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Comparing deliantra/server/server/time.C (file contents):
Revision 1.33 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 This program is free software; you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 24 */
24 25
25/* 26/*
26 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 28 * collected in this file.
28 */ 29 */
29
30#include <global.h> 30#include <global.h>
31#include <spells.h> 31#include <spells.h>
32#include <sproto.h> 32#include <sproto.h>
33 33
34/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
35 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
36 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
37 */ 37 */
38
39void 38void
40remove_door (object *op) 39remove_door (object *op)
41{ 40{
42 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
43 object *tmp; 43 object *tmp;
44 44 mapxy pos (op);
45 for (i = 1; i < 9; i += 2) 45 pos.move (i);
46 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 { 48 {
48 tmp->set_speed (0.1); 49 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
50 } 51 }
52 }
51 53
52 if (op->other_arch) 54 if (op->other_arch)
53 { 55 {
54 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 57 tmp->x = op->x;
56 tmp->y = op->y; 58 tmp->y = op->y;
57 tmp->map = op->map; 59 tmp->map = op->map;
58 tmp->level = op->level; 60 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
60 } 62 }
61 63
62 op->destroy (); 64 op->drop_and_destroy ();
63} 65}
64 66
65void 67void
66remove_door2 (object *op) 68remove_door2 (object *op)
67{ 69{
68 int i; 70 int i;
69 object *tmp; 71 object *tmp;
70 72
71 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
72 { 74 {
73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
74 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */ 77 { /* same key both doors */
76 tmp->set_speed (0.1); 78 tmp->set_speed (0.1f);
77 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
78 } 80 }
79 } 81 }
80 82
81 if (op->other_arch) 83 if (op->other_arch)
82 { 84 {
83 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 86 tmp->x = op->x;
85 tmp->y = op->y; 87 tmp->y = op->y;
86 tmp->map = op->map; 88 tmp->map = op->map;
87 tmp->level = op->level; 89 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
89 } 91 }
90 92
91 op->destroy (); 93 op->drop_and_destroy ();
92} 94}
93 95
94/* Will generate a monster according to content 96static void
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 97generate_monster (object *gen)
99{ 98{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 99 if (!gen->map)
155 return; 100 return;
156 101
157 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
158 if (i == -1)
159 return; 103 return;
160 104
161 while (at) 105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
110 object *op;
111 int dir;
112
113 if (gen->flag [FLAG_CONTENT_ON_GEN])
114 {
115 // either copy one item from the inventory...
116 if (!gen->inv)
117 return;
118
119 // first select one item from the inventory
120 int index = 0;
121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
122 if (!rndm (++index))
123 op = tmp;
124
125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
128
129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
162 { 133 }
163 op = arch_to_object (at); 134 else if (gen->other_arch)
164 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
165 op->y = gen->y + freearr_y[i] + at->clone.y; 136 // ...or use other_arch
137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
138 if (dir < 0)
139 return;
166 140
167 if (head) 141 op = gen->other_arch->instance ();
168 op->head = head, prev->more = op; 142 }
143 else
144 return;
169 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
170 if (rndm (0, 9)) 152 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
172 154
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 155 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 157
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 158 return;
159 }
194 160
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 161 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200} 162}
201 163
202void 164static void
203remove_force (object *op) 165remove_force (object *op)
204{ 166{
205 if (--op->duration > 0) 167 if (--op->duration > 0)
206 return; 168 return;
207 169
208 if (op->env) 170 if (op->env)
209 switch (op->subtype) 171 switch (op->subtype)
210 { 172 {
211 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
212 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
213 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
214 176
215 default: 177 default:
216 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
217 change_abil (op->env, op); 179 change_abil (op->env, op);
218 op->env->update_stats (); 180 op->env->update_stats ();
219 } 181 }
220 182
221 op->destroy (); 183 op->destroy ();
222} 184}
223 185
224void 186static void
225remove_blindness (object *op) 187remove_blindness (object *op)
226{ 188{
227 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
228 return; 190 return;
229 191
230 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
231 193
232 if (op->env) 194 if (op->env)
233 { 195 {
234 change_abil (op->env, op); 196 change_abil (op->env, op);
235 op->env->update_stats (); 197 op->env->update_stats ();
236 } 198 }
237 199
238 op->destroy (); 200 op->destroy ();
239} 201}
240 202
241void 203static void
242poison_more (object *op) 204poison_more (object *op)
243{ 205{
244 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
245 { 207 {
246 op->destroy (); 208 op->destroy ();
247 return; 209 return;
248 } 210 }
249 211
250 if (op->stats.food == 1) 212 if (op->stats.food == 1)
251 { 213 {
252 /* need to remove the object before fix_player is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
253 * will not do anything. 215 * will not do anything.
254 */ 216 */
255 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
256 { 218 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
258 op->env->update_stats (); 220 op->env->update_stats ();
259 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
260 } 222 }
261 223
262 op->destroy (); 224 op->destroy ();
271 233
272 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
273} 235}
274 236
275 237
276void 238static void
277move_gate (object *op) 239move_gate (object *op)
278{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
279 object *tmp; 241 object *tmp;
280 242
281 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
282 { 244 {
283 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
284 op->stats.wc = 0; 246 op->stats.wc = 0;
285 } 247 }
286 248
287 /* We're going down */
288 if (op->value) 249 if (op->value)
289 { 250 {
251 /* We're going down */
290 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
291 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
292 op->stats.wc = 0; 254 op->stats.wc = 0;
293 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
294 op->value = 0; 256 op->value = 0;
295 else 257 else
296 op->set_speed (0); 258 op->set_speed (0);
297 } 259 }
298 260
299 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
300 { 262 {
301 op->move_block = 0; 263 op->move_block = 0;
302 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
303 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
304 } 266 }
305
306 SET_ANIMATION (op, op->stats.wc);
307 update_object (op, UP_OBJ_CHANGE);
308 return;
309 }
310
311 /* We're going up */
312
313 /* First, lets see if we are already at the top */
314 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
315 {
316
317 /* Check to make sure that only non pickable and non rollable
318 * objects are above the gate. If so, we finish closing the gate,
319 * otherwise, we fall through to the code below which should lower
320 * the gate slightly.
321 */
322
323 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
324 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
325 break;
326
327 if (tmp == NULL)
328 {
329 if (op->arch->clone.speed)
330 op->value = 1;
331 else
332 op->set_speed (0);
333
334 return;
335 }
336 }
337
338 if (op->stats.food)
339 { /* The gate is going temporarily down */
340 if (--op->stats.wc <= 0)
341 { /* Gone all the way down? */
342 op->stats.food = 0; /* Then let's try again */
343 op->stats.wc = 0;
344 }
345 } 267 }
346 else 268 else
269 {
270 /* We're going up */
271
272 /* First, lets see if we are already at the top */
273 if (op->stats.wc == op->anim_frames () - 1)
274 {
275 /* Check to make sure that only non pickable and non rollable
276 * objects are above the gate. If so, we finish closing the gate,
277 * otherwise, we fall through to the code below which should lower
278 * the gate slightly.
279 */
280
281 for (tmp = op->above; tmp; tmp = tmp->above)
282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
283 break;
284
285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
347 { /* The gate is still going up */ 305 { /* The gate is still going up */
348 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
349 308
350 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
351 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
352
353 /* If there is something on top of the gate, we try to roll it off. 309 /* 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 310 * If a player/monster, we don't roll, we just hit them with damage
355 */ 311 */
356 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
357 { 313 {
358 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
359 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
360 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
361
362 if (tmp != NULL)
363 { 317 ;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
365 { 320 {
366 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
367 if (tmp->type == PLAYER)
368 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
369 }
370 else
371 /* If the object is not alive, and the object either can
372 * be picked up or the object rolls, move the object
373 * off the gate.
374 */
375 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
376 {
377 /* If it has speed, it should move itself, otherwise: */
378 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
379
380 /* If there is a free spot, move the object someplace */
381 if (i != -1)
382 { 322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
341 mapxy pos (tmp);
342 pos.move (i);
343 if (pos.normalise ())
383 tmp->remove (); 344 tmp->move_to (pos);
384 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
385 insert_ob_in_map (tmp, op->map, op, 0);
386 } 346 }
387 } 347 }
388 }
389 348
390 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
391 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 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)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
393 break; 352 break;
394 353
395 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
396 if (tmp) 355 if (tmp)
397 {
398 op->stats.food = 1; 356 op->stats.food = 1;
399 }
400 else 357 else
401 { 358 {
402 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
403 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
404 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
405 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
406 } 365 }
407 } /* gate is halfway up */ 366 } /* gate is halfway up */
408
409 SET_ANIMATION (op, op->stats.wc);
410 update_object (op, UP_OBJ_CHANGE);
411 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
412} 371}
413 372
414/* hp : how long door is open/closed 373/* hp : how long door is open/closed
415 * maxhp : initial value for hp 374 * maxhp : initial value for hp
416 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
417 */ 376 */
418void 377static void
419move_timed_gate (object *op) 378move_timed_gate (object *op)
420{ 379{
421 int v = op->value; 380 int v = op->value;
422 381
423 if (op->stats.sp) 382 if (op->stats.sp)
424 { 383 {
425 move_gate (op); 384 move_gate (op);
385
426 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
427 op->stats.sp = 0; 387 op->stats.sp = 0;
428 return; 388 return;
429 } 389 }
390
430 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
431 { /* keep gate down */ 392 { /* keep gate down */
432 move_gate (op); 393 move_gate (op);
394
433 if (op->value != v) 395 if (op->value != v)
434 op->set_speed (0); 396 op->set_speed (0);
435 } 397 }
436} 398}
437 399
439 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
440 * connected: connected value of detector 402 * connected: connected value of detector
441 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
442 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
443 */ 405 */
444 406static void
445void
446move_detector (object *op) 407move_detector (object *op)
447{ 408{
448 object *tmp; 409 object *tmp;
449 int last = op->value; 410 int last = op->value;
450 int detected; 411 int detected;
451 412
452 detected = 0; 413 detected = 0;
453 414
454 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 415 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
455 { 416 {
456 object *tmp2; 417 object *tmp2;
457 418
458 if (op->stats.hp) 419 if (op->stats.hp)
459 { 420 {
460 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
461 { 422 {
462 if (op->slaying && !strcmp (op->slaying, tmp->name)) 423 if (op->slaying && op->slaying == tmp->name)
463 detected = 1; 424 detected = 1;
425
464 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
465 detected = 1; 427 detected = 1;
466 } 428 }
467 } 429 }
430
468 if (op->slaying && !strcmp (op->slaying, tmp->name)) 431 if (op->slaying && op->slaying == tmp->name)
469 {
470 detected = 1; 432 detected = 1;
471 }
472 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
473 detected = 1; 434 detected = 1;
474 } 435 }
475 436
476 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
477 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
478 { 439 {
479 if (detected && last == 0) 440 if (detected && last == 0)
480 { 441 {
481 op->value = 1; 442 op->value = 1;
482 push_button (op); 443 push_button (op, tmp);
483 } 444 }
445
484 if (!detected && last == 1) 446 if (!detected && last == 1)
485 { 447 {
486 op->value = 0; 448 op->value = 0;
487 push_button (op); 449 push_button (op, tmp);
488 } 450 }
489 } 451 }
490 else 452 else
491 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
492 if (detected && last == 1) 454 if (detected && last == 1)
493 { 455 {
494 op->value = 0; 456 op->value = 0;
495 push_button (op); 457 push_button (op, tmp);
496 } 458 }
459
497 if (!detected && last == 0) 460 if (!detected && last == 0)
498 { 461 {
499 op->value = 1; 462 op->value = 1;
500 push_button (op); 463 push_button (op, tmp);
501 } 464 }
502 } 465 }
503} 466}
504
505 467
506void 468void
507animate_trigger (object *op) 469animate_trigger (object *op)
508{ 470{
509 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
510 { 472 {
511 op->stats.wc = 0; 473 op->stats.wc = 0;
512 check_trigger (op, NULL); 474 check_trigger (op, NULL);
513 } 475 }
514 else 476 else
515 { 477 op->update_anim_frame (op->stats.wc);
516 SET_ANIMATION (op, op->stats.wc);
517 update_object (op, UP_OBJ_FACE);
518 }
519} 478}
520 479
521void 480static void
522move_hole (object *op) 481move_hole (object *op)
523{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
524 object *next, *tmp;
525
526 if (op->value) 483 if (op->value)
527 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
528 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
529 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
530 op->stats.wc = 0; 489 op->stats.wc = 0;
531 op->set_speed (0); 490 op->set_speed (0);
532 491
533 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
534 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
535 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
536 { 495 {
537 next = tmp->above; 496 next = tmp->above;
538 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
539 } 498 }
540 } 499 }
541 500 }
542 SET_ANIMATION (op, op->stats.wc); 501 else
543 update_object (op, UP_OBJ_FACE);
544 return;
545 } 502 {
546 /* We're closing */ 503 /* We're closing */
547 op->move_on = 0; 504 op->move_on = 0;
548 505
549 op->stats.wc++; 506 op->stats.wc++;
550 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
551 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
552 509 op->stats.wc = op->anim_frames () - 1;
553 SET_ANIMATION (op, op->stats.wc);
554 update_object (op, UP_OBJ_FACE);
555 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
556 op->set_speed (0); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
511 }
512 }
513
514 op->update_anim_frame (op->stats.wc);
557} 515}
558 516
559 517
560/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
561 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
581 { 539 {
582 object *payload = op->inv; 540 object *payload = op->inv;
583 541
584 if (payload == NULL) 542 if (payload == NULL)
585 return NULL; 543 return NULL;
544
586 payload->remove (); 545 payload->remove ();
587 op->destroy (); 546 op->destroy ();
588 return payload; 547 return payload;
589 } 548 }
590 549
606void 565void
607fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
608{ 567{
609 if (map == NULL) 568 if (map == NULL)
610 return; 569 return;
611 if (QUERY_FLAG (op, FLAG_REMOVED)) 570
571 if (op->flag [FLAG_REMOVED])
612 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
613 else if (op->type == ARROW) 573 else if (op->type == ARROW)
614 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
615} 575}
616 576
617
618object * 577object *
619fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
620{ 579{
621 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
622 { 581 {
625 return NULL; 584 return NULL;
626 } 585 }
627 586
628 op->set_speed (0); 587 op->set_speed (0);
629 op->direction = 0; 588 op->direction = 0;
630 op->move_on = 0; 589 op->move_on = 0;
631 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
632 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
633 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
634 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
635 op->slaying = 0; 597 op->slaying = op->custom_name;
636 op->skill = 0;
637 598
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 */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
648 op->spellarg = NULL; 600 op->custom_name = 0;
649 op->stats.sp = 0; 601 op->stats.sp = 0;
650 op->stats.hp = 0; 602 op->stats.hp = 0;
651 op->stats.grace = 0; 603 op->stats.grace = 0;
652 op->level = 0; 604 op->level = 0;
653 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
654 op->owner = NULL; /* So that stopped arrows will be saved */ 606 op->owner = 0;
607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
655 update_object (op, UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
656 return op; 612 return op;
657} 613}
658 614
659/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
660 * has to stop. Sept 96 - I added in thrown object code in 616 * has to stop. Sept 96 - I added in thrown object code in
669 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
670 return; 626 return;
671 627
672 if (op->inv) 628 if (op->inv)
673 { 629 {
630 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 631 object *payload = op->inv;
675 632
676 payload->remove ();
677 payload->owner = 0; 633 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 635 op->destroy ();
680 } 636 }
681 else 637 else
682 { 638 {
683 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
684 if (op) 641 if (op)
685 merge_ob (op, NULL); 642 merge_ob (op, 0);
686 } 643 }
687} 644}
688 645
689/* Move an arrow along its course. op is the arrow or thrown object. 646/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
690 */ 647 */
691
692void 648void
693move_arrow (object *op) 649move_arrow (object *op)
694{ 650{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 651 int was_reflected;
698 maptile *m;
699 652
700 if (op->map == NULL) 653 if (!op->map)
701 { 654 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
703 op->destroy (); 656 op->destroy ();
704 return; 657 return;
705 } 658 }
706 659
707 /* we need to stop thrown objects at some point. Like here. */ 660 /* 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, 666 * 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 667 * 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, 668 * bomb code, but there are potential other cases where that could happen,
716 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
717 */ 670 */
718 if (op->inv == NULL) 671 if (!op->inv)
719 { 672 {
720 op->destroy (); 673 op->destroy ();
721 return; 674 return;
722 } 675 }
723 676
726 stop_arrow (op); 679 stop_arrow (op);
727 return; 680 return;
728 } 681 }
729 } 682 }
730 683
684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
685 * about 17 squares. Tune as needed.
686 */
687 op->set_speed (op->speed - 0.05);
688
731 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
732 values look rediculous. */ 690 values look ridiculous. */
733 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
734 { 692 {
735 stop_arrow (op); 693 stop_arrow (op);
736 return; 694 return;
737 } 695 }
738 696
739 /* Calculate target map square */ 697 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 698 was_reflected = 0;
743 699
744 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 701
747 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
748 { 703 {
749 stop_arrow (op); 704 stop_arrow (op);
750 return; 705 return;
751 } 706 }
752 707
753 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
754 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
755 { 710 {
756 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
757 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break;
759 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
760 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
762 * move into it. 718 * move into it.
763 */ 719 */
764 if (tmp && tmp != op->owner) 720
765 {
766 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
767 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
769 */ 724 */
770 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
771 { 726 {
772 int number = op->face->number;
773
774 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
775 op->state = 0; 728 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 */ 729 was_reflected = 1; /* skip normal movement calculations */
788 } 730 }
789 else 731 else
790 { 732 {
791 /* Attack the object. */ 733 /* Attack the object. */
792 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
793 735
794 if (!op) 736 if (!op)
795 return; 737 return;
796 } 738 }
797 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */
799 739
800 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 740 break;
741 }
742 }
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
801 { 745 {
802 int retry = 0; 746 int retry = 0;
803 747
804 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
805 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
806 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
807 * Mapmakers shouldn't put monsters on top of wall in the first 751 * Mapmakers shouldn't put monsters on top of wall in the first
808 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
809 */ 753 */
810 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
811 { 755 {
812 stop_arrow (op); 756 stop_arrow (op);
813 return; 757 return;
814 } 758 }
815 else 759 else
818 if (op->direction & 1) 762 if (op->direction & 1)
819 { 763 {
820 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
821 retry = 1; 765 retry = 1;
822 } 766 }
767
823 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
824 * use this retry here to make this one block 769 * use this retry here to make this one block
825 * that did the same thing. 770 * that did the same thing.
826 */ 771 */
827 while (retry < 2) 772 while (retry < 2)
828 { 773 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 774 retry++;
834 775
835 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* 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 777 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
839 */ 780 */
840 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 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)));
843 783
844 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 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)));
847 786
848 if (left == right) 787 if (left == right)
849 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
850 else if (left) 789 else if (left)
851 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
852 else if (right) 791 else if (right)
853 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
854 793
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 - 794 /* If this space is not out of the map and not blocked, valid space -
858 * don't need to retry again. 795 * don't need to retry again.
859 */ 796 */
860 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
861 break; 799 break;
862
863 } 800 }
801
864 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 803 * stop it from moving.
866 */ 804 */
867 if (retry == 2) 805 if (retry == 2)
868 { 806 {
869 stop_arrow (op); 807 stop_arrow (op);
870 return; 808 return;
871 } 809 }
810
872 /* update object image for new facing */ 811 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
875 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
876 } /* object is reflected */ 815 } /* object is reflected */
877 } /* object ran into a wall */ 816 } /* object ran into a wall */
878 817
879 /* Move the arrow. */ 818 /* Move the arrow. */
880 op->remove (); 819 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} 820}
890 821
891/* This routine doesnt seem to work for "inanimate" objects that 822static 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) 823change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
898 int i, j;
899
900 if (op->other_arch == NULL) 825 if (!op->other_arch)
901 { 826 {
902 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
903 return; 828 return;
904 } 829 }
905 830
906 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
908 { 833 {
909 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
910 return; 835 return;
836
837 op->stats.food = 1; /* so 1 other_arch is made */
838 }
839
840 object *env = op->env;
841
842 op->remove ();
843 for (int i = 0; i < op->stats.food; i++)
844 {
845 object *tmp = op->other_arch->instance ();
846
847 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
848
849 if (env)
850 env->insert (tmp);
911 else 851 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 } 852 {
942 else
943 {
944 j = find_first_free_spot (tmp, op->map, op->x, op->y); 853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
945 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
946 tmp->destroy (); 856 tmp->destroy ();
947 else 857 else
948 { 858 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
951 } 863 }
952 } 864 }
953 } 865 }
954 866
955 op->destroy (); 867 op->destroy ();
971 move_teleporter (op->more); 883 move_teleporter (op->more);
972 884
973 if (op->head) 885 if (op->head)
974 head = op->head; 886 head = op->head;
975 887
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
978 break; 890 break;
979 891
980 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
982 return; 894 return;
983 895
984 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
985 { 897 {
986 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
1011 else 923 else
1012 { 924 {
1013 /* Random teleporter */ 925 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 927 return;
928
1016 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1017 } 930 }
1018} 931}
1019
1020 932
1021/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1023 This was invented for giving classes, but there's no reason it 935 This was invented for giving classes, but there's no reason it
1024 can't be generalized. 936 can't be generalized.
1025*/ 937*/
1026void 938static void
1027move_player_changer (object *op) 939move_player_changer (object *op)
1028{ 940{
1029 object *player;
1030 object *walk;
1031 char c;
1032
1033 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1034 return; 942 return;
1035 943
1036 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1037 * needs to be on top. 945 * needs to be on top.
1038 */ 946 */
1039 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1040 { 948 {
949 object *player = op->above;
950
1041 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1042 return; 952 return;
1043 player = op->above;
1044 953
1045 for (walk = op->inv; walk != NULL; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1046 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1047 956
1048 player->update_stats (); 957 player->update_stats ();
1049 958
1050 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1051 esrv_update_item (UPD_FACE, op->above, op->above); 960 esrv_update_item (UPD_FACE, op->above, op->above);
1052 961
1053 /* update players death & WoR home-position */ 962 /* update players death & WoR home-position */
1054 sscanf (EXIT_PATH (op), "%c", &c); 963 if (*EXIT_PATH (op) == '/')
1055 if (c == '/')
1056 { 964 {
1057 player->contr->savebed_map = EXIT_PATH (op); 965 player->contr->savebed_map = EXIT_PATH (op);
1058 player->contr->bed_x = EXIT_X (op); 966 player->contr->bed_x = EXIT_X (op);
1059 player->contr->bed_y = EXIT_Y (op); 967 player->contr->bed_y = EXIT_Y (op);
1060 } 968 }
1061 else 969 else
1062 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 970 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1063 971
1064 op->above->enter_exit (op); 972 op->above->enter_exit (op);
1065 player->contr->save ();
1066 } 973 }
1067} 974}
1068 975
1069/* firewalls fire other spells. 976/* firewalls fire other spells.
1070 * The direction of the wall is stored in op->stats.sp. 977 * The direction of the wall is stored in op->stats.sp.
1079 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1080 987
1081 spell = op->inv; 988 spell = op->inv;
1082 989
1083 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1084 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1085 992
1086 if (!spell) 993 if (!spell)
1087 { 994 {
1088 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 995 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1089 return; 996 return;
1090 } 997 }
1091 998
1092 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1093} 1000}
1094 1001
1095/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1096 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1097 * 1004 *
1098 * a player mover finds any players that are sitting on it. It 1005 * a player mover finds any players that are sitting on it. It
1099 * moves them in the op->stats.sp direction. speed is how often it'll move. 1006 * moves them in the op->stats.sp direction. speed is how often it'll move.
1100 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1007 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1101 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1008 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1102 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1103 */ 1010 */
1104void 1011static void
1105move_player_mover (object *op) 1012move_player_mover (object *op)
1106{ 1013{
1107 object *victim, *nextmover; 1014 int dir = 0;
1108 int dir = op->stats.sp;
1109 sint16 nx, ny;
1110 maptile *m;
1111 1015
1112 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 if (!dir)
1114 dir = rndm (1, 8);
1115
1116 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1117 { 1017 {
1118 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1119 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1120 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1121 1041
1122 if (victim->head) 1042 if (victim->head)
1123 victim = victim->head; 1043 victim = victim->head;
1124 1044
1125 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1126 {
1127 op->remove ();
1128 return;
1129 }
1130
1131 nx = op->x + freearr_x[dir];
1132 ny = op->y + freearr_y[dir];
1133 m = op->map;
1134 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1135 {
1136 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1137 return;
1138 }
1139
1140 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1141 return; 1046 return;
1142 1047
1143 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1144 { 1049 {
1145 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1146 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1147 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1148 {
1149 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1054 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1150 }
1151 } 1055 }
1152 1056
1153 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1154 { 1058 {
1155 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1156 if (op->level) 1060 if (op->level)
1157 { 1061 {
1158 /* Following is a bit of hack. We need to make sure it 1062 /* Following is a bit of hack. We need to make sure it
1159 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1160 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1161 * get to this space. 1065 * get to this space.
1162 */ 1066 */
1163 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1164 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1165 move_player (victim, dir); 1069 move_player (victim, dir);
1166 } 1070 }
1167 else 1071 else
1168 return; 1072 return;
1169 } 1073 }
1170 else 1074 else
1171 move_object (victim, dir); 1075 victim->move (dir);
1172 1076
1173 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1174 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1175 1079
1176 if (op->attacktype) 1080 if (op->attacktype)
1177 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1178
1179 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1082 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1180 /* Not sure why, but for some chars on metalforge, they
1181 * would sometimes get -inf speed_left, and from the
1182 * description, it could only happen here, so just put
1183 * a lower sanity limit. My only guess is that the
1184 * mover has 0 speed.
1185 */
1186 if (victim->speed_left < -5.0)
1187 victim->speed_left = -5.0;
1188 } 1083 }
1189 } 1084 }
1190 } 1085 }
1191} 1086}
1192 1087
1208 return; 1103 return;
1209 } 1104 }
1210 1105
1211 if (op->above == NULL) 1106 if (op->above == NULL)
1212 return; 1107 return;
1108
1213 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1214 { 1110 {
1215 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1111 if (op->other_arch->archname == tmp->arch->archname)
1216 { 1112 {
1217 if (op->level <= 0) 1113 if (op->level <= 0)
1218 tmp->destroy (); 1114 tmp->destroy ();
1219 else 1115 else
1220 { 1116 {
1229 break; 1125 break;
1230 } 1126 }
1231 } 1127 }
1232} 1128}
1233 1129
1234/* move_creator (by peterm) 1130/* move_creator (by peterm)
1235 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1236 * connected: what will trigger it 1132 * connected: what will trigger it
1237 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1238 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1239 * everytime it's triggered 1135 * everytime it's triggered
1242 * has to make sure that there is in fact space for the object. 1138 * has to make sure that there is in fact space for the object.
1243 * It should really do this for small objects also, but there is 1139 * It should really do this for small objects also, but there is
1244 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1245 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1246*/ 1142*/
1247
1248void 1143void
1249move_creator (object *creator) 1144move_creator (object *creator)
1250{ 1145{
1251 object *new_ob; 1146 object *new_ob;
1252 1147
1253 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1254 { 1149 {
1255 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1256 return; 1151 return;
1257 } 1152 }
1258 1153
1259 if (creator->inv != NULL) 1154 if (creator->inv)
1260 { 1155 {
1261 object *ob; 1156 object *ob;
1262 int i; 1157 int i;
1263 object *ob_to_copy; 1158 object *ob_to_copy;
1264 1159
1265 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1266 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1267 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1268 { 1163 {
1269 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1270 { 1165 {
1271 ob_to_copy = ob; 1166 ob_to_copy = ob;
1272 } 1167 }
1273 } 1168 }
1274 new_ob = object_create_clone (ob_to_copy); 1169
1275 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1276 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1277 } 1173 }
1278 else 1174 else
1279 { 1175 {
1280 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1281 { 1177 {
1282 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1178 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1283 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1284 return; 1180 return;
1285 } 1181 }
1287 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1289 } 1185 }
1290 1186
1291 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1292 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1188 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1293 { 1189 {
1294 new_ob->destroy (); 1190 new_ob->destroy ();
1295 return; 1191 return;
1296 } 1192 }
1297 1193
1194 // for now lets try to identify everything generated here, it mostly
1195 // happens automated, so this will at least fix many identify-experience holes
1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1198
1298 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1299 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1300 return; 1201 return;
1301 1202
1302 if (creator->slaying) 1203 if (creator->slaying)
1303 {
1304 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1305 }
1306} 1205}
1307 1206
1308/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1309 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1310 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1311 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1312 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1313 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1314 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1315 unless hp was zero to start with, in which case it is infinite.*/ 1214 unless hp was zero to start with, in which case it is infinite.*/
1316
1317void 1215void
1318move_marker (object *op) 1216move_marker (object *op)
1319{ 1217{
1320 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1321 { 1219 {
1322 object *tmp2;
1323
1324 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1327 { 1225 {
1328 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1329 break;
1330 }
1331 1227
1332 /* cycle through his inventory to look for the MARK we want to
1333 * place
1334 */
1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1337 break;
1338
1339 /* if we didn't find our own MARK */
1340 if (tmp2 == NULL)
1341 {
1342 object *force = get_archetype (FORCE_NAME);
1343
1344 if (op->stats.food)
1345 {
1346 force->set_speed (0.01);
1347 force->speed_left = -op->stats.food;
1348 }
1349 else
1350 force->set_speed (0);
1351
1352 /* put in the lock code */
1353 force->slaying = op->slaying;
1354
1355 if (op->lore)
1356 force->lore = op->lore;
1357
1358 insert_ob_in_ob (force, tmp);
1359 if (op->msg) 1228 if (op->msg)
1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1361 1230
1362 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1363 { 1232 {
1364 op->stats.hp--; 1233 op->stats.hp--;
1234
1365 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1366 { 1236 {
1367 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1368 op->destroy (); 1238 op->destroy ();
1369 return; 1239 return;
1371 } 1241 }
1372 } 1242 }
1373 } 1243 }
1374} 1244}
1375 1245
1376int 1246// mapscript objects activate themselves (only) then their timer fires
1247// TODO: maybe they should simply trigger the link like any other object?
1248static void
1249move_mapscript (object *op)
1250{
1251 op->set_speed (0);
1252 cfperl_mapscript_activate (op, true, op, 0);
1253}
1254
1255static void
1256move_lamp (object *op)
1257{
1258 // if the lamp/torch is off, we should disable it.
1259 if (!op->glow_radius)
1260 {
1261 op->set_speed (0);
1262 return;
1263 }
1264 else
1265 {
1266 // check whether the face might need to be updated
1267 // (currently this is needed to have already switched on torches
1268 // on maps, as they just set the glow_radius in the archetype)
1269 if (op->other_arch
1270 && (
1271 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1272 || (op->flag [FLAG_ANIMATE]
1273 ? (op->animation_id != op->other_arch->animation_id)
1274 : (op->face != op->other_arch->face))
1275 ))
1276 get_animation_from_arch (op, op->other_arch);
1277 }
1278
1279 // lamps and torches on maps don't use up their fuel
1280 if (op->is_on_map ())
1281 return;
1282
1283 if (op->stats.food > 0)
1284 {
1285 op->stats.food--;
1286 return;
1287 }
1288
1289 apply_lamp (op, false);
1290}
1291
1292void
1377process_object (object *op) 1293process_object (object *op)
1378{ 1294{
1379 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1380 return 0; 1296 return;
1381 1297
1382 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1383 return 0; 1299 return;
1384 1300
1385 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1386 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1387 return 1; 1303 return;
1388 1304
1389 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1390 { 1306 {
1391 if (op->type == PLAYER)
1392 animate_object (op, op->facing);
1393 else
1394 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1395 1308
1396 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1397 make_sure_seen (op); 1310 make_sure_seen (op);
1398 } 1311 }
1399 1312
1400 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1313 if (ecb_expect_false (
1314 op->flag [FLAG_GENERATOR]
1315 || op->flag [FLAG_CHANGING]
1316 || op->flag [FLAG_IS_USED_UP]
1317 ))
1401 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1402 change_object (op); 1321 change_object (op);
1403 return 1; 1322 return;
1404 } 1323 }
1405 1324
1406 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1407 generate_monster (op); 1326 generate_monster (op);
1408 1327
1409 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1410 { 1329 {
1411 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1412 remove_force (op); 1331 remove_force (op);
1413 else 1332 else
1414 { 1333 {
1415 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1416 object *pl = op->in_player ();
1417 1335
1418 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1419 esrv_del_item (pl->contr, op->count);
1420
1421 op->remove ();
1422
1423 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1424 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1425 1338
1426 op->destroy (); 1339 op->drop_and_destroy ();
1427 } 1340 }
1428 1341
1429 return 1; 1342 return;
1343 }
1430 } 1344 }
1431 1345
1432 switch (op->type) 1346 switch (op->type)
1433 { 1347 {
1434 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1435 move_spell_effect (op); 1349 move_spell_effect (op);
1436 return 1; 1350 break;
1437 1351
1438 case ROD: 1352 case ROD:
1439 case HORN: 1353 case HORN:
1440 regenerate_rod (op); 1354 regenerate_rod (op);
1441 return 1; 1355 break;
1442 1356
1443 case FORCE: 1357 case FORCE:
1444 case POTION_EFFECT: 1358 case POTION_EFFECT:
1445 remove_force (op); 1359 remove_force (op);
1446 return 1; 1360 break;
1447 1361
1448 case BLINDNESS: 1362 case BLINDNESS:
1449 remove_blindness (op); 1363 remove_blindness (op);
1450 return 0; 1364 break;
1451 1365
1452 case POISONING: 1366 case POISONING:
1453 poison_more (op); 1367 poison_more (op);
1454 return 0; 1368 break;
1455 1369
1456 case DISEASE: 1370 case DISEASE:
1457 move_disease (op); 1371 move_disease (op);
1458 return 0; 1372 break;
1459 1373
1460 case SYMPTOM: 1374 case SYMPTOM:
1461 move_symptom (op); 1375 move_symptom (op);
1462 return 0; 1376 break;
1463 1377
1464 case THROWN_OBJ: 1378 case THROWN_OBJ:
1465 case ARROW: 1379 case ARROW:
1466 move_arrow (op); 1380 move_arrow (op);
1467 return 0; 1381 break;
1468 1382
1469 case DOOR: 1383 case DOOR:
1470 remove_door (op); 1384 remove_door (op);
1471 return 0; 1385 break;
1472 1386
1473 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1474 remove_door2 (op); 1388 remove_door2 (op);
1475 return 0; 1389 break;
1476 1390
1477 case TELEPORTER: 1391 case TELEPORTER:
1478 move_teleporter (op); 1392 move_teleporter (op);
1479 return 0; 1393 break;
1480 1394
1481 case GOLEM: 1395 case GOLEM:
1482 move_golem (op); 1396 move_golem (op);
1483 return 0; 1397 break;
1484 1398
1485 case EARTHWALL: 1399 case EARTHWALL:
1486 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1487 return 0; 1401 break;
1488 1402
1489 case FIREWALL: 1403 case FIREWALL:
1490 move_firewall (op); 1404 move_firewall (op);
1491 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1492 animate_turning (op); 1406 animate_turning (op);
1493 return 0; 1407 break;
1494 1408
1495 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1496 do_mood_floor (op); 1410 do_mood_floor (op);
1497 return 0; 1411 break;
1498 1412
1499 case GATE: 1413 case GATE:
1500 move_gate (op); 1414 move_gate (op);
1501 return 0; 1415 break;
1502 1416
1503 case TIMED_GATE: 1417 case TIMED_GATE:
1504 move_timed_gate (op); 1418 move_timed_gate (op);
1505 return 0; 1419 break;
1506 1420
1507 case TRIGGER: 1421 case TRIGGER:
1508 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1509 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1510 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1511 animate_trigger (op); 1425 animate_trigger (op);
1512 return 0; 1426 break;
1513 1427
1514 case DETECTOR: 1428 case DETECTOR:
1515 move_detector (op); 1429 move_detector (op);
1516 1430
1517 case DIRECTOR: 1431 case DIRECTOR:
1518 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1519 animate_turning (op); 1433 animate_turning (op);
1520 return 0; 1434 break;
1521 1435
1522 case HOLE: 1436 case HOLE:
1523 move_hole (op); 1437 move_hole (op);
1524 return 0; 1438 break;
1525 1439
1526 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1527 move_deep_swamp (op); 1441 move_deep_swamp (op);
1528 return 0; 1442 break;
1529 1443
1530 case RUNE: 1444 case RUNE:
1531 case TRAP: 1445 case TRAP:
1532 move_rune (op); 1446 move_rune (op);
1533 return 0; 1447 break;
1534 1448
1535 case PLAYERMOVER: 1449 case PLAYERMOVER:
1536 move_player_mover (op); 1450 move_player_mover (op);
1537 return 0; 1451 break;
1538 1452
1539 case CREATOR: 1453 case CREATOR:
1540 move_creator (op); 1454 move_creator (op);
1541 return 0; 1455 break;
1542 1456
1543 case MARKER: 1457 case MARKER:
1544 move_marker (op); 1458 move_marker (op);
1545 return 0; 1459 break;
1546 1460
1547 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1548 move_player_changer (op); 1462 move_player_changer (op);
1549 return 0; 1463 break;
1550 1464
1551 case PEACEMAKER: 1465 case PEACEMAKER:
1552 move_peacemaker (op); 1466 move_peacemaker (op);
1553 return 0; 1467 break;
1554 }
1555 1468
1556 return 0; 1469 case PLAYER:
1470 // players have their own speed-management, so undo the --speed_left
1471 ++op->speed_left;
1472 break;
1473
1474 case MAPSCRIPT:
1475 move_mapscript (op);
1476 break;
1477
1478 case LAMP:
1479 case TORCH:
1480 move_lamp (op);
1481 break;
1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1557} 1487}
1488

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