 { 931 {
1030 /* Random teleporter */ 932 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 934 return;
935
1033 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1034 } 937 }
1035} 938}
1036
1037 939
1038/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 943 can't be generalized.
1042*/ 944*/
1043 945static void
1044void
1045move_player_changer (object *op) 946move_player_changer (object *op)
1046{ 947{
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1052 return; 949 return;
1053 950
1054 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 952 * needs to be on top.
1056 */ 953 */
1057 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1058 { 955 {
956 object *player = op->above;
957
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 959 return;
1061 player = op->above;
1062 960
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1065 963
1066 player->update_stats (); 964 player->update_stats ();
1067 965
1068 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1070 968
1071 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 971 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1078 } 975 }
1079 else 976 else
1080 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));
1081 978
1082 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1083 player->contr->save ();
1084 } 980 }
1085} 981}
1086 982
1087/* firewalls fire other spells. 983/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1097 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1098 994
1099 spell = op->inv; 995 spell = op->inv;
1100 996
1101 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1102 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1103 999
1104 if (!spell) 1000 if (!spell)
1105 { 1001 {
1106 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);
1107 return; 1003 return;
1108 } 1004 }
1109 1005
1110 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);
1111} 1007}
1117 * 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.
1118 * 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,
1119 * 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,
1120 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1121 */ 1017 */
1122void 1018static void
1123move_player_mover (object *op) 1019move_player_mover (object *op)
1124{ 1020{
1125 object *victim, *nextmover;
1126 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1127 sint16 nx, ny; 1022 sint16 nx, ny;
1128 maptile *m; 1023 maptile *m;
1129 1024
1130 /* 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 */
1131 if (!dir) 1026 if (!dir)
1132 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1133 1028
1134 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)
1135 { 1030 {
1136 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1137 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1138 { 1033 {
1139 1034
1149 nx = op->x + freearr_x[dir]; 1044 nx = op->x + freearr_x[dir];
1150 ny = op->y + freearr_y[dir]; 1045 ny = op->y + freearr_y[dir];
1151 m = op->map; 1046 m = op->map;
1152 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)
1153 { 1048 {
1154 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);
1155 return; 1050 return;
1156 } 1051 }
1157 1052
1158 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1159 return; 1054 return;
1160 1055
1161 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)
1162 { 1057 {
1163 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1164 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1165 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1166 {
1167 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 */
1168 }
1169 } 1063 }
1170 1064
1171 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1172 { 1066 {
1173 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1174 if (op->level) 1068 if (op->level)
1175 { 1069 {
1176 /* 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
1177 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1178 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1179 * get to this space. 1073 * get to this space.
1180 */ 1074 */
1181 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1182 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1183 move_player (victim, dir); 1077 move_player (victim, dir);
1184 } 1078 }
1185 else 1079 else
1186 return; 1080 return;
1187 } 1081 }
1188 else 1082 else
1189 move_object (victim, dir); 1083 victim->move (dir);
1190 1084
1191 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1192 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1193 1087
1194 if (op->attacktype) 1088 if (op->attacktype)
1195 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1196
1197 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);
1198 /* Not sure why, but for some chars on metalforge, they
1199 * would sometimes get -inf speed_left, and from the
1200 * description, it could only happen here, so just put
1201 * a lower sanity limit. My only guess is that the
1202 * mover has 0 speed.
1203 */
1204 if (victim->speed_left < -5.0)
1205 victim->speed_left = -5.0;
1206 } 1091 }
1207 } 1092 }
1208 } 1093 }
1209} 1094}
1210 1095
1220{ 1105{
1221 object *tmp; 1106 object *tmp;
1222 1107
1223 if (!op->other_arch) 1108 if (!op->other_arch)
1224 { 1109 {
1225 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");
1226 return; 1111 return;
1227 } 1112 }
1228 1113
1229 if (op->above == NULL) 1114 if (op->above == NULL)
1230 return; 1115 return;
1116
1231 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1232 { 1118 {
1233 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1234 { 1120 {
1235 if (op->level <= 0) 1121 if (op->level <= 0)
1236 tmp->destroy (); 1122 tmp->destroy ();
1237 else 1123 else
1238 { 1124 {
1260 * 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.
1261 * 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
1262 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1264*/ 1150*/
1265
1266void 1151void
1267move_creator (object *creator) 1152move_creator (object *creator)
1268{ 1153{
1269 object *new_ob; 1154 object *new_ob;
1270 1155
1272 { 1157 {
1273 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1274 return; 1159 return;
1275 } 1160 }
1276 1161
1277 if (creator->inv != NULL) 1162 if (creator->inv)
1278 { 1163 {
1279 object *ob; 1164 object *ob;
1280 int i; 1165 int i;
1281 object *ob_to_copy; 1166 object *ob_to_copy;
1282 1167
1287 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1288 { 1173 {
1289 ob_to_copy = ob; 1174 ob_to_copy = ob;
1290 } 1175 }
1291 } 1176 }
1292 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1180 }
1296 else 1181 else
1297 { 1182 {
1298 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1299 { 1184 {
1300 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",
1301 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1187 return;
1303 } 1188 }
1304 1189
1305 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1192 }
1308 1193
1309 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1310 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))
1311 { 1196 {
1312 new_ob->destroy (); 1197 new_ob->destroy ();
1313 return; 1198 return;
1314 } 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);
1315 1204
1316 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);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1207 return;
1319 1208
1320 if (creator->slaying) 1209 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1211}
1325 1212
1326/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1333 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.*/
1334
1335void 1221void
1336move_marker (object *op) 1222move_marker (object *op)
1337{ 1223{
1338 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1339 { 1225 {
1340 object *tmp2;
1341
1342 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1344 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1345 { 1231 {
1346 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1347 break;
1348 }
1349 1233
1350 /* cycle through his inventory to look for the MARK we want to
1351 * place
1352 */
1353 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1354 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1355 break;
1356
1357 /* if we didn't find our own MARK */
1358 if (tmp2 == NULL)
1359 {
1360 object *force = get_archetype (FORCE_NAME);
1361
1362 force->speed = 0;
1363 if (op->stats.food)
1364 {
1365 force->speed = 0.01;
1366 force->speed_left = -op->stats.food;
1367 }
1368 update_ob_speed (force);
1369 /* put in the lock code */
1370 force->slaying = op->slaying;
1371
1372 if (op->lore)
1373 force->lore = op->lore;
1374
1375 insert_ob_in_ob (force, tmp);
1376 if (op->msg) 1234 if (op->msg)
1377 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1378 1236
1379 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1380 { 1238 {
1381 op->stats.hp--; 1239 op->stats.hp--;
1240
1382 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1383 { 1242 {
1384 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1385 op->destroy (); 1244 op->destroy ();
1386 return; 1245 return;
1388 } 1247 }
1389 } 1248 }
1390 } 1249 }
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 = op->in_player ();
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 1388
1486 case DOOR: 1389 case DOOR:
1487 remove_door (op); 1390 remove_door (op);
1488 return 0; 1391 break;
1489 1392
1490 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1491 remove_door2 (op); 1394 remove_door2 (op);
1492 return 0; 1395 break;
1493 1396
1494 case TELEPORTER: 1397 case TELEPORTER:
1495 move_teleporter (op); 1398 move_teleporter (op);
1496 return 0; 1399 break;
1497 1400
1498 case GOLEM: 1401 case GOLEM:
1499 move_golem (op); 1402 move_golem (op);
1500 return 0; 1403 break;
1501 1404
1502 case EARTHWALL: 1405 case EARTHWALL:
1503 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1504 return 0; 1407 break;
1505 1408
1506 case FIREWALL: 1409 case FIREWALL:
1507 move_firewall (op); 1410 move_firewall (op);
1508 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1509 animate_turning (op); 1412 animate_turning (op);
1510 return 0; 1413 break;
1511 1414
1512 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1513 do_mood_floor (op); 1416 do_mood_floor (op);
1514 return 0; 1417 break;
1515 1418
1516 case GATE: 1419 case GATE:
1517 move_gate (op); 1420 move_gate (op);
1518 return 0; 1421 break;
1519 1422
1520 case TIMED_GATE: 1423 case TIMED_GATE:
1521 move_timed_gate (op); 1424 move_timed_gate (op);
1522 return 0; 1425 break;
1523 1426
1524 case TRIGGER: 1427 case TRIGGER:
1525 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1526 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1527 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1528 animate_trigger (op); 1431 animate_trigger (op);
1529 return 0; 1432 break;
1530 1433
1531 case DETECTOR: 1434 case DETECTOR:
1532 move_detector (op); 1435 move_detector (op);
1533 1436
1534 case DIRECTOR: 1437 case DIRECTOR:
1535 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1536 animate_turning (op); 1439 animate_turning (op);
1537 return 0; 1440 break;
1538 1441
1539 case HOLE: 1442 case HOLE:
1540 move_hole (op); 1443 move_hole (op);
1541 return 0; 1444 break;
1542 1445
1543 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1544 move_deep_swamp (op); 1447 move_deep_swamp (op);
1545 return 0; 1448 break;
1546 1449
1547 case RUNE: 1450 case RUNE:
1548 case TRAP: 1451 case TRAP:
1549 move_rune (op); 1452 move_rune (op);
1550 return 0; 1453 break;
1551 1454
1552 case PLAYERMOVER: 1455 case PLAYERMOVER:
1553 move_player_mover (op); 1456 move_player_mover (op);
1554 return 0; 1457 break;
1555 1458
1556 case CREATOR: 1459 case CREATOR:
1557 move_creator (op); 1460 move_creator (op);
1558 return 0; 1461 break;
1559 1462
1560 case MARKER: 1463 case MARKER:
1561 move_marker (op); 1464 move_marker (op);
1562 return 0; 1465 break;
1563 1466
1564 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1565 move_player_changer (op); 1468 move_player_changer (op);
1566 return 0; 1469 break;
1567 1470
1568 case PEACEMAKER: 1471 case PEACEMAKER:
1569 move_peacemaker (op); 1472 move_peacemaker (op);
1570 return 0; 1473 break;
1571 }
1572 1474
1573 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 }
1574} 1489}
1490

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