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Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
34 * 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
35 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
36 */ 37 */
37void 38void
38remove_door (object *op) 39remove_door (object *op)
39{ 40{
40 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
41 object *tmp; 43 object *tmp;
42 44 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 45 pos.move (i);
44 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)))
45 { 48 {
46 tmp->set_speed (0.1); 49 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
48 } 51 }
52 }
49 53
50 if (op->other_arch) 54 if (op->other_arch)
51 { 55 {
52 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 57 tmp->x = op->x;
54 tmp->y = op->y; 58 tmp->y = op->y;
55 tmp->map = op->map; 59 tmp->map = op->map;
56 tmp->level = op->level; 60 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
58 } 62 }
59 63
60 op->destroy (); 64 op->drop_and_destroy ();
61} 65}
62 66
63void 67void
64remove_door2 (object *op) 68remove_door2 (object *op)
65{ 69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
68 72
69 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
70 { 74 {
71 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));
72 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 77 { /* same key both doors */
74 tmp->set_speed (0.1); 78 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
76 } 80 }
77 } 81 }
78 82
79 if (op->other_arch) 83 if (op->other_arch)
80 { 84 {
81 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 86 tmp->x = op->x;
83 tmp->y = op->y; 87 tmp->y = op->y;
84 tmp->map = op->map; 88 tmp->map = op->map;
85 tmp->level = op->level; 89 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
87 } 91 }
88 92
89 op->destroy (); 93 op->drop_and_destroy ();
90} 94}
91 95
92/* Will generate a monster according to content 96static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 97generate_monster (object *gen)
97{ 98{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 99 if (!gen->map)
153 return; 100 return;
154 101
155 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))
156 if (i == -1)
157 return; 103 return;
158 104
159 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);
160 { 133 }
161 op = arch_to_object (at); 134 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
163 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;
164 140
165 if (head) 141 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 142 }
143 else
144 return;
167 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
168 if (rndm (0, 9)) 152 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
170 154
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 155 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 157
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 158 return;
159 }
192 160
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 161 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 162}
199 163
200void 164static void
201remove_force (object *op) 165remove_force (object *op)
202{ 166{
203 if (--op->duration > 0) 167 if (--op->duration > 0)
204 return; 168 return;
205 169
206 if (op->env) 170 if (op->env)
207 switch (op->subtype) 171 switch (op->subtype)
208 { 172 {
209 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
211 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");
212 176
213 default: 177 default:
214 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
215 change_abil (op->env, op); 179 change_abil (op->env, op);
216 op->env->update_stats (); 180 op->env->update_stats ();
217 } 181 }
218 182
219 op->destroy (); 183 op->destroy ();
220} 184}
221 185
222void 186static void
223remove_blindness (object *op) 187remove_blindness (object *op)
224{ 188{
225 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
226 return; 190 return;
227 191
228 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
229 193
230 if (op->env) 194 if (op->env)
231 { 195 {
232 change_abil (op->env, op); 196 change_abil (op->env, op);
233 op->env->update_stats (); 197 op->env->update_stats ();
234 } 198 }
235 199
236 op->destroy (); 200 op->destroy ();
237} 201}
238 202
239void 203static void
240poison_more (object *op) 204poison_more (object *op)
241{ 205{
242 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)
243 { 207 {
244 op->destroy (); 208 op->destroy ();
245 return; 209 return;
246 } 210 }
247 211
248 if (op->stats.food == 1) 212 if (op->stats.food == 1)
249 { 213 {
250 /* 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
251 * will not do anything. 215 * will not do anything.
252 */ 216 */
253 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
254 { 218 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
256 op->env->update_stats (); 220 op->env->update_stats ();
257 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.");
258 } 222 }
259 223
260 op->destroy (); 224 op->destroy ();
269 233
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 235}
272 236
273 237
274void 238static void
275move_gate (object *op) 239move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
277 object *tmp; 241 object *tmp;
278 242
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
280 { 244 {
281 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 ());
282 op->stats.wc = 0; 246 op->stats.wc = 0;
283 } 247 }
284 248
285 /* We're going down */
286 if (op->value) 249 if (op->value)
287 { 250 {
251 /* We're going down */
288 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 254 op->stats.wc = 0;
291 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
292 op->value = 0; 256 op->value = 0;
293 else 257 else
294 op->set_speed (0); 258 op->set_speed (0);
295 } 259 }
296 260
297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
298 { 262 {
299 op->move_block = 0; 263 op->move_block = 0;
300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
301 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
302 } 266 }
303
304 SET_ANIMATION (op, op->stats.wc);
305 update_object (op, UP_OBJ_CHANGE);
306 return;
307 }
308
309 /* We're going up */
310
311 /* First, lets see if we are already at the top */
312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 {
314
315 /* Check to make sure that only non pickable and non rollable
316 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower
318 * the gate slightly.
319 */
320
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break;
324
325 if (tmp == NULL)
326 {
327 if (op->arch->clone.speed)
328 op->value = 1;
329 else
330 op->set_speed (0);
331
332 return;
333 }
334 }
335
336 if (op->stats.food)
337 { /* The gate is going temporarily down */
338 if (--op->stats.wc <= 0)
339 { /* Gone all the way down? */
340 op->stats.food = 0; /* Then let's try again */
341 op->stats.wc = 0;
342 }
343 } 267 }
344 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
345 { /* The gate is still going up */ 305 { /* The gate is still going up */
346 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
347 308
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
350
351 /* 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.
352 * 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
353 */ 311 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
355 { 313 {
356 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 317 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
363 { 320 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
365 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 }
368 else
369 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object
371 * off the gate.
372 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 {
375 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
377
378 /* If there is a free spot, move the object someplace */
379 if (i != -1)
380 { 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 ())
381 tmp->remove (); 344 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 346 }
385 } 347 }
386 }
387 348
388 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
390 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])
391 break; 352 break;
392 353
393 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
394 if (tmp) 355 if (tmp)
395 {
396 op->stats.food = 1; 356 op->stats.food = 1;
397 }
398 else 357 else
399 { 358 {
400 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
401 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
403 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
404 } 365 }
405 } /* gate is halfway up */ 366 } /* gate is halfway up */
406
407 SET_ANIMATION (op, op->stats.wc);
408 update_object (op, UP_OBJ_CHANGE);
409 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
410} 371}
411 372
412/* hp : how long door is open/closed 373/* hp : how long door is open/closed
413 * maxhp : initial value for hp 374 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
415 */ 376 */
416void 377static void
417move_timed_gate (object *op) 378move_timed_gate (object *op)
418{ 379{
419 int v = op->value; 380 int v = op->value;
420 381
421 if (op->stats.sp) 382 if (op->stats.sp)
422 { 383 {
423 move_gate (op); 384 move_gate (op);
385
424 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 387 op->stats.sp = 0;
426 return; 388 return;
427 } 389 }
390
428 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 392 { /* keep gate down */
430 move_gate (op); 393 move_gate (op);
394
431 if (op->value != v) 395 if (op->value != v)
432 op->set_speed (0); 396 op->set_speed (0);
433 } 397 }
434} 398}
435 399
437 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
438 * connected: connected value of detector 402 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
441 */ 405 */
442 406static void
443void
444move_detector (object *op) 407move_detector (object *op)
445{ 408{
446 object *tmp; 409 object *tmp;
447 int last = op->value; 410 int last = op->value;
448 int detected; 411 int detected;
449 412
450 detected = 0; 413 detected = 0;
451 414
452 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)
453 { 416 {
454 object *tmp2; 417 object *tmp2;
455 418
456 if (op->stats.hp) 419 if (op->stats.hp)
457 { 420 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 421 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 422 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 423 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 424 detected = 1;
425
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 426 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 427 detected = 1;
464 } 428 }
465 } 429 }
430
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 431 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 432 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 433 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 434 detected = 1;
472 } 435 }
473 436
474 /* the detector sets the button if detection is found */ 437 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
476 { 439 {
477 if (detected && last == 0) 440 if (detected && last == 0)
478 { 441 {
479 op->value = 1; 442 op->value = 1;
480 push_button (op); 443 push_button (op, tmp);
481 } 444 }
445
482 if (!detected && last == 1) 446 if (!detected && last == 1)
483 { 447 {
484 op->value = 0; 448 op->value = 0;
485 push_button (op); 449 push_button (op, tmp);
486 } 450 }
487 } 451 }
488 else 452 else
489 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
490 if (detected && last == 1) 454 if (detected && last == 1)
491 { 455 {
492 op->value = 0; 456 op->value = 0;
493 push_button (op); 457 push_button (op, tmp);
494 } 458 }
459
495 if (!detected && last == 0) 460 if (!detected && last == 0)
496 { 461 {
497 op->value = 1; 462 op->value = 1;
498 push_button (op); 463 push_button (op, tmp);
499 } 464 }
500 } 465 }
501} 466}
502
503 467
504void 468void
505animate_trigger (object *op) 469animate_trigger (object *op)
506{ 470{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
508 { 472 {
509 op->stats.wc = 0; 473 op->stats.wc = 0;
510 check_trigger (op, NULL); 474 check_trigger (op, NULL);
511 } 475 }
512 else 476 else
513 { 477 op->update_anim_frame (op->stats.wc);
514 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE);
516 }
517} 478}
518 479
519void 480static void
520move_hole (object *op) 481move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 483 if (op->value)
525 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
526 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
527 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
528 op->stats.wc = 0; 489 op->stats.wc = 0;
529 op->set_speed (0); 490 op->set_speed (0);
530 491
531 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 495 {
535 next = tmp->above; 496 next = tmp->above;
536 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
537 } 498 }
538 } 499 }
539 500 }
540 SET_ANIMATION (op, op->stats.wc); 501 else
541 update_object (op, UP_OBJ_FACE);
542 return;
543 } 502 {
544 /* We're closing */ 503 /* We're closing */
545 op->move_on = 0; 504 op->move_on = 0;
546 505
547 op->stats.wc++; 506 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
549 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
550 509 op->stats.wc = op->anim_frames () - 1;
551 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE);
553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
554 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);
555} 515}
556 516
557 517
558/* 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
559 * 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
579 { 539 {
580 object *payload = op->inv; 540 object *payload = op->inv;
581 541
582 if (payload == NULL) 542 if (payload == NULL)
583 return NULL; 543 return NULL;
544
584 payload->remove (); 545 payload->remove ();
585 op->destroy (); 546 op->destroy ();
586 return payload; 547 return payload;
587 } 548 }
588 549
604void 565void
605fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
606{ 567{
607 if (map == NULL) 568 if (map == NULL)
608 return; 569 return;
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 570
571 if (op->flag [FLAG_REMOVED])
610 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 573 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
613} 575}
614 576
615
616object * 577object *
617fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
618{ 579{
619 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
620 { 581 {
623 return NULL; 584 return NULL;
624 } 585 }
625 586
626 op->set_speed (0); 587 op->set_speed (0);
627 op->direction = 0; 588 op->direction = 0;
628 op->move_on = 0; 589 op->move_on = 0;
629 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
633 op->slaying = 0; 597 op->slaying = op->custom_name;
634 op->skill = 0;
635 598
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* 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 */
646 op->spellarg = NULL; 600 op->custom_name = 0;
647 op->stats.sp = 0; 601 op->stats.sp = 0;
648 op->stats.hp = 0; 602 op->stats.hp = 0;
649 op->stats.grace = 0; 603 op->stats.grace = 0;
650 op->level = 0; 604 op->level = 0;
651 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
652 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
653 update_object (op, UP_OBJ_FACE); 610 update_object (op, UP_OBJ_CHANGE);
611
654 return op; 612 return op;
655} 613}
656 614
657/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
658 * 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
667 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
668 return; 626 return;
669 627
670 if (op->inv) 628 if (op->inv)
671 { 629 {
630 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 631 object *payload = op->inv;
673 632
674 payload->remove ();
675 payload->owner = 0; 633 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 635 op->destroy ();
678 } 636 }
679 else 637 else
680 { 638 {
681 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
682 if (op) 641 if (op)
683 merge_ob (op, NULL); 642 merge_ob (op, 0);
684 } 643 }
685} 644}
686 645
687/* 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.
688 */ 647 */
689
690void 648void
691move_arrow (object *op) 649move_arrow (object *op)
692{ 650{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 651 int was_reflected;
696 maptile *m;
697 652
698 if (op->map == NULL) 653 if (!op->map)
699 { 654 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
701 op->destroy (); 656 op->destroy ();
702 return; 657 return;
703 } 658 }
704 659
705 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
711 * 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,
712 * 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
713 * 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,
714 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
715 */ 670 */
716 if (op->inv == NULL) 671 if (!op->inv)
717 { 672 {
718 op->destroy (); 673 op->destroy ();
719 return; 674 return;
720 } 675 }
721 676
724 stop_arrow (op); 679 stop_arrow (op);
725 return; 680 return;
726 } 681 }
727 } 682 }
728 683
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
729 /* 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
730 values look rediculous. */ 690 values look ridiculous. */
731 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
732 { 692 {
733 stop_arrow (op); 693 stop_arrow (op);
734 return; 694 return;
735 } 695 }
736 696
737 /* Calculate target map square */ 697 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 698 was_reflected = 0;
741 699
742 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 701
745 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
746 { 703 {
747 stop_arrow (op); 704 stop_arrow (op);
748 return; 705 return;
749 } 706 }
750 707
751 /* 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 */
752 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
753 { 710 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
755 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break;
757 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
758 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
760 * move into it. 718 * move into it.
761 */ 719 */
762 if (tmp && tmp != op->owner) 720
763 {
764 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
765 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
767 */ 724 */
768 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))
769 { 726 {
770 int number = op->face->number;
771
772 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
773 op->state = 0; 728 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
786 } 730 }
787 else 731 else
788 { 732 {
789 /* Attack the object. */ 733 /* Attack the object. */
790 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
791 735
792 if (!op) 736 if (!op)
793 return; 737 return;
794 } 738 }
795 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */
797 739
798 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))
799 { 745 {
800 int retry = 0; 746 int retry = 0;
801 747
802 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
803 * 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
804 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
805 * 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
806 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
807 */ 753 */
808 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
809 { 755 {
810 stop_arrow (op); 756 stop_arrow (op);
811 return; 757 return;
812 } 758 }
813 else 759 else
816 if (op->direction & 1) 762 if (op->direction & 1)
817 { 763 {
818 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
819 retry = 1; 765 retry = 1;
820 } 766 }
767
821 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
822 * use this retry here to make this one block 769 * use this retry here to make this one block
823 * that did the same thing. 770 * that did the same thing.
824 */ 771 */
825 while (retry < 2) 772 while (retry < 2)
826 { 773 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 774 retry++;
832 775
833 /* 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
834 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
837 */ 780 */
838 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));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 783
842 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));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 786
846 if (left == right) 787 if (left == right)
847 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
848 else if (left) 789 else if (left)
849 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
850 else if (right) 791 else if (right)
851 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
852 793
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* 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 -
856 * don't need to retry again. 795 * don't need to retry again.
857 */ 796 */
858 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))
859 break; 799 break;
860
861 } 800 }
801
862 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 803 * stop it from moving.
864 */ 804 */
865 if (retry == 2) 805 if (retry == 2)
866 { 806 {
867 stop_arrow (op); 807 stop_arrow (op);
868 return; 808 return;
869 } 809 }
810
870 /* update object image for new facing */ 811 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 815 } /* object is reflected */
875 } /* object ran into a wall */ 816 } /* object ran into a wall */
876 817
877 /* Move the arrow. */ 818 /* Move the arrow. */
878 op->remove (); 819 op->move_to (pos);
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed.
884 */
885 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887} 820}
888 821
889/* This routine doesnt seem to work for "inanimate" objects that 822static void
890 * are being carried, ie a held torch leaps from your hands!.
891 * Modified this routine to allow held objects. b.t. */
892
893void
894change_object (object *op) 823change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
896 int i, j;
897
898 if (op->other_arch == NULL) 825 if (!op->other_arch)
899 { 826 {
900 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 ());
901 return; 828 return;
902 } 829 }
903 830
904 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
906 { 833 {
907 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
908 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);
909 else 851 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 } 852 {
940 else
941 {
942 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
943 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
944 tmp->destroy (); 856 tmp->destroy ();
945 else 857 else
946 { 858 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
949 } 863 }
950 } 864 }
951 } 865 }
952 866
953 op->destroy (); 867 op->destroy ();
969 move_teleporter (op->more); 883 move_teleporter (op->more);
970 884
971 if (op->head) 885 if (op->head)
972 head = op->head; 886 head = op->head;
973 887
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
976 break; 890 break;
977 891
978 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
980 return; 894 return;
981 895
982 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
983 { 897 {
984 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
1009 else 923 else
1010 { 924 {
1011 /* Random teleporter */ 925 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 927 return;
928
1014 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1015 } 930 }
1016} 931}
1017
1018 932
1019/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1021 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
1022 can't be generalized. 936 can't be generalized.
1023*/ 937*/
1024void 938static void
1025move_player_changer (object *op) 939move_player_changer (object *op)
1026{ 940{
1027 object *player;
1028 object *walk;
1029
1030 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1031 return; 942 return;
1032 943
1033 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1034 * needs to be on top. 945 * needs to be on top.
1035 */ 946 */
1036 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1037 { 948 {
949 object *player = op->above;
950
1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1039 return; 952 return;
1040 953
1041 player = op->above;
1042
1043 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1044 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1045 956
1046 player->update_stats (); 957 player->update_stats ();
1047 958
1048 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1075 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1076 987
1077 spell = op->inv; 988 spell = op->inv;
1078 989
1079 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1081 992
1082 if (!spell) 993 if (!spell)
1083 { 994 {
1084 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);
1085 return; 996 return;
1086 } 997 }
1087 998
1088 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);
1089} 1000}
1090 1001
1091/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1092 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1093 * 1004 *
1094 * 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
1095 * 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.
1096 * 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,
1097 * 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,
1098 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1010 */
1100void 1011static void
1101move_player_mover (object *op) 1012move_player_mover (object *op)
1102{ 1013{
1103 object *victim, *nextmover; 1014 int dir = 0;
1104 int dir = op->stats.sp;
1105 sint16 nx, ny;
1106 maptile *m;
1107 1015
1108 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1109 if (!dir)
1110 dir = rndm (1, 8);
1111
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1113 { 1017 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1115 (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)
1116 { 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 }
1117 1041
1118 if (victim->head) 1042 if (victim->head)
1119 victim = victim->head; 1043 victim = victim->head;
1120 1044
1121 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1122 {
1123 op->remove ();
1124 return;
1125 }
1126
1127 nx = op->x + freearr_x[dir];
1128 ny = op->y + freearr_y[dir];
1129 m = op->map;
1130 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1131 {
1132 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1133 return;
1134 }
1135
1136 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1137 return; 1046 return;
1138 1047
1139 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)
1140 { 1049 {
1141 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1144 {
1145 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 */
1146 }
1147 } 1055 }
1148 1056
1149 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1150 { 1058 {
1151 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1152 if (op->level) 1060 if (op->level)
1153 { 1061 {
1154 /* 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
1155 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1157 * get to this space. 1065 * get to this space.
1158 */ 1066 */
1159 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1069 move_player (victim, dir);
1162 } 1070 }
1163 else 1071 else
1164 return; 1072 return;
1165 } 1073 }
1166 else 1074 else
1167 move_object (victim, dir); 1075 victim->move (dir);
1168 1076
1169 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1171 1079
1172 if (op->attacktype) 1080 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1174
1175 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);
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1083 }
1185 } 1084 }
1186 } 1085 }
1187} 1086}
1188 1087
1204 return; 1103 return;
1205 } 1104 }
1206 1105
1207 if (op->above == NULL) 1106 if (op->above == NULL)
1208 return; 1107 return;
1108
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1110 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1111 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1112 {
1213 if (op->level <= 0) 1113 if (op->level <= 0)
1214 tmp->destroy (); 1114 tmp->destroy ();
1215 else 1115 else
1216 { 1116 {
1225 break; 1125 break;
1226 } 1126 }
1227 } 1127 }
1228} 1128}
1229 1129
1230/* move_creator (by peterm) 1130/* move_creator (by peterm)
1231 * 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.
1232 * connected: what will trigger it 1132 * connected: what will trigger it
1233 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1234 * 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
1235 * everytime it's triggered 1135 * everytime it's triggered
1238 * 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.
1239 * 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
1240 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1242*/ 1142*/
1243
1244void 1143void
1245move_creator (object *creator) 1144move_creator (object *creator)
1246{ 1145{
1247 object *new_ob; 1146 object *new_ob;
1248 1147
1249 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1250 { 1149 {
1251 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1252 return; 1151 return;
1253 } 1152 }
1254 1153
1255 if (creator->inv != NULL) 1154 if (creator->inv)
1256 { 1155 {
1257 object *ob; 1156 object *ob;
1258 int i; 1157 int i;
1259 object *ob_to_copy; 1158 object *ob_to_copy;
1260 1159
1261 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1262 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1263 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++)
1264 { 1163 {
1265 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1266 { 1165 {
1267 ob_to_copy = ob; 1166 ob_to_copy = ob;
1268 } 1167 }
1269 } 1168 }
1270 new_ob = object_create_clone (ob_to_copy); 1169
1271 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);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1173 }
1274 else 1174 else
1275 { 1175 {
1276 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1277 { 1177 {
1278 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",
1279 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1180 return;
1281 } 1181 }
1283 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1185 }
1286 1186
1287 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1288 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))
1289 { 1189 {
1290 new_ob->destroy (); 1190 new_ob->destroy ();
1291 return; 1191 return;
1292 } 1192 }
1293 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
1294 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);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1296 return; 1201 return;
1297 1202
1298 if (creator->slaying) 1203 if (creator->slaying)
1299 {
1300 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1301 }
1302} 1205}
1303 1206
1304/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1305 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1306 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1307 with a specific code as the slaying field. 1210 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1211 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1212 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1213 0 and then delete itself every time it grants a mark.
1311 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.*/
1312
1313void 1215void
1314move_marker (object *op) 1216move_marker (object *op)
1315{ 1217{
1316 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1317 { 1219 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1323 { 1225 {
1324 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1227
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg) 1228 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1230
1358 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1359 { 1232 {
1360 op->stats.hp--; 1233 op->stats.hp--;
1234
1361 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1362 { 1236 {
1363 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1364 op->destroy (); 1238 op->destroy ();
1365 return; 1239 return;
1367 } 1241 }
1368 } 1242 }
1369 } 1243 }
1370} 1244}
1371 1245
1372int 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
1373process_object (object *op) 1293process_object (object *op)
1374{ 1294{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1376 return 0; 1296 return;
1377 1297
1378 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1299 return;
1380 1300
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1383 return 1; 1303 return;
1384 1304
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1386 { 1306 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1391 1308
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1393 make_sure_seen (op); 1310 make_sure_seen (op);
1394 } 1311 }
1395 1312
1396 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 ))
1397 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1398 change_object (op); 1321 change_object (op);
1399 return 1; 1322 return;
1400 } 1323 }
1401 1324
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1403 generate_monster (op); 1326 generate_monster (op);
1404 1327
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1406 { 1329 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1408 remove_force (op); 1331 remove_force (op);
1409 else 1332 else
1410 { 1333 {
1411 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1335
1414 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1421 1338
1422 op->destroy (); 1339 op->drop_and_destroy ();
1423 } 1340 }
1424 1341
1425 return 1; 1342 return;
1343 }
1426 } 1344 }
1427 1345
1428 switch (op->type) 1346 switch (op->type)
1429 { 1347 {
1430 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1431 move_spell_effect (op); 1349 move_spell_effect (op);
1432 return 1; 1350 break;
1433 1351
1434 case ROD: 1352 case ROD:
1435 case HORN: 1353 case HORN:
1436 regenerate_rod (op); 1354 regenerate_rod (op);
1437 return 1; 1355 break;
1438 1356
1439 case FORCE: 1357 case FORCE:
1440 case POTION_EFFECT: 1358 case POTION_EFFECT:
1441 remove_force (op); 1359 remove_force (op);
1442 return 1; 1360 break;
1443 1361
1444 case BLINDNESS: 1362 case BLINDNESS:
1445 remove_blindness (op); 1363 remove_blindness (op);
1446 return 0; 1364 break;
1447 1365
1448 case POISONING: 1366 case POISONING:
1449 poison_more (op); 1367 poison_more (op);
1450 return 0; 1368 break;
1451 1369
1452 case DISEASE: 1370 case DISEASE:
1453 move_disease (op); 1371 move_disease (op);
1454 return 0; 1372 break;
1455 1373
1456 case SYMPTOM: 1374 case SYMPTOM:
1457 move_symptom (op); 1375 move_symptom (op);
1458 return 0; 1376 break;
1459 1377
1460 case THROWN_OBJ: 1378 case THROWN_OBJ:
1461 case ARROW: 1379 case ARROW:
1462 move_arrow (op); 1380 move_arrow (op);
1463 return 0; 1381 break;
1464 1382
1465 case DOOR: 1383 case DOOR:
1466 remove_door (op); 1384 remove_door (op);
1467 return 0; 1385 break;
1468 1386
1469 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1470 remove_door2 (op); 1388 remove_door2 (op);
1471 return 0; 1389 break;
1472 1390
1473 case TELEPORTER: 1391 case TELEPORTER:
1474 move_teleporter (op); 1392 move_teleporter (op);
1475 return 0; 1393 break;
1476 1394
1477 case GOLEM: 1395 case GOLEM:
1478 move_golem (op); 1396 move_golem (op);
1479 return 0; 1397 break;
1480 1398
1481 case EARTHWALL: 1399 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1401 break;
1484 1402
1485 case FIREWALL: 1403 case FIREWALL:
1486 move_firewall (op); 1404 move_firewall (op);
1487 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1488 animate_turning (op); 1406 animate_turning (op);
1489 return 0; 1407 break;
1490 1408
1491 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1492 do_mood_floor (op); 1410 do_mood_floor (op);
1493 return 0; 1411 break;
1494 1412
1495 case GATE: 1413 case GATE:
1496 move_gate (op); 1414 move_gate (op);
1497 return 0; 1415 break;
1498 1416
1499 case TIMED_GATE: 1417 case TIMED_GATE:
1500 move_timed_gate (op); 1418 move_timed_gate (op);
1501 return 0; 1419 break;
1502 1420
1503 case TRIGGER: 1421 case TRIGGER:
1504 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1425 animate_trigger (op);
1508 return 0; 1426 break;
1509 1427
1510 case DETECTOR: 1428 case DETECTOR:
1511 move_detector (op); 1429 move_detector (op);
1512 1430
1513 case DIRECTOR: 1431 case DIRECTOR:
1514 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1515 animate_turning (op); 1433 animate_turning (op);
1516 return 0; 1434 break;
1517 1435
1518 case HOLE: 1436 case HOLE:
1519 move_hole (op); 1437 move_hole (op);
1520 return 0; 1438 break;
1521 1439
1522 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1441 move_deep_swamp (op);
1524 return 0; 1442 break;
1525 1443
1526 case RUNE: 1444 case RUNE:
1527 case TRAP: 1445 case TRAP:
1528 move_rune (op); 1446 move_rune (op);
1529 return 0; 1447 break;
1530 1448
1531 case PLAYERMOVER: 1449 case PLAYERMOVER:
1532 move_player_mover (op); 1450 move_player_mover (op);
1533 return 0; 1451 break;
1534 1452
1535 case CREATOR: 1453 case CREATOR:
1536 move_creator (op); 1454 move_creator (op);
1537 return 0; 1455 break;
1538 1456
1539 case MARKER: 1457 case MARKER:
1540 move_marker (op); 1458 move_marker (op);
1541 return 0; 1459 break;
1542 1460
1543 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1544 move_player_changer (op); 1462 move_player_changer (op);
1545 return 0; 1463 break;
1546 1464
1547 case PEACEMAKER: 1465 case PEACEMAKER:
1548 move_peacemaker (op); 1466 move_peacemaker (op);
1549 return 0; 1467 break;
1550 }
1551 1468
1552 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 }
1553} 1487}
1488

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