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Comparing deliantra/server/server/time.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 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->set_speed (0.1); 48 tmp->set_speed (0.1f);
50 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
51 } 50 }
51 }
52 52
53 if (op->other_arch) 53 if (op->other_arch)
54 { 54 {
55 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
56 tmp->x = op->x; 56 tmp->x = op->x;
57 tmp->y = op->y; 57 tmp->y = op->y;
58 tmp->map = op->map; 58 tmp->map = op->map;
59 tmp->level = op->level; 59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
61 } 61 }
62 62
63 op->destroy (); 63 op->drop_and_destroy ();
64} 64}
65 65
66void 66void
67remove_door2 (object *op) 67remove_door2 (object *op)
68{ 68{
72 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 { 73 {
74 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]);
75 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */ 76 { /* same key both doors */
77 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
79 } 79 }
80 } 80 }
81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94/* Will generate a monster according to content 95static void
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 96generate_monster (object *gen)
99{ 97{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 98 if (!gen->map)
155 return; 99 return;
156 100
157 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))
158 if (i == -1)
159 return; 102 return;
160 103
161 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 (gen->flag [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 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
162 { 132 }
163 op = arch_to_object (at); 133 else if (gen->other_arch)
164 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
165 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;
166 139
167 if (head) 140 op = gen->other_arch->instance ();
168 op->head = head, prev->more = op; 141 }
142 else
143 return;
169 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
170 if (rndm (0, 9)) 151 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
172 153
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 154 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 156
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 157 return;
158 }
194 159
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
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
208 if (op->env) 169 if (op->env)
209 switch (op->subtype) 170 switch (op->subtype)
210 { 171 {
211 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
212 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
213 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");
214 175
215 default: 176 default:
216 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
217 change_abil (op->env, op); 178 change_abil (op->env, op);
218 op->env->update_stats (); 179 op->env->update_stats ();
219 } 180 }
220 181
221 op->destroy (); 182 op->destroy ();
222} 183}
223 184
224void 185static void
225remove_blindness (object *op) 186remove_blindness (object *op)
226{ 187{
227 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
228 return; 189 return;
229 190
230 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
231 192
232 if (op->env != NULL) 193 if (op->env)
233 { 194 {
234 change_abil (op->env, op); 195 change_abil (op->env, op);
235 op->env->update_stats (); 196 op->env->update_stats ();
236 } 197 }
237 198
238 op->destroy (); 199 op->destroy ();
239} 200}
240 201
241void 202static void
242poison_more (object *op) 203poison_more (object *op)
243{ 204{
244 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
245 { 206 {
246 op->destroy (); 207 op->destroy ();
247 return; 208 return;
248 } 209 }
249 210
250 if (op->stats.food == 1) 211 if (op->stats.food == 1)
251 { 212 {
252 /* 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
253 * will not do anything. 214 * will not do anything.
254 */ 215 */
255 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
256 { 217 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
258 op->env->update_stats (); 219 op->env->update_stats ();
259 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.");
260 } 221 }
261 222
262 op->destroy (); 223 op->destroy ();
266 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
267 { 228 {
268 op->env->stats.food--; 229 op->env->stats.food--;
269 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...");
270 } 231 }
232
271 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
272} 234}
273 235
274 236
275void 237static void
276move_gate (object *op) 238move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
278 object *tmp; 240 object *tmp;
279 241
280 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))
281 { 243 {
282 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));
287 if (op->value) 249 if (op->value)
288 { 250 {
289 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
291 op->stats.wc = 0; 253 op->stats.wc = 0;
292 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
293 op->value = 0; 255 op->value = 0;
294 else 256 else
295 op->set_speed (0); 257 op->set_speed (0);
296 } 258 }
297 259
298 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
299 { 261 {
300 op->move_block = 0; 262 op->move_block = 0;
301 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
302 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
303 } 265 }
304 266
305 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
306 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
317 * 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,
318 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
319 * the gate slightly. 281 * the gate slightly.
320 */ 282 */
321 283
322 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
323 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
324 break; 286 break;
325 287
326 if (tmp == NULL) 288 if (!tmp)
327 { 289 {
328 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
329 op->value = 1; 291 op->value = 1;
330 else 292 else
331 op->set_speed (0); 293 op->set_speed (0);
332 294
333 return; 295 return;
344 } 306 }
345 else 307 else
346 { /* The gate is still going up */ 308 { /* The gate is still going up */
347 op->stats.wc++; 309 op->stats.wc++;
348 310
349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
351 313
352 /* 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.
353 * 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
354 */ 316 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 { 318 {
357 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
360
361 if (tmp != NULL)
362 { 322 ;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
364 { 327 {
365 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
366 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
367 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);
368 } 333 }
369 else
370 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
371 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
372 * off the gate. 336 * off the gate.
373 */ 337 */
374 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
375 { 339 {
376 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
377 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);
378 342
379 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
380 if (i != -1) 344 if (i > 0)
381 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
382 tmp->remove (); 349 tmp->move_to (pos);
383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
384 insert_ob_in_map (tmp, op->map, op, 0);
385 } 350 }
386 } 351 }
387 } 352 }
388 353
389 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
390 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
391 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
392 break; 357 break;
393 358
394 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
395 if (tmp) 360 if (tmp)
396 {
397 op->stats.food = 1; 361 op->stats.food = 1;
398 }
399 else 362 else
400 { 363 {
401 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
402 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
403 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
404 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
405 } 369 }
406 } /* gate is halfway up */ 370 } /* gate is halfway up */
407 371
408 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
412 376
413/* hp : how long door is open/closed 377/* hp : how long door is open/closed
414 * maxhp : initial value for hp 378 * maxhp : initial value for hp
415 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
416 */ 380 */
417void 381static void
418move_timed_gate (object *op) 382move_timed_gate (object *op)
419{ 383{
420 int v = op->value; 384 int v = op->value;
421 385
422 if (op->stats.sp) 386 if (op->stats.sp)
423 { 387 {
424 move_gate (op); 388 move_gate (op);
389
425 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
426 op->stats.sp = 0; 391 op->stats.sp = 0;
427 return; 392 return;
428 } 393 }
394
429 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
430 { /* keep gate down */ 396 { /* keep gate down */
431 move_gate (op); 397 move_gate (op);
398
432 if (op->value != v) 399 if (op->value != v)
433 op->set_speed (0); 400 op->set_speed (0);
434 } 401 }
435} 402}
436 403
438 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
439 * connected: connected value of detector 406 * connected: connected value of detector
440 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
441 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
442 */ 409 */
443 410static void
444void
445move_detector (object *op) 411move_detector (object *op)
446{ 412{
447 object *tmp; 413 object *tmp;
448 int last = op->value; 414 int last = op->value;
449 int detected; 415 int detected;
450 416
451 detected = 0; 417 detected = 0;
452 418
453 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)
454 { 420 {
455 object *tmp2; 421 object *tmp2;
456 422
457 if (op->stats.hp) 423 if (op->stats.hp)
458 { 424 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 { 426 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
462 detected = 1; 428 detected = 1;
429
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1; 431 detected = 1;
465 } 432 }
466 } 433 }
434
467 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
468 {
469 detected = 1; 436 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1; 438 detected = 1;
473 } 439 }
474 440
475 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
476 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
477 { 443 {
478 if (detected && last == 0) 444 if (detected && last == 0)
479 { 445 {
480 op->value = 1; 446 op->value = 1;
481 push_button (op); 447 push_button (op, tmp);
482 } 448 }
449
483 if (!detected && last == 1) 450 if (!detected && last == 1)
484 { 451 {
485 op->value = 0; 452 op->value = 0;
486 push_button (op); 453 push_button (op, tmp);
487 } 454 }
488 } 455 }
489 else 456 else
490 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
491 if (detected && last == 1) 458 if (detected && last == 1)
492 { 459 {
493 op->value = 0; 460 op->value = 0;
494 push_button (op); 461 push_button (op, tmp);
495 } 462 }
463
496 if (!detected && last == 0) 464 if (!detected && last == 0)
497 { 465 {
498 op->value = 1; 466 op->value = 1;
499 push_button (op); 467 push_button (op, tmp);
500 } 468 }
501 } 469 }
502} 470}
503
504 471
505void 472void
506animate_trigger (object *op) 473animate_trigger (object *op)
507{ 474{
508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
515 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
517 } 484 }
518} 485}
519 486
520void 487static void
521move_hole (object *op) 488move_hole (object *op)
522{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
523 object *next, *tmp;
524
525 if (op->value) 490 if (op->value)
526 { /* We're opening */ 491 { /* We're opening */
527 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
529 op->stats.wc = 0; 494 op->stats.wc = 0;
530 op->set_speed (0); 495 op->set_speed (0);
531 496
532 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
533 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
534 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
535 { 500 {
536 next = tmp->above; 501 next = tmp->above;
537 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
538 } 503 }
539 } 504 }
540 505
541 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
542 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
543 return; 508 return;
544 } 509 }
510
545 /* We're closing */ 511 /* We're closing */
546 op->move_on = 0; 512 op->move_on = 0;
547 513
548 op->stats.wc++; 514 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
580 { 546 {
581 object *payload = op->inv; 547 object *payload = op->inv;
582 548
583 if (payload == NULL) 549 if (payload == NULL)
584 return NULL; 550 return NULL;
551
585 payload->remove (); 552 payload->remove ();
586 op->destroy (); 553 op->destroy ();
587 return payload; 554 return payload;
588 } 555 }
589 556
590 case ARROW: 557 case ARROW:
591 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
592 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
593 return op; 560 return op;
594 561
595 default: 562 default:
596 return op; 563 return op;
605void 572void
606fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
607{ 574{
608 if (map == NULL) 575 if (map == NULL)
609 return; 576 return;
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
611 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 580 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
614} 582}
615 583
616
617object * 584object *
618fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
619{ 586{
620 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
621 { 588 {
624 return NULL; 591 return NULL;
625 } 592 }
626 593
627 op->set_speed (0); 594 op->set_speed (0);
628 op->direction = 0; 595 op->direction = 0;
629 op->move_on = 0; 596 op->move_on = 0;
630 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
631 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
634 op->slaying = 0; 604 op->slaying = op->custom_name;
635 op->skill = 0;
636 605
637 if (op->spellarg != NULL)
638 {
639 op->slaying = op->spellarg;
640 free (op->spellarg);
641 op->spellarg = NULL;
642 }
643 else
644 op->slaying = NULL;
645
646 /* 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 */
647 op->spellarg = NULL; 607 op->custom_name = 0;
648 op->stats.sp = 0; 608 op->stats.sp = 0;
649 op->stats.hp = 0; 609 op->stats.hp = 0;
650 op->stats.grace = 0; 610 op->stats.grace = 0;
651 op->level = 0; 611 op->level = 0;
652 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
653 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
654 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
655 return op; 617 return op;
656} 618}
657 619
658/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
659 * 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
660 * here too. -b.t. 622 * here too. -b.t.
661 * 623 *
662 * 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
663 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
664 */ 626 */
665
666static void 627static void
667stop_arrow (object *op) 628stop_arrow (object *op)
668{ 629{
669 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
670 return; 631 return;
671 632
672 if (op->inv) 633 if (op->inv)
673 { 634 {
635 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 636 object *payload = op->inv;
675 637
676 payload->remove ();
677 payload->owner = 0; 638 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 640 op->destroy ();
680 } 641 }
681 else 642 else
682 { 643 {
683 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
684 if (op) 646 if (op)
685 merge_ob (op, NULL); 647 merge_ob (op, 0);
686 } 648 }
687} 649}
688 650
689/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
690 */ 652 */
691
692void 653void
693move_arrow (object *op) 654move_arrow (object *op)
694{ 655{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 656 int was_reflected;
698 maptile *m;
699 657
700 if (op->map == NULL) 658 if (!op->map)
701 { 659 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
703 op->destroy (); 661 op->destroy ();
704 return; 662 return;
705 } 663 }
713 * 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,
714 * 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
715 * 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,
716 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
717 */ 675 */
718 if (op->inv == NULL) 676 if (!op->inv)
719 { 677 {
720 op->destroy (); 678 op->destroy ();
721 return; 679 return;
722 } 680 }
723 681
726 stop_arrow (op); 684 stop_arrow (op);
727 return; 685 return;
728 } 686 }
729 } 687 }
730 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->speed -= 0.05;
693
731 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
732 values look rediculous. */ 695 values look rediculous. */
733 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
734 { 697 {
735 stop_arrow (op); 698 stop_arrow (op);
736 return; 699 return;
737 } 700 }
738 701
739 /* Calculate target map square */ 702 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 703 was_reflected = 0;
743 704
744 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 706
747 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
748 { 708 {
749 stop_arrow (op); 709 stop_arrow (op);
750 return; 710 return;
751 } 711 }
752 712
753 /* only need to look for living creatures if this flag is set */ 713 /* only need to look for living creatures if this flag is set */
754 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
755 { 715 {
756 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
758 break; 720 break;
759 721
760 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
762 * move into it. 724 * move into it.
765 { 727 {
766 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
767 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
769 */ 731 */
770 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
771 { 733 {
772 int number = op->face->number; 734 int number = op->face;
773 735
774 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
775 op->state = 0; 737 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 738 was_reflected = 1; /* skip normal movement calculations */
788 } 739 }
789 else 740 else
790 { 741 {
791 /* Attack the object. */ 742 /* Attack the object. */
795 return; 746 return;
796 } 747 }
797 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
799 750
800 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
801 { 752 {
802 int retry = 0; 753 int retry = 0;
803 754
804 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
805 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
806 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
807 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
808 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
809 */ 760 */
810 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
811 { 762 {
812 stop_arrow (op); 763 stop_arrow (op);
813 return; 764 return;
814 } 765 }
815 else 766 else
818 if (op->direction & 1) 769 if (op->direction & 1)
819 { 770 {
820 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
821 retry = 1; 772 retry = 1;
822 } 773 }
774
823 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
824 * use this retry here to make this one block 776 * use this retry here to make this one block
825 * that did the same thing. 777 * that did the same thing.
826 */ 778 */
827 while (retry < 2) 779 while (retry < 2)
828 { 780 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 781 retry++;
834 782
835 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
836 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
839 */ 787 */
840 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
843 790
844 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
847 793
848 if (left == right) 794 if (left == right)
849 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
850 else if (left) 796 else if (left)
851 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
852 else if (right) 798 else if (right)
853 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
854 800
855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
856
857 /* If this space is not out of the map and not blocked, valid space - 801 /* If this space is not out of the map and not blocked, valid space -
858 * don't need to retry again. 802 * don't need to retry again.
859 */ 803 */
860 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
861 break; 806 break;
862
863 } 807 }
808
864 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 810 * stop it from moving.
866 */ 811 */
867 if (retry == 2) 812 if (retry == 2)
868 { 813 {
869 stop_arrow (op); 814 stop_arrow (op);
870 return; 815 return;
871 } 816 }
817
872 /* update object image for new facing */ 818 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
875 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
876 } /* object is reflected */ 822 } /* object is reflected */
877 } /* object ran into a wall */ 823 } /* object ran into a wall */
878 824
879 /* Move the arrow. */ 825 /* Move the arrow. */
880 op->remove (); 826 op->move_to (pos);
881 op->x = new_x;
882 op->y = new_y;
883
884 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
885 * about 17 squares. Tune as needed.
886 */
887 op->speed -= 0.05;
888 insert_ob_in_map (op, m, op, 0);
889} 827}
890 828
891/* This routine doesnt seem to work for "inanimate" objects that 829static void
892 * are being carried, ie a held torch leaps from your hands!.
893 * Modified this routine to allow held objects. b.t. */
894
895void
896change_object (object *op) 830change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
898 int i, j;
899
900 if (op->other_arch == NULL) 832 if (!op->other_arch)
901 { 833 {
902 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 ());
903 return; 835 return;
904 } 836 }
905 837
906 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
908 { 840 {
909 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
910 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);
911 else 858 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 } 859 {
942 else
943 {
944 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
945 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
946 tmp->destroy (); 863 tmp->destroy ();
947 else 864 else
948 { 865 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
951 } 870 }
952 } 871 }
953 } 872 }
954 873
955 op->destroy (); 874 op->destroy ();
965 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
966 * 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
967 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
968 * N times without the speed check. 887 * N times without the speed check.
969 */ 888 */
970 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
971 move_teleporter (op->more); 890 move_teleporter (op->more);
972 891
973 if (op->head) 892 if (op->head)
974 head = op->head; 893 head = op->head;
975 894
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
978 break; 897 break;
979 898
980 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
982 return; 901 return;
983 902
984 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
985 { 904 {
986 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
987 { 906 {
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
989 return; 908 return;
990 909
991 enter_exit (tmp, head); 910 tmp->enter_exit (head);
992 } 911 }
993 else 912 else
994 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
995 return; 914 return;
996 } 915 }
1011 else 930 else
1012 { 931 {
1013 /* Random teleporter */ 932 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 934 return;
935
1016 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1017 } 937 }
1018} 938}
1019
1020 939
1021/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1023 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
1024 can't be generalized. 943 can't be generalized.
1025*/ 944*/
1026 945static void
1027void
1028move_player_changer (object *op) 946move_player_changer (object *op)
1029{ 947{
1030 object *player;
1031 object *walk;
1032 char c;
1033
1034 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1035 return; 949 return;
1036 950
1037 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1038 * needs to be on top. 952 * needs to be on top.
1039 */ 953 */
1040 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1041 { 955 {
956 object *player = op->above;
957
1042 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1043 return; 959 return;
1044 player = op->above;
1045 960
1046 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1047 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1048 963
1049 player->update_stats (); 964 player->update_stats ();
1050 965
1051 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1052 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1053 968
1054 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1055 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1056 if (c == '/')
1057 { 971 {
1058 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1059 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1060 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1061 } 975 }
1062 else 976 else
1063 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));
1064 978
1065 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1066 player->contr->save ();
1067 } 980 }
1068} 981}
1069 982
1070/* firewalls fire other spells. 983/* firewalls fire other spells.
1071 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1080 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1081 994
1082 spell = op->inv; 995 spell = op->inv;
1083 996
1084 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1085 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1086 999
1087 if (!spell) 1000 if (!spell)
1088 { 1001 {
1089 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);
1090 return; 1003 return;
1091 } 1004 }
1092 1005
1093 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);
1094} 1007}
1100 * 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.
1101 * 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,
1102 * 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,
1103 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1104 */ 1017 */
1105void 1018static void
1106move_player_mover (object *op) 1019move_player_mover (object *op)
1107{ 1020{
1108 object *victim, *nextmover;
1109 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1110 sint16 nx, ny; 1022 sint16 nx, ny;
1111 maptile *m; 1023 maptile *m;
1112 1024
1113 /* 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 */
1114 if (!dir) 1026 if (!dir)
1115 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1116 1028
1117 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)
1118 { 1030 {
1119 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1120 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1121 { 1033 {
1122 1034
1123 if (victim->head) 1035 if (victim->head)
1124 victim = victim->head; 1036 victim = victim->head;
1125 1037
1126 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1127 { 1039 {
1128 op->remove (); 1040 op->remove ();
1129 return; 1041 return;
1130 } 1042 }
1131 1043
1132 nx = op->x + freearr_x[dir]; 1044 nx = op->x + freearr_x[dir];
1133 ny = op->y + freearr_y[dir]; 1045 ny = op->y + freearr_y[dir];
1134 m = op->map; 1046 m = op->map;
1135 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)
1136 { 1048 {
1137 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);
1138 return; 1050 return;
1139 } 1051 }
1140 1052
1141 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1142 return; 1054 return;
1143 1055
1144 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)
1145 { 1057 {
1146 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1147 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1148 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1149 {
1150 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 */
1151 }
1152 } 1063 }
1153 1064
1154 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1155 { 1066 {
1156 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1157 if (op->level) 1068 if (op->level)
1158 { 1069 {
1159 /* 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
1160 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1161 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1162 * get to this space. 1073 * get to this space.
1163 */ 1074 */
1164 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1165 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1166 move_player (victim, dir); 1077 move_player (victim, dir);
1167 } 1078 }
1168 else 1079 else
1169 return; 1080 return;
1170 } 1081 }
1171 else 1082 else
1172 move_object (victim, dir); 1083 victim->move (dir);
1173 1084
1174 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1175 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1176 1087
1177 if (op->attacktype) 1088 if (op->attacktype)
1178 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1179
1180 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);
1181 /* Not sure why, but for some chars on metalforge, they
1182 * would sometimes get -inf speed_left, and from the
1183 * description, it could only happen here, so just put
1184 * a lower sanity limit. My only guess is that the
1185 * mover has 0 speed.
1186 */
1187 if (victim->speed_left < -5.0)
1188 victim->speed_left = -5.0;
1189 } 1091 }
1190 } 1092 }
1191 } 1093 }
1192} 1094}
1193 1095
1203{ 1105{
1204 object *tmp; 1106 object *tmp;
1205 1107
1206 if (!op->other_arch) 1108 if (!op->other_arch)
1207 { 1109 {
1208 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");
1209 return; 1111 return;
1210 } 1112 }
1211 1113
1212 if (op->above == NULL) 1114 if (op->above == NULL)
1213 return; 1115 return;
1116
1214 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1215 { 1118 {
1216 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1217 { 1120 {
1218 if (op->level <= 0) 1121 if (op->level <= 0)
1219 tmp->destroy (); 1122 tmp->destroy ();
1220 else 1123 else
1221 { 1124 {
1243 * 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.
1244 * 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
1245 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1246 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1247*/ 1150*/
1248
1249void 1151void
1250move_creator (object *creator) 1152move_creator (object *creator)
1251{ 1153{
1252 object *new_ob; 1154 object *new_ob;
1253 1155
1254 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1255 { 1157 {
1256 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1257 return; 1159 return;
1258 } 1160 }
1259 1161
1260 if (creator->inv != NULL) 1162 if (creator->inv)
1261 { 1163 {
1262 object *ob; 1164 object *ob;
1263 int i; 1165 int i;
1264 object *ob_to_copy; 1166 object *ob_to_copy;
1265 1167
1270 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1271 { 1173 {
1272 ob_to_copy = ob; 1174 ob_to_copy = ob;
1273 } 1175 }
1274 } 1176 }
1275 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1276 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1277 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1278 } 1180 }
1279 else 1181 else
1280 { 1182 {
1281 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1282 { 1184 {
1283 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",
1284 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1285 return; 1187 return;
1286 } 1188 }
1287 1189
1288 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1289 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1290 } 1192 }
1291 1193
1292 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1293 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))
1294 { 1196 {
1295 new_ob->destroy (); 1197 new_ob->destroy ();
1296 return; 1198 return;
1297 } 1199 }
1298 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 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1299 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);
1300 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1301 return; 1207 return;
1302 1208
1303 if (creator->slaying) 1209 if (creator->slaying)
1304 {
1305 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1306 }
1307} 1211}
1308 1212
1309/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1310 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1311 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1312 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1313 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1314 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1315 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1316 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.*/
1317
1318void 1221void
1319move_marker (object *op) 1222move_marker (object *op)
1320{ 1223{
1321 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1322 { 1225 {
1323 object *tmp2;
1324
1325 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1326 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1327 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1328 { 1231 {
1329 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1330 break;
1331 }
1332 1233
1333 /* cycle through his inventory to look for the MARK we want to
1334 * place
1335 */
1336 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1337 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1338 break;
1339
1340 /* if we didn't find our own MARK */
1341 if (tmp2 == NULL)
1342 {
1343 object *force = get_archetype (FORCE_NAME);
1344
1345 if (op->stats.food)
1346 {
1347 force->set_speed (0.01);
1348 force->speed_left = -op->stats.food;
1349 }
1350 else
1351 force->set_speed (0);
1352
1353 /* put in the lock code */
1354 force->slaying = op->slaying;
1355
1356 if (op->lore)
1357 force->lore = op->lore;
1358
1359 insert_ob_in_ob (force, tmp);
1360 if (op->msg) 1234 if (op->msg)
1361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1362 1236
1363 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1364 { 1238 {
1365 op->stats.hp--; 1239 op->stats.hp--;
1240
1366 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1367 { 1242 {
1368 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1369 op->destroy (); 1244 op->destroy ();
1370 return; 1245 return;
1372 } 1247 }
1373 } 1248 }
1374 } 1249 }
1375} 1250}
1376 1251
1377int 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
1378process_object (object *op) 1299process_object (object *op)
1379{ 1300{
1380 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1381 return 0; 1302 return;
1382 1303
1383 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1384 return 0; 1305 return;
1385 1306
1386 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1387 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1388 return 1; 1309 return;
1389 1310
1390 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1391 { 1312 {
1392 if (op->type == PLAYER)
1393 animate_object (op, op->facing);
1394 else
1395 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1396 1314
1397 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1398 make_sure_seen (op); 1316 make_sure_seen (op);
1399 } 1317 }
1400 1318
1401 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1402 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1403 change_object (op); 1327 change_object (op);
1404 return 1; 1328 return;
1405 } 1329 }
1406 1330
1407 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1408 generate_monster (op); 1332 generate_monster (op);
1409 1333
1410 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1411 { 1335 {
1412 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1413 remove_force (op); 1337 remove_force (op);
1414 else 1338 else
1415 { 1339 {
1416 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1417 object *pl = op->in_player ();
1418 1341
1419 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1420 esrv_del_item (pl->contr, op->count);
1421
1422 op->remove ();
1423
1424 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1425 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1426 1344
1427 op->destroy (); 1345 op->drop_and_destroy ();
1428 } 1346 }
1429 1347
1430 return 1; 1348 return;
1349 }
1431 } 1350 }
1432 1351
1433 switch (op->type) 1352 switch (op->type)
1434 { 1353 {
1435 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1436 move_spell_effect (op); 1355 move_spell_effect (op);
1437 return 1; 1356 break;
1438 1357
1439 case ROD: 1358 case ROD:
1440 case HORN: 1359 case HORN:
1441 regenerate_rod (op); 1360 regenerate_rod (op);
1442 return 1; 1361 break;
1443 1362
1444 case FORCE: 1363 case FORCE:
1445 case POTION_EFFECT: 1364 case POTION_EFFECT:
1446 remove_force (op); 1365 remove_force (op);
1447 return 1; 1366 break;
1448 1367
1449 case BLINDNESS: 1368 case BLINDNESS:
1450 remove_blindness (op); 1369 remove_blindness (op);
1451 return 0; 1370 break;
1452 1371
1453 case POISONING: 1372 case POISONING:
1454 poison_more (op); 1373 poison_more (op);
1455 return 0; 1374 break;
1456 1375
1457 case DISEASE: 1376 case DISEASE:
1458 move_disease (op); 1377 move_disease (op);
1459 return 0; 1378 break;
1460 1379
1461 case SYMPTOM: 1380 case SYMPTOM:
1462 move_symptom (op); 1381 move_symptom (op);
1463 return 0; 1382 break;
1464 1383
1465 case THROWN_OBJ: 1384 case THROWN_OBJ:
1466 case ARROW: 1385 case ARROW:
1467 move_arrow (op); 1386 move_arrow (op);
1468 return 0; 1387 break;
1469 1388
1470 case DOOR: 1389 case DOOR:
1471 remove_door (op); 1390 remove_door (op);
1472 return 0; 1391 break;
1473 1392
1474 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1475 remove_door2 (op); 1394 remove_door2 (op);
1476 return 0; 1395 break;
1477 1396
1478 case TELEPORTER: 1397 case TELEPORTER:
1479 move_teleporter (op); 1398 move_teleporter (op);
1480 return 0; 1399 break;
1481 1400
1482 case GOLEM: 1401 case GOLEM:
1483 move_golem (op); 1402 move_golem (op);
1484 return 0; 1403 break;
1485 1404
1486 case EARTHWALL: 1405 case EARTHWALL:
1487 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1488 return 0; 1407 break;
1489 1408
1490 case FIREWALL: 1409 case FIREWALL:
1491 move_firewall (op); 1410 move_firewall (op);
1492 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1493 animate_turning (op); 1412 animate_turning (op);
1494 return 0; 1413 break;
1495 1414
1496 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1497 do_mood_floor (op); 1416 do_mood_floor (op);
1498 return 0; 1417 break;
1499 1418
1500 case GATE: 1419 case GATE:
1501 move_gate (op); 1420 move_gate (op);
1502 return 0; 1421 break;
1503 1422
1504 case TIMED_GATE: 1423 case TIMED_GATE:
1505 move_timed_gate (op); 1424 move_timed_gate (op);
1506 return 0; 1425 break;
1507 1426
1508 case TRIGGER: 1427 case TRIGGER:
1509 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1510 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1511 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1512 animate_trigger (op); 1431 animate_trigger (op);
1513 return 0; 1432 break;
1514 1433
1515 case DETECTOR: 1434 case DETECTOR:
1516 move_detector (op); 1435 move_detector (op);
1517 1436
1518 case DIRECTOR: 1437 case DIRECTOR:
1519 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1520 animate_turning (op); 1439 animate_turning (op);
1521 return 0; 1440 break;
1522 1441
1523 case HOLE: 1442 case HOLE:
1524 move_hole (op); 1443 move_hole (op);
1525 return 0; 1444 break;
1526 1445
1527 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1528 move_deep_swamp (op); 1447 move_deep_swamp (op);
1529 return 0; 1448 break;
1530 1449
1531 case RUNE: 1450 case RUNE:
1532 case TRAP: 1451 case TRAP:
1533 move_rune (op); 1452 move_rune (op);
1534 return 0; 1453 break;
1535 1454
1536 case PLAYERMOVER: 1455 case PLAYERMOVER:
1537 move_player_mover (op); 1456 move_player_mover (op);
1538 return 0; 1457 break;
1539 1458
1540 case CREATOR: 1459 case CREATOR:
1541 move_creator (op); 1460 move_creator (op);
1542 return 0; 1461 break;
1543 1462
1544 case MARKER: 1463 case MARKER:
1545 move_marker (op); 1464 move_marker (op);
1546 return 0; 1465 break;
1547 1466
1548 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1549 move_player_changer (op); 1468 move_player_changer (op);
1550 return 0; 1469 break;
1551 1470
1552 case PEACEMAKER: 1471 case PEACEMAKER:
1553 move_peacemaker (op); 1472 move_peacemaker (op);
1554 return 0; 1473 break;
1555 }
1556 1474
1557 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 }
1558} 1489}
1490

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