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Comparing deliantra/server/server/time.C (file contents):
Revision 1.27 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
82 if (op->other_arch) 82 if (op->other_arch)
83 { 83 {
84 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
85 tmp->x = op->x; 85 tmp->x = op->x;
86 tmp->y = op->y; 86 tmp->y = op->y;
87 tmp->map = op->map; 87 tmp->map = op->map;
88 tmp->level = op->level; 88 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
90 } 90 }
91 91
92 op->destroy (); 92 op->drop_and_destroy ();
93} 93}
94 94
95/* Will generate a monster according to content 95static void
96 * of generator.
97 */
98void
99generate_monster_inv (object *gen) 96generate_monster (object *gen)
100{ 97{
101 int i;
102 object *op, *head = NULL;
103
104 int qty = 0;
105
106 /* Code below assumes the generator is on a map, as it tries
107 * to place the monster on the map. So if the generator
108 * isn't on a map, complain and exit.
109 */
110 if (gen->map == NULL)
111 {
112 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
113 return;
114 }
115 /*First count numer of objects in inv */
116 for (op = gen->inv; op; op = op->below)
117 qty++;
118 if (!qty)
119 {
120 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
121 return; /*No inventory */
122 }
123 qty = rndm (0, qty - 1);
124 for (op = gen->inv; qty; qty--)
125 op = op->below;
126 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
127 if (i == -1)
128 return;
129 head = object_create_clone (op);
130 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
131 unflag_inv (head, FLAG_IS_A_TEMPLATE);
132 if (rndm (0, 9))
133 generate_artifact (head, gen->map->difficulty);
134 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
135 if (QUERY_FLAG (head, FLAG_FREED))
136 return;
137 if (head->has_random_items ())
138 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
139}
140
141void
142generate_monster_arch (object *gen)
143{
144 int i;
145 object *op, *head = NULL, *prev = NULL;
146 archetype *at = gen->other_arch;
147
148 if (!gen->other_arch)
149 return;
150
151 /* Code below assumes the generator is on a map, as it tries
152 * to place the monster on the map. So if the generator
153 * isn't on a map, complain and exit.
154 */
155 if (!gen->map) 98 if (!gen->map)
156 return; 99 return;
157 100
158 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))
159 if (i == -1)
160 return; 102 return;
161 103
162 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);
163 { 132 }
164 op = arch_to_object (at); 133 else if (gen->other_arch)
165 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
166 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;
167 139
168 if (head) 140 op = gen->other_arch->instance ();
169 op->head = head, prev->more = op; 141 }
142 else
143 return;
170 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
171 if (rndm (0, 9)) 151 if (rndm (0, 9))
172 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
173 153
174 insert_ob_in_map (op, gen->map, gen, 0);
175 if (QUERY_FLAG (op, FLAG_FREED))
176 return;
177
178 if (op->has_random_items ()) 154 if (op->has_random_items ())
179 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
180 156
181 if (head == NULL)
182 head = op;
183
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
158 }
195 159
196 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
197 generate_monster_inv (gen);
198 else
199 generate_monster_arch (gen);
200
201} 161}
202 162
203void 163static void
204remove_force (object *op) 164remove_force (object *op)
205{ 165{
206 if (--op->duration > 0) 166 if (--op->duration > 0)
207 return; 167 return;
208 168
209 if (op->env) 169 if (op->env)
210 switch (op->subtype) 170 switch (op->subtype)
211 { 171 {
212 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 175
216 default: 176 default:
217 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
218 change_abil (op->env, op); 178 change_abil (op->env, op);
219 op->env->update_stats (); 179 op->env->update_stats ();
220 } 180 }
221 181
222 op->destroy (); 182 op->destroy ();
223} 183}
224 184
225void 185static void
226remove_blindness (object *op) 186remove_blindness (object *op)
227{ 187{
228 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
229 return; 189 return;
230 190
231 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
232 192
233 if (op->env) 193 if (op->env)
234 { 194 {
235 change_abil (op->env, op); 195 change_abil (op->env, op);
236 op->env->update_stats (); 196 op->env->update_stats ();
237 } 197 }
238 198
239 op->destroy (); 199 op->destroy ();
240} 200}
241 201
242void 202static void
243poison_more (object *op) 203poison_more (object *op)
244{ 204{
245 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)
246 { 206 {
247 op->destroy (); 207 op->destroy ();
248 return; 208 return;
249 } 209 }
250 210
251 if (op->stats.food == 1) 211 if (op->stats.food == 1)
252 { 212 {
253 /* 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
254 * will not do anything. 214 * will not do anything.
255 */ 215 */
256 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
257 { 217 {
258 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
259 op->env->update_stats (); 219 op->env->update_stats ();
260 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.");
261 } 221 }
262 222
263 op->destroy (); 223 op->destroy ();
267 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
268 { 228 {
269 op->env->stats.food--; 229 op->env->stats.food--;
270 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...");
271 } 231 }
232
272 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
273} 234}
274 235
275 236
276void 237static void
277move_gate (object *op) 238move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
279 object *tmp; 240 object *tmp;
280 241
281 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))
282 { 243 {
283 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
284 op->stats.wc = 0; 245 op->stats.wc = 0;
285 } 246 }
286 247
287 /* We're going down */ 248 /* We're going down */
288 if (op->value) 249 if (op->value)
289 { 250 {
290 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
291 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
292 op->stats.wc = 0; 253 op->stats.wc = 0;
293 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
294 op->value = 0; 255 op->value = 0;
295 else 256 else
296 op->set_speed (0); 257 op->set_speed (0);
297 } 258 }
298 259
299 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
300 { 261 {
301 op->move_block = 0; 262 op->move_block = 0;
302 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
303 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
304 } 265 }
305 266
306 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
307 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
311 /* We're going up */ 272 /* We're going up */
312 273
313 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
314 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
315 { 276 {
316
317 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
318 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
319 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
320 * the gate slightly. 280 * the gate slightly.
321 */ 281 */
322 282
323 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
324 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
325 break; 285 break;
326 286
327 if (tmp == NULL) 287 if (!tmp)
328 { 288 {
329 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
330 op->value = 1; 290 op->value = 1;
331 else 291 else
332 op->set_speed (0); 292 op->set_speed (0);
333 293
334 return; 294 return;
345 } 305 }
346 else 306 else
347 { /* The gate is still going up */ 307 { /* The gate is still going up */
348 op->stats.wc++; 308 op->stats.wc++;
349 309
350 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
351 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
352 312
353 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
354 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
355 */ 315 */
356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
357 { 317 {
358 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
359 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
361
362 if (tmp != NULL)
363 { 321 ;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
365 { 326 {
366 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
367 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
368 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
369 } 332 }
370 else
371 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
372 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
373 * off the gate. 335 * off the gate.
374 */ 336 */
375 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
376 { 338 {
377 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
378 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
379 341
380 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
381 if (i != -1) 343 if (i > 0)
382 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
383 tmp->remove (); 348 tmp->move_to (pos);
384 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
385 insert_ob_in_map (tmp, op->map, op, 0);
386 } 349 }
387 } 350 }
388 } 351 }
389 352
390 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
391 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
392 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
393 break; 356 break;
394 357
395 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
396 if (tmp) 359 if (tmp)
397 {
398 op->stats.food = 1; 360 op->stats.food = 1;
399 }
400 else 361 else
401 { 362 {
402 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
403 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
404 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
405 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
406 } 368 }
407 } /* gate is halfway up */ 369 } /* gate is halfway up */
408 370
409 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
413 375
414/* hp : how long door is open/closed 376/* hp : how long door is open/closed
415 * maxhp : initial value for hp 377 * maxhp : initial value for hp
416 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
417 */ 379 */
418void 380static void
419move_timed_gate (object *op) 381move_timed_gate (object *op)
420{ 382{
421 int v = op->value; 383 int v = op->value;
422 384
423 if (op->stats.sp) 385 if (op->stats.sp)
424 { 386 {
425 move_gate (op); 387 move_gate (op);
388
426 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
427 op->stats.sp = 0; 390 op->stats.sp = 0;
428 return; 391 return;
429 } 392 }
393
430 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
431 { /* keep gate down */ 395 { /* keep gate down */
432 move_gate (op); 396 move_gate (op);
397
433 if (op->value != v) 398 if (op->value != v)
434 op->set_speed (0); 399 op->set_speed (0);
435 } 400 }
436} 401}
437 402
439 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
440 * connected: connected value of detector 405 * connected: connected value of detector
441 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
442 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
443 */ 408 */
444 409static void
445void
446move_detector (object *op) 410move_detector (object *op)
447{ 411{
448 object *tmp; 412 object *tmp;
449 int last = op->value; 413 int last = op->value;
450 int detected; 414 int detected;
451 415
452 detected = 0; 416 detected = 0;
453 417
454 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
455 { 419 {
456 object *tmp2; 420 object *tmp2;
457 421
458 if (op->stats.hp) 422 if (op->stats.hp)
459 { 423 {
460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 { 425 {
462 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
463 detected = 1; 427 detected = 1;
428
464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
465 detected = 1; 430 detected = 1;
466 } 431 }
467 } 432 }
433
468 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
469 {
470 detected = 1; 435 detected = 1;
471 }
472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
473 detected = 1; 437 detected = 1;
474 } 438 }
475 439
476 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
477 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
478 { 442 {
479 if (detected && last == 0) 443 if (detected && last == 0)
480 { 444 {
481 op->value = 1; 445 op->value = 1;
482 push_button (op); 446 push_button (op, tmp);
483 } 447 }
448
484 if (!detected && last == 1) 449 if (!detected && last == 1)
485 { 450 {
486 op->value = 0; 451 op->value = 0;
487 push_button (op); 452 push_button (op, tmp);
488 } 453 }
489 } 454 }
490 else 455 else
491 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
492 if (detected && last == 1) 457 if (detected && last == 1)
493 { 458 {
494 op->value = 0; 459 op->value = 0;
495 push_button (op); 460 push_button (op, tmp);
496 } 461 }
462
497 if (!detected && last == 0) 463 if (!detected && last == 0)
498 { 464 {
499 op->value = 1; 465 op->value = 1;
500 push_button (op); 466 push_button (op, tmp);
501 } 467 }
502 } 468 }
503} 469}
504
505 470
506void 471void
507animate_trigger (object *op) 472animate_trigger (object *op)
508{ 473{
509 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
516 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
517 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
518 } 483 }
519} 484}
520 485
521void 486static void
522move_hole (object *op) 487move_hole (object *op)
523{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
524 object *next, *tmp;
525
526 if (op->value) 489 if (op->value)
527 { /* We're opening */ 490 { /* We're opening */
528 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
529 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
530 op->stats.wc = 0; 493 op->stats.wc = 0;
531 op->set_speed (0); 494 op->set_speed (0);
532 495
533 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
534 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
535 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
536 { 499 {
537 next = tmp->above; 500 next = tmp->above;
538 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
539 } 502 }
540 } 503 }
541 504
542 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
543 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
544 return; 507 return;
545 } 508 }
509
546 /* We're closing */ 510 /* We're closing */
547 op->move_on = 0; 511 op->move_on = 0;
548 512
549 op->stats.wc++; 513 op->stats.wc++;
550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
551 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
552 516
553 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
554 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
555 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
556 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
557} 521}
558 522
559 523
560/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
581 { 545 {
582 object *payload = op->inv; 546 object *payload = op->inv;
583 547
584 if (payload == NULL) 548 if (payload == NULL)
585 return NULL; 549 return NULL;
550
586 payload->remove (); 551 payload->remove ();
587 op->destroy (); 552 op->destroy ();
588 return payload; 553 return payload;
589 } 554 }
590 555
591 case ARROW: 556 case ARROW:
592 if (op->speed >= MIN_ACTIVE_SPEED) 557 if (op->has_active_speed ())
593 op = fix_stopped_arrow (op); 558 op = fix_stopped_arrow (op);
594 return op; 559 return op;
595 560
596 default: 561 default:
597 return op; 562 return op;
606void 571void
607fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
608{ 573{
609 if (map == NULL) 574 if (map == NULL)
610 return; 575 return;
611 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
612 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
613 else if (op->type == ARROW) 579 else if (op->type == ARROW)
614 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
615} 581}
616 582
617
618object * 583object *
619fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
620{ 585{
621 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
622 { 587 {
625 return NULL; 590 return NULL;
626 } 591 }
627 592
628 op->set_speed (0); 593 op->set_speed (0);
629 op->direction = 0; 594 op->direction = 0;
630 op->move_on = 0; 595 op->move_on = 0;
631 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
632 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
633 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
634 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
635 op->slaying = 0; 603 op->slaying = op->custom_name;
636 op->skill = 0;
637 604
638 if (op->spellarg != NULL)
639 {
640 op->slaying = op->spellarg;
641 free (op->spellarg);
642 op->spellarg = NULL;
643 }
644 else
645 op->slaying = NULL;
646
647 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
648 op->spellarg = NULL; 606 op->custom_name = 0;
649 op->stats.sp = 0; 607 op->stats.sp = 0;
650 op->stats.hp = 0; 608 op->stats.hp = 0;
651 op->stats.grace = 0; 609 op->stats.grace = 0;
652 op->level = 0; 610 op->level = 0;
653 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
654 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
655 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
615
656 return op; 616 return op;
657} 617}
658 618
659/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
660 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
669 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
670 return; 630 return;
671 631
672 if (op->inv) 632 if (op->inv)
673 { 633 {
634 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 635 object *payload = op->inv;
675 636
676 payload->remove ();
677 payload->owner = 0; 637 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 639 op->destroy ();
680 } 640 }
681 else 641 else
682 { 642 {
683 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
684 if (op) 645 if (op)
685 merge_ob (op, NULL); 646 merge_ob (op, 0);
686 } 647 }
687} 648}
688 649
689/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
690 */ 651 */
691
692void 652void
693move_arrow (object *op) 653move_arrow (object *op)
694{ 654{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 655 int was_reflected;
698 maptile *m;
699 656
700 if (op->map == NULL) 657 if (!op->map)
701 { 658 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
703 op->destroy (); 660 op->destroy ();
704 return; 661 return;
705 } 662 }
706 663
707 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
713 * is if the player throws a bomb - the bomb explodes on its own, 670 * 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 671 * 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, 672 * bomb code, but there are potential other cases where that could happen,
716 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
717 */ 674 */
718 if (op->inv == NULL) 675 if (!op->inv)
719 { 676 {
720 op->destroy (); 677 op->destroy ();
721 return; 678 return;
722 } 679 }
723 680
726 stop_arrow (op); 683 stop_arrow (op);
727 return; 684 return;
728 } 685 }
729 } 686 }
730 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
731 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
732 values look rediculous. */ 694 values look rediculous. */
733 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
734 { 696 {
735 stop_arrow (op); 697 stop_arrow (op);
736 return; 698 return;
737 } 699 }
738 700
739 /* Calculate target map square */ 701 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 702 was_reflected = 0;
743 703
744 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 705
747 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
748 { 707 {
749 stop_arrow (op); 708 stop_arrow (op);
750 return; 709 return;
751 } 710 }
752 711
753 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
754 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
755 { 714 {
756 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
758 break; 719 break;
759 720
760 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
762 * move into it. 723 * move into it.
765 { 726 {
766 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
767 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
769 */ 730 */
770 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
771 { 732 {
772 int number = op->face->number;
773
774 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
775 op->state = 0; 734 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 */ 735 was_reflected = 1; /* skip normal movement calculations */
788 } 736 }
789 else 737 else
790 { 738 {
791 /* Attack the object. */ 739 /* Attack the object. */
795 return; 743 return;
796 } 744 }
797 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
799 747
800 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
801 { 749 {
802 int retry = 0; 750 int retry = 0;
803 751
804 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
805 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
806 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
807 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
808 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
809 */ 757 */
810 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
811 { 759 {
812 stop_arrow (op); 760 stop_arrow (op);
813 return; 761 return;
814 } 762 }
815 else 763 else
818 if (op->direction & 1) 766 if (op->direction & 1)
819 { 767 {
820 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
821 retry = 1; 769 retry = 1;
822 } 770 }
771
823 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
824 * use this retry here to make this one block 773 * use this retry here to make this one block
825 * that did the same thing. 774 * that did the same thing.
826 */ 775 */
827 while (retry < 2) 776 while (retry < 2)
828 { 777 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 778 retry++;
834 779
835 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* 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 781 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
839 */ 784 */
840 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 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)));
843 787
844 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 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)));
847 790
848 if (left == right) 791 if (left == right)
849 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
850 else if (left) 793 else if (left)
851 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
852 else if (right) 795 else if (right)
853 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
854 797
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 - 798 /* If this space is not out of the map and not blocked, valid space -
858 * don't need to retry again. 799 * don't need to retry again.
859 */ 800 */
860 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
861 break; 803 break;
862
863 } 804 }
805
864 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 807 * stop it from moving.
866 */ 808 */
867 if (retry == 2) 809 if (retry == 2)
868 { 810 {
869 stop_arrow (op); 811 stop_arrow (op);
870 return; 812 return;
871 } 813 }
814
872 /* update object image for new facing */ 815 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
875 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
876 } /* object is reflected */ 819 } /* object is reflected */
877 } /* object ran into a wall */ 820 } /* object ran into a wall */
878 821
879 /* Move the arrow. */ 822 /* Move the arrow. */
880 op->remove (); 823 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} 824}
890 825
891/* This routine doesnt seem to work for "inanimate" objects that 826static 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) 827change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
898 int i, j;
899
900 if (op->other_arch == NULL) 829 if (!op->other_arch)
901 { 830 {
902 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
903 return; 832 return;
904 } 833 }
905 834
906 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
908 { 837 {
909 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
910 return; 839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
911 else 855 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 } 856 {
942 else
943 {
944 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
945 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
946 tmp->destroy (); 860 tmp->destroy ();
947 else 861 else
948 { 862 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
951 } 867 }
952 } 868 }
953 } 869 }
954 870
955 op->destroy (); 871 op->destroy ();
965 * there is an old multipart teleporter in which the other parts 881 * 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 882 * 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 883 * function - in fact, as written below, part N would get called
968 * N times without the speed check. 884 * N times without the speed check.
969 */ 885 */
970 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 886 if (op->more && !op->more->has_active_speed ())
971 move_teleporter (op->more); 887 move_teleporter (op->more);
972 888
973 if (op->head) 889 if (op->head)
974 head = op->head; 890 head = op->head;
975 891
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
978 break; 894 break;
979 895
980 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
982 return; 898 return;
983 899
984 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
985 { 901 {
986 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
987 { 903 {
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 904 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
989 return; 905 return;
990 906
991 enter_exit (tmp, head); 907 tmp->enter_exit (head);
992 } 908 }
993 else 909 else
994 /* Currently only players can transfer maps */ 910 /* Currently only players can transfer maps */
995 return; 911 return;
996 } 912 }
1011 else 927 else
1012 { 928 {
1013 /* Random teleporter */ 929 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 931 return;
932
1016 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1017 } 934 }
1018} 935}
1019
1020 936
1021/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1023 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
1024 can't be generalized. 940 can't be generalized.
1025*/ 941*/
1026 942static void
1027void
1028move_player_changer (object *op) 943move_player_changer (object *op)
1029{ 944{
1030 object *player;
1031 object *walk;
1032 char c;
1033
1034 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1035 return; 946 return;
1036 947
1037 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1038 * needs to be on top. 949 * needs to be on top.
1039 */ 950 */
1040 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1041 { 952 {
953 object *player = op->above;
954
1042 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1043 return; 956 return;
1044 player = op->above;
1045 957
1046 for (walk = op->inv; walk != NULL; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1047 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1048 960
1049 player->update_stats (); 961 player->update_stats ();
1050 962
1051 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1052 esrv_update_item (UPD_FACE, op->above, op->above); 964 esrv_update_item (UPD_FACE, op->above, op->above);
1053 965
1054 /* update players death & WoR home-position */ 966 /* update players death & WoR home-position */
1055 sscanf (EXIT_PATH (op), "%c", &c); 967 if (*EXIT_PATH (op) == '/')
1056 if (c == '/')
1057 { 968 {
1058 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 969 player->contr->savebed_map = EXIT_PATH (op);
1059 player->contr->bed_x = EXIT_X (op); 970 player->contr->bed_x = EXIT_X (op);
1060 player->contr->bed_y = EXIT_Y (op); 971 player->contr->bed_y = EXIT_Y (op);
1061 } 972 }
1062 else 973 else
1063 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 974 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1064 975
1065 enter_exit (op->above, op); 976 op->above->enter_exit (op);
1066 player->contr->save ();
1067 } 977 }
1068} 978}
1069 979
1070/* firewalls fire other spells. 980/* firewalls fire other spells.
1071 * The direction of the wall is stored in op->stats.sp. 981 * The direction of the wall is stored in op->stats.sp.
1080 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1081 991
1082 spell = op->inv; 992 spell = op->inv;
1083 993
1084 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1085 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1086 996
1087 if (!spell) 997 if (!spell)
1088 { 998 {
1089 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1090 return; 1000 return;
1091 } 1001 }
1092 1002
1093 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1094} 1004}
1095 1005
1096/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1097 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1098 * 1008 *
1099 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1100 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * 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, 1011 * 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, 1012 * 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 1013 * it'll paralyze the victim for hp*his speed/op->speed
1104 */ 1014 */
1105void 1015static void
1106move_player_mover (object *op) 1016move_player_mover (object *op)
1107{ 1017{
1108 object *victim, *nextmover; 1018 int dir = 0;
1109 int dir = op->stats.sp;
1110 sint16 nx, ny;
1111 maptile *m;
1112 1019
1113 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1114 if (!dir)
1115 dir = rndm (1, 8);
1116
1117 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1118 { 1021 {
1119 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1120 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1121 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1122 1045
1123 if (victim->head) 1046 if (victim->head)
1124 victim = victim->head; 1047 victim = victim->head;
1125 1048
1126 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1127 {
1128 op->remove ();
1129 return;
1130 }
1131
1132 nx = op->x + freearr_x[dir];
1133 ny = op->y + freearr_y[dir];
1134 m = op->map;
1135 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1136 {
1137 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;
1139 }
1140
1141 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1142 return; 1050 return;
1143 1051
1144 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1145 { 1053 {
1146 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1147 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1148 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1149 {
1150 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1151 }
1152 } 1059 }
1153 1060
1154 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1155 { 1062 {
1156 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1157 if (op->level) 1064 if (op->level)
1158 { 1065 {
1159 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1160 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1161 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1162 * get to this space. 1069 * get to this space.
1163 */ 1070 */
1164 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1165 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1166 move_player (victim, dir); 1073 move_player (victim, dir);
1167 } 1074 }
1168 else 1075 else
1169 return; 1076 return;
1170 } 1077 }
1171 else 1078 else
1172 move_object (victim, dir); 1079 victim->move (dir);
1173 1080
1174 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1175 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1176 1083
1177 if (op->attacktype) 1084 if (op->attacktype)
1178 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1179
1180 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1086 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 } 1087 }
1190 } 1088 }
1191 } 1089 }
1192} 1090}
1193 1091
1203{ 1101{
1204 object *tmp; 1102 object *tmp;
1205 1103
1206 if (!op->other_arch) 1104 if (!op->other_arch)
1207 { 1105 {
1208 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1106 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1209 return; 1107 return;
1210 } 1108 }
1211 1109
1212 if (op->above == NULL) 1110 if (op->above == NULL)
1213 return; 1111 return;
1112
1214 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1215 { 1114 {
1216 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1115 if (op->other_arch->archname == tmp->arch->archname)
1217 { 1116 {
1218 if (op->level <= 0) 1117 if (op->level <= 0)
1219 tmp->destroy (); 1118 tmp->destroy ();
1220 else 1119 else
1221 { 1120 {
1243 * has to make sure that there is in fact space for the object. 1142 * 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 1143 * It should really do this for small objects also, but there is
1245 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1246 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1247*/ 1146*/
1248
1249void 1147void
1250move_creator (object *creator) 1148move_creator (object *creator)
1251{ 1149{
1252 object *new_ob; 1150 object *new_ob;
1253 1151
1254 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1255 { 1153 {
1256 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1257 return; 1155 return;
1258 } 1156 }
1259 1157
1260 if (creator->inv != NULL) 1158 if (creator->inv)
1261 { 1159 {
1262 object *ob; 1160 object *ob;
1263 int i; 1161 int i;
1264 object *ob_to_copy; 1162 object *ob_to_copy;
1265 1163
1266 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1267 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1268 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1269 { 1167 {
1270 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1271 { 1169 {
1272 ob_to_copy = ob; 1170 ob_to_copy = ob;
1273 } 1171 }
1274 } 1172 }
1275 new_ob = object_create_clone (ob_to_copy); 1173
1276 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1277 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1278 } 1177 }
1279 else 1178 else
1280 { 1179 {
1281 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1282 { 1181 {
1283 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1284 creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1285 return; 1184 return;
1286 } 1185 }
1287 1186
1288 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1289 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1290 } 1189 }
1291 1190
1292 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1293 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1294 { 1193 {
1295 new_ob->destroy (); 1194 new_ob->destroy ();
1296 return; 1195 return;
1297 } 1196 }
1298 1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1202
1299 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1300 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1301 return; 1205 return;
1302 1206
1303 if (creator->slaying) 1207 if (creator->slaying)
1304 {
1305 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1306 }
1307} 1209}
1308 1210
1309/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1310 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1311 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1312 with a specific code as the slaying field. 1214 with a specific code as the slaying field.
1313 At that time, it writes the contents of its own message 1215 At that time, it writes the contents of its own message
1314 field to the player. The marker will decrement hp to 1216 field to the player. The marker will decrement hp to
1315 0 and then delete itself every time it grants a mark. 1217 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.*/ 1218 unless hp was zero to start with, in which case it is infinite.*/
1317
1318void 1219void
1319move_marker (object *op) 1220move_marker (object *op)
1320{ 1221{
1321 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1322 { 1223 {
1323 object *tmp2;
1324
1325 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1326 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1327 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1328 { 1229 {
1329 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1330 break;
1331 }
1332 1231
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) 1232 if (op->msg)
1361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1362 1234
1363 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1364 { 1236 {
1365 op->stats.hp--; 1237 op->stats.hp--;
1238
1366 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1367 { 1240 {
1368 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1369 op->destroy (); 1242 op->destroy ();
1370 return; 1243 return;
1372 } 1245 }
1373 } 1246 }
1374 } 1247 }
1375} 1248}
1376 1249
1377int 1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1296void
1378process_object (object *op) 1297process_object (object *op)
1379{ 1298{
1380 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1381 return 0; 1300 return;
1382 1301
1383 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1384 return 0; 1303 return;
1385 1304
1386 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1387 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1388 return 1; 1307 return;
1389 1308
1390 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1391 { 1310 {
1392 if (op->type == PLAYER)
1393 animate_object (op, op->facing);
1394 else
1395 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1396 1312
1397 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1398 make_sure_seen (op); 1314 make_sure_seen (op);
1399 } 1315 }
1400 1316
1401 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1402 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1403 change_object (op); 1325 change_object (op);
1404 return 1; 1326 return;
1405 } 1327 }
1406 1328
1407 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1408 generate_monster (op); 1330 generate_monster (op);
1409 1331
1410 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1411 { 1333 {
1412 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1413 remove_force (op); 1335 remove_force (op);
1414 else 1336 else
1415 { 1337 {
1416 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1417 object *pl = op->in_player ();
1418 1339
1419 if (pl) 1340 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); 1341 make_sure_not_seen (op);
1426 1342
1427 op->destroy (); 1343 op->drop_and_destroy ();
1428 } 1344 }
1429 1345
1430 return 1; 1346 return;
1347 }
1431 } 1348 }
1432 1349
1433 switch (op->type) 1350 switch (op->type)
1434 { 1351 {
1435 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1436 move_spell_effect (op); 1353 move_spell_effect (op);
1437 return 1; 1354 break;
1438 1355
1439 case ROD: 1356 case ROD:
1440 case HORN: 1357 case HORN:
1441 regenerate_rod (op); 1358 regenerate_rod (op);
1442 return 1; 1359 break;
1443 1360
1444 case FORCE: 1361 case FORCE:
1445 case POTION_EFFECT: 1362 case POTION_EFFECT:
1446 remove_force (op); 1363 remove_force (op);
1447 return 1; 1364 break;
1448 1365
1449 case BLINDNESS: 1366 case BLINDNESS:
1450 remove_blindness (op); 1367 remove_blindness (op);
1451 return 0; 1368 break;
1452 1369
1453 case POISONING: 1370 case POISONING:
1454 poison_more (op); 1371 poison_more (op);
1455 return 0; 1372 break;
1456 1373
1457 case DISEASE: 1374 case DISEASE:
1458 move_disease (op); 1375 move_disease (op);
1459 return 0; 1376 break;
1460 1377
1461 case SYMPTOM: 1378 case SYMPTOM:
1462 move_symptom (op); 1379 move_symptom (op);
1463 return 0; 1380 break;
1464 1381
1465 case THROWN_OBJ: 1382 case THROWN_OBJ:
1466 case ARROW: 1383 case ARROW:
1467 move_arrow (op); 1384 move_arrow (op);
1468 return 0; 1385 break;
1469 1386
1470 case DOOR: 1387 case DOOR:
1471 remove_door (op); 1388 remove_door (op);
1472 return 0; 1389 break;
1473 1390
1474 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1475 remove_door2 (op); 1392 remove_door2 (op);
1476 return 0; 1393 break;
1477 1394
1478 case TELEPORTER: 1395 case TELEPORTER:
1479 move_teleporter (op); 1396 move_teleporter (op);
1480 return 0; 1397 break;
1481 1398
1482 case GOLEM: 1399 case GOLEM:
1483 move_golem (op); 1400 move_golem (op);
1484 return 0; 1401 break;
1485 1402
1486 case EARTHWALL: 1403 case EARTHWALL:
1487 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1488 return 0; 1405 break;
1489 1406
1490 case FIREWALL: 1407 case FIREWALL:
1491 move_firewall (op); 1408 move_firewall (op);
1492 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1493 animate_turning (op); 1410 animate_turning (op);
1494 return 0; 1411 break;
1495 1412
1496 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1497 do_mood_floor (op); 1414 do_mood_floor (op);
1498 return 0; 1415 break;
1499 1416
1500 case GATE: 1417 case GATE:
1501 move_gate (op); 1418 move_gate (op);
1502 return 0; 1419 break;
1503 1420
1504 case TIMED_GATE: 1421 case TIMED_GATE:
1505 move_timed_gate (op); 1422 move_timed_gate (op);
1506 return 0; 1423 break;
1507 1424
1508 case TRIGGER: 1425 case TRIGGER:
1509 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1510 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1511 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1512 animate_trigger (op); 1429 animate_trigger (op);
1513 return 0; 1430 break;
1514 1431
1515 case DETECTOR: 1432 case DETECTOR:
1516 move_detector (op); 1433 move_detector (op);
1517 1434
1518 case DIRECTOR: 1435 case DIRECTOR:
1519 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1520 animate_turning (op); 1437 animate_turning (op);
1521 return 0; 1438 break;
1522 1439
1523 case HOLE: 1440 case HOLE:
1524 move_hole (op); 1441 move_hole (op);
1525 return 0; 1442 break;
1526 1443
1527 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1528 move_deep_swamp (op); 1445 move_deep_swamp (op);
1529 return 0; 1446 break;
1530 1447
1531 case RUNE: 1448 case RUNE:
1532 case TRAP: 1449 case TRAP:
1533 move_rune (op); 1450 move_rune (op);
1534 return 0; 1451 break;
1535 1452
1536 case PLAYERMOVER: 1453 case PLAYERMOVER:
1537 move_player_mover (op); 1454 move_player_mover (op);
1538 return 0; 1455 break;
1539 1456
1540 case CREATOR: 1457 case CREATOR:
1541 move_creator (op); 1458 move_creator (op);
1542 return 0; 1459 break;
1543 1460
1544 case MARKER: 1461 case MARKER:
1545 move_marker (op); 1462 move_marker (op);
1546 return 0; 1463 break;
1547 1464
1548 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1549 move_player_changer (op); 1466 move_player_changer (op);
1550 return 0; 1467 break;
1551 1468
1552 case PEACEMAKER: 1469 case PEACEMAKER:
1553 move_peacemaker (op); 1470 move_peacemaker (op);
1554 return 0; 1471 break;
1555 }
1556 1472
1557 return 0; 1473 case PLAYER:
1474 // players have their own speed-management, so undo the --speed_left
1475 ++op->speed_left;
1476 break;
1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1558} 1491}
1492

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