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Comparing deliantra/server/server/time.C (file contents):
Revision 1.78 by root, Sun Sep 7 09:22:47 2008 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
49 } 50 }
50 } 51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
60 } 61 }
61 62
62 op->destroy (); 63 op->drop_and_destroy ();
63} 64}
64 65
65void 66void
66remove_door2 (object *op) 67remove_door2 (object *op)
67{ 68{
78 } 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
94void 95static void
95generate_monster (object *gen) 96generate_monster (object *gen)
96{ 97{
97 if (!gen->map) 98 if (!gen->map)
98 return; 99 return;
99 100
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return; 102 return;
102 103
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
103 object *op; 109 object *op;
104 int dir; 110 int dir;
105 111
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
107 { 113 {
108 // either copy one item from the inventory... 114 // either copy one item from the inventory...
109 if (!gen->inv) 115 if (!gen->inv)
110 return; 116 return;
111 117
119 if (dir < 0) 125 if (dir < 0)
120 return; 126 return;
121 127
122 op = op->deep_clone (); 128 op = op->deep_clone ();
123 129
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 op->clr_flag (FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 } 132 }
127 else if (gen->other_arch) 133 else if (gen->other_arch)
128 { 134 {
129 // ...or use other_arch 135 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0) 137 if (dir < 0)
132 return; 138 return;
133 139
134 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
135 } 141 }
136 else 142 else
137 return; 143 return;
138 144
139 op->expand_tail (); 145 op->expand_tail ();
152 } 158 }
153 159
154 op->destroy (); 160 op->destroy ();
155} 161}
156 162
157void 163static void
158remove_force (object *op) 164remove_force (object *op)
159{ 165{
160 if (--op->duration > 0) 166 if (--op->duration > 0)
161 return; 167 return;
162 168
163 if (op->env) 169 if (op->env)
164 switch (op->subtype) 170 switch (op->subtype)
165 { 171 {
166 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
168 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");
169 175
170 default: 176 default:
171 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
172 change_abil (op->env, op); 178 change_abil (op->env, op);
173 op->env->update_stats (); 179 op->env->update_stats ();
174 } 180 }
175 181
176 op->destroy (); 182 op->destroy ();
177} 183}
178 184
179void 185static void
180remove_blindness (object *op) 186remove_blindness (object *op)
181{ 187{
182 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
183 return; 189 return;
184 190
185 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
186 192
187 if (op->env) 193 if (op->env)
188 { 194 {
189 change_abil (op->env, op); 195 change_abil (op->env, op);
190 op->env->update_stats (); 196 op->env->update_stats ();
191 } 197 }
192 198
193 op->destroy (); 199 op->destroy ();
194} 200}
195 201
196void 202static void
197poison_more (object *op) 203poison_more (object *op)
198{ 204{
199 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)
200 { 206 {
201 op->destroy (); 207 op->destroy ();
202 return; 208 return;
203 } 209 }
204 210
207 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
208 * will not do anything. 214 * will not do anything.
209 */ 215 */
210 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
211 { 217 {
212 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
213 op->env->update_stats (); 219 op->env->update_stats ();
214 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.");
215 } 221 }
216 222
217 op->destroy (); 223 op->destroy ();
226 232
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228} 234}
229 235
230 236
231void 237static void
232move_gate (object *op) 238move_gate (object *op)
233{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
234 object *tmp; 240 object *tmp;
235 241
236 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))
237 { 243 {
238 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));
239 op->stats.wc = 0; 245 op->stats.wc = 0;
240 } 246 }
241 247
242 /* We're going down */ 248 /* We're going down */
243 if (op->value) 249 if (op->value)
244 { 250 {
245 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
247 op->stats.wc = 0; 253 op->stats.wc = 0;
248 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
249 op->value = 0; 255 op->value = 0;
250 else 256 else
251 op->set_speed (0); 257 op->set_speed (0);
252 } 258 }
253 259
254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 { 261 {
256 op->move_block = 0; 262 op->move_block = 0;
257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
258 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
259 } 265 }
260 266
261 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
262 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
266 /* We're going up */ 272 /* We're going up */
267 273
268 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
269 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270 { 276 {
271
272 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
273 * 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,
274 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
275 * the gate slightly. 280 * the gate slightly.
276 */ 281 */
277 282
278 for (tmp = op->above; tmp; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
279 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])
280 break; 285 break;
281 286
282 if (!tmp) 287 if (!tmp)
283 { 288 {
284 if (op->arch->speed) 289 if (op->arch->has_active_speed ())
285 op->value = 1; 290 op->value = 1;
286 else 291 else
287 op->set_speed (0); 292 op->set_speed (0);
288 293
289 return; 294 return;
315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ; 321 ;
317 322
318 if (tmp) 323 if (tmp)
319 { 324 {
320 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
321 { 326 {
322 hit_player (tmp, random_roll (0, 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);
323 op->play_sound (sound_find ("blocked_gate")); 328 op->play_sound (sound_find ("blocked_gate"));
324 329
325 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
327 } 332 }
328 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
329 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
330 * off the gate. 335 * off the gate.
331 */ 336 */
332 else 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]))
333 { 338 {
334 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
336 341
337 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
345 } 350 }
346 } 351 }
347 352
348 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
349 for (tmp = op->above; tmp; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
350 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])
351 break; 356 break;
352 357
353 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
354 if (tmp) 359 if (tmp)
355 op->stats.food = 1; 360 op->stats.food = 1;
356 else 361 else
357 { 362 {
358 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
359 364
360 if (!op->arch->stats.ac) 365 if (!op->arch->stats.ac)
361 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
362 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
363 } 368 }
364 } /* gate is halfway up */ 369 } /* gate is halfway up */
365 370
366 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
370 375
371/* hp : how long door is open/closed 376/* hp : how long door is open/closed
372 * maxhp : initial value for hp 377 * maxhp : initial value for hp
373 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
374 */ 379 */
375void 380static void
376move_timed_gate (object *op) 381move_timed_gate (object *op)
377{ 382{
378 int v = op->value; 383 int v = op->value;
379 384
380 if (op->stats.sp) 385 if (op->stats.sp)
399 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
400 * connected: connected value of detector 405 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
403 */ 408 */
404 409static void
405void
406move_detector (object *op) 410move_detector (object *op)
407{ 411{
408 object *tmp; 412 object *tmp;
409 int last = op->value; 413 int last = op->value;
410 int detected; 414 int detected;
437 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
438 { 442 {
439 if (detected && last == 0) 443 if (detected && last == 0)
440 { 444 {
441 op->value = 1; 445 op->value = 1;
442 push_button (op); 446 push_button (op, tmp);
443 } 447 }
444 448
445 if (!detected && last == 1) 449 if (!detected && last == 1)
446 { 450 {
447 op->value = 0; 451 op->value = 0;
448 push_button (op); 452 push_button (op, tmp);
449 } 453 }
450 } 454 }
451 else 455 else
452 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
453 if (detected && last == 1) 457 if (detected && last == 1)
454 { 458 {
455 op->value = 0; 459 op->value = 0;
456 push_button (op); 460 push_button (op, tmp);
457 } 461 }
458 462
459 if (!detected && last == 0) 463 if (!detected && last == 0)
460 { 464 {
461 op->value = 1; 465 op->value = 1;
462 push_button (op); 466 push_button (op, tmp);
463 } 467 }
464 } 468 }
465} 469}
466 470
467void 471void
477 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
478 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
479 } 483 }
480} 484}
481 485
482void 486static void
483move_hole (object *op) 487move_hole (object *op)
484{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
485 if (op->value) 489 if (op->value)
486 { /* We're opening */ 490 { /* We're opening */
487 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
497 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
498 } 502 }
499 } 503 }
500 504
501 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
502 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
503 return; 507 return;
504 } 508 }
505 509
506 /* We're closing */ 510 /* We're closing */
507 op->move_on = 0; 511 op->move_on = 0;
508 512
509 op->stats.wc++; 513 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
511 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512 516
513 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
514 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
516 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
517} 521}
518 522
519 523
520/* 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
541 { 545 {
542 object *payload = op->inv; 546 object *payload = op->inv;
543 547
544 if (payload == NULL) 548 if (payload == NULL)
545 return NULL; 549 return NULL;
550
546 payload->remove (); 551 payload->remove ();
547 op->destroy (); 552 op->destroy ();
548 return payload; 553 return payload;
549 } 554 }
550 555
567fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
568{ 573{
569 if (map == NULL) 574 if (map == NULL)
570 return; 575 return;
571 576
572 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
573 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
574 else if (op->type == ARROW) 579 else if (op->type == ARROW)
575 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
576} 581}
577 582
593 598
594 // restore original wc, dam, attacktype and slaying 599 // restore original wc, dam, attacktype and slaying
595 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
596 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
597 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
598 604
599 if (op->spellarg)
600 {
601 op->slaying = op->spellarg;
602 free (op->spellarg);
603 op->spellarg = 0;
604 }
605 else
606 op->slaying = 0;
607
608 /* 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 */
609 op->spellarg = NULL; 606 op->custom_name = 0;
610 op->stats.sp = 0; 607 op->stats.sp = 0;
611 op->stats.hp = 0; 608 op->stats.hp = 0;
612 op->stats.grace = 0; 609 op->stats.grace = 0;
613 op->level = 0; 610 op->level = 0;
614 op->face = op->arch->face; 611 op->face = op->arch->face;
615 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
616 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
617 return op; 616 return op;
618} 617}
619 618
620/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
621 * 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
630 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
631 return; 630 return;
632 631
633 if (op->inv) 632 if (op->inv)
634 { 633 {
634 // replace this by straightforward drop to ground?
635 object *payload = op->inv; 635 object *payload = op->inv;
636 636
637 payload->remove ();
638 payload->owner = 0; 637 payload->owner = 0;
639 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
640 op->destroy (); 639 op->destroy ();
641 } 640 }
642 else 641 else
646 if (op) 645 if (op)
647 merge_ob (op, 0); 646 merge_ob (op, 0);
648 } 647 }
649} 648}
650 649
651/* 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.
652 */ 651 */
653void 652void
654move_arrow (object *op) 653move_arrow (object *op)
655{ 654{
656 int was_reflected; 655 int was_reflected;
657 656
658 if (!op->map) 657 if (!op->map)
659 { 658 {
660 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
661 op->destroy (); 660 op->destroy ();
662 return; 661 return;
663 } 662 }
664 663
665 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
671 * 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,
672 * 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
673 * 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,
674 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
675 */ 674 */
676 if (op->inv == NULL) 675 if (!op->inv)
677 { 676 {
678 op->destroy (); 677 op->destroy ();
679 return; 678 return;
680 } 679 }
681 680
684 stop_arrow (op); 683 stop_arrow (op);
685 return; 684 return;
686 } 685 }
687 } 686 }
688 687
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
689 /* 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
690 values look rediculous. */ 694 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
692 { 696 {
693 stop_arrow (op); 697 stop_arrow (op);
694 return; 698 return;
695 } 699 }
696 700
709 if (pos->flags () & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
710 { 714 {
711 object *tmp; 715 object *tmp;
712 716
713 for (tmp = pos->bot; tmp; tmp = tmp->above) 717 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (tmp->flag [FLAG_ALIVE])
715 break; 719 break;
716 720
717 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
719 * move into it. 723 * move into it.
722 { 726 {
723 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
726 */ 730 */
727 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))
728 { 732 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
732 update_turn_face (op); 734 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
734 } 736 }
735 else 737 else
751 * 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
752 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
753 * 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
754 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
755 */ 757 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
757 { 759 {
758 stop_arrow (op); 760 stop_arrow (op);
759 return; 761 return;
760 } 762 }
761 else 763 else
810 return; 812 return;
811 } 813 }
812 814
813 /* update object image for new facing */ 815 /* update object image for new facing */
814 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
815 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
816 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
817 } /* object is reflected */ 819 } /* object is reflected */
818 } /* object ran into a wall */ 820 } /* object ran into a wall */
819 821
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */ 822 /* Move the arrow. */
826 op->move_to (pos); 823 op->move_to (pos);
827} 824}
828 825
829void 826static void
830change_object (object *op) 827change_object (object *op)
831{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
832 int i, j;
833
834 if (!op->other_arch) 829 if (!op->other_arch)
835 { 830 {
836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
837 return; 832 return;
838 } 833 }
839 834
840 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
841 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
842 { 837 {
843 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
844 return; 839 return;
845 840
846 op->stats.food = 1; /* so 1 other_arch is made */ 841 op->stats.food = 1; /* so 1 other_arch is made */
847 } 842 }
848 843
849 object *env = op->env; 844 object *env = op->env;
850 845
851 op->remove (); 846 op->remove ();
852 for (i = 0; i < op->stats.food; i++) 847 for (int i = 0; i < op->stats.food; i++)
853 { 848 {
854 object *tmp = arch_to_object (op->other_arch); 849 object *tmp = op->other_arch->instance ();
855
856 if (op->type == LAMP)
857 tmp->stats.food = op->stats.food - 1;
858 850
859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860 852
861 if (env) 853 if (env)
862 env->insert (tmp); 854 env->insert (tmp);
863 else 855 else
864 { 856 {
865 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
866 if (j < 0) /* No free spot */ 859 if (j < 0) /* No free spot */
867 tmp->destroy (); 860 tmp->destroy ();
868 else 861 else
869 { 862 {
870 mapxy pos (op); pos.move (j); 863 mapxy pos (op); pos.move (j);
895 888
896 if (op->head) 889 if (op->head)
897 head = op->head; 890 head = op->head;
898 891
899 for (tmp = op->above; tmp; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
901 break; 894 break;
902 895
903 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
905 return; 898 return;
906 899
907 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
908 { 901 {
909 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
944/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
945 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
946 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
947 can't be generalized. 940 can't be generalized.
948*/ 941*/
949void 942static void
950move_player_changer (object *op) 943move_player_changer (object *op)
951{ 944{
952 object *player;
953 object *walk;
954
955 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
956 return; 946 return;
957 947
958 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
959 * needs to be on top. 949 * needs to be on top.
960 */ 950 */
961 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
962 { 952 {
953 object *player = op->above;
954
963 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
964 return; 956 return;
965 957
966 player = op->above;
967
968 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
969 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
970 960
971 player->update_stats (); 961 player->update_stats ();
972 962
973 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1011 } 1001 }
1012 1002
1013 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);
1014} 1004}
1015 1005
1016/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1017 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1018 * 1008 *
1019 * 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
1020 * 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.
1021 * 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,
1022 * 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,
1023 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1024 */ 1014 */
1025void 1015static void
1026move_player_mover (object *op) 1016move_player_mover (object *op)
1027{ 1017{
1028 int dir = op->stats.sp; 1018 int dir = 0;
1029 sint16 nx, ny;
1030 maptile *m;
1031
1032 /* Determine direction now for random movers so we do the right thing */
1033 if (!dir)
1034 dir = rndm (1, 8);
1035 1019
1036 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1037 { 1021 {
1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1039 (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)
1040 { 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 }
1041 1045
1042 if (victim->head) 1046 if (victim->head)
1043 victim = victim->head; 1047 victim = victim->head;
1044 1048
1045 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1046 {
1047 op->remove ();
1048 return;
1049 }
1050
1051 nx = op->x + freearr_x[dir];
1052 ny = op->y + freearr_y[dir];
1053 m = op->map;
1054 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1055 {
1056 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1057 return;
1058 }
1059
1060 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1061 return; 1050 return;
1062 1051
1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1064 { 1053 {
1065 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1066 nextmover->speed_left = -.99f; 1055 nextmover->speed_left = -.99f;
1067 1056
1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1069 op->speed_left = -1.1f; /* 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 */
1070 } 1059 }
1071 1060
1072 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1073 { 1062 {
1074 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1075 if (op->level) 1064 if (op->level)
1076 { 1065 {
1077 /* 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
1078 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1079 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1080 * get to this space. 1069 * get to this space.
1081 */ 1070 */
1082 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1083 victim->speed_left = 1.f; 1072 victim->speed_left = 1.f;
1084 move_player (victim, dir); 1073 move_player (victim, dir);
1085 } 1074 }
1086 else 1075 else
1087 return; 1076 return;
1088 } 1077 }
1089 else 1078 else
1090 move_object (victim, dir); 1079 victim->move (dir);
1091 1080
1092 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1093 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1094 1083
1095 if (op->attacktype) 1084 if (op->attacktype)
1096 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1097 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1098 } 1087 }
1099 } 1088 }
1100 } 1089 }
1101} 1090}
1102 1091
1158void 1147void
1159move_creator (object *creator) 1148move_creator (object *creator)
1160{ 1149{
1161 object *new_ob; 1150 object *new_ob;
1162 1151
1163 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1164 { 1153 {
1165 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1166 return; 1155 return;
1167 } 1156 }
1168 1157
1169 if (creator->inv != NULL) 1158 if (creator->inv)
1170 { 1159 {
1171 object *ob; 1160 object *ob;
1172 int i; 1161 int i;
1173 object *ob_to_copy; 1162 object *ob_to_copy;
1174 1163
1175 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1176 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1177 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++)
1178 { 1167 {
1179 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1180 { 1169 {
1181 ob_to_copy = ob; 1170 ob_to_copy = ob;
1182 } 1171 }
1183 } 1172 }
1173
1184 new_ob = ob_to_copy->deep_clone (); 1174 new_ob = ob_to_copy->deep_clone ();
1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1187 } 1177 }
1188 else 1178 else
1189 { 1179 {
1190 if (!creator->other_arch) 1180 if (!creator->other_arch)
1205 return; 1195 return;
1206 } 1196 }
1207 1197
1208 // for now lets try to identify everything generated here, it mostly 1198 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes 1199 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED); 1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1211 1202
1212 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);
1213 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1214 return; 1205 return;
1215 1206
1216 if (creator->slaying) 1207 if (creator->slaying)
1217 {
1218 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1219 }
1220} 1209}
1221 1210
1222/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1223 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1224 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1234 { 1223 {
1235 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1236 if (object *force = tmp->force_find (op->name)) 1225 if (object *force = tmp->force_find (op->name))
1237 force->destroy (); 1226 force->destroy ();
1238 1227
1239 if (!tmp->force_find (op->slaying)) 1228 if (op->slaying && !tmp->force_find (op->slaying))
1240 { 1229 {
1241 tmp->force_add (op->slaying, op->stats.food); 1230 tmp->force_add (op->slaying, op->stats.food);
1242 1231
1243 if (op->msg) 1232 if (op->msg)
1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1256 } 1245 }
1257 } 1246 }
1258 } 1247 }
1259} 1248}
1260 1249
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
1261void 1296void
1262process_object (object *op) 1297process_object (object *op)
1263{ 1298{
1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1265 return; 1300 return;
1266 1301
1267 if (expect_false (INVOKE_OBJECT (TICK, op))) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1268 return; 1303 return;
1269 1304
1270 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1272 return; 1307 return;
1273 1308
1274 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1275 { 1310 {
1276 animate_object (op, op->contr ? op->facing : op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1277 1312
1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1279 make_sure_seen (op); 1314 make_sure_seen (op);
1280 } 1315 }
1281 1316
1282 if (expect_false ( 1317 if (expect_false (
1283 op->flag [FLAG_GENERATOR] 1318 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING] 1319 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP] 1320 || op->flag [FLAG_IS_USED_UP]
1286 )) 1321 ))
1287 { 1322 {
1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1323 if (op->flag [FLAG_CHANGING] && !op->state)
1289 { 1324 {
1290 change_object (op); 1325 change_object (op);
1291 return; 1326 return;
1292 } 1327 }
1293 1328
1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1295 generate_monster (op); 1330 generate_monster (op);
1296 1331
1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1298 { 1333 {
1299 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1300 remove_force (op); 1335 remove_force (op);
1301 else 1336 else
1302 { 1337 {
1303 op->remove (); 1338 op->remove (); // TODO: really necessary?
1304 1339
1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1306 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1307 1342
1308 op->destroy (); 1343 op->drop_and_destroy ();
1309 } 1344 }
1310 1345
1311 return; 1346 return;
1312 } 1347 }
1313 } 1348 }
1437 1472
1438 case PLAYER: 1473 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left 1474 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left; 1475 ++op->speed_left;
1441 break; 1476 break;
1442 }
1443}
1444 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 }
1491}
1492

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