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Comparing deliantra/server/server/time.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.32 by elmex, Wed Jan 3 00:56:40 2007 UTC

26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
44 object *tmp; 42 object *tmp;
45 43
46 for (i = 1; i < 9; i += 2) 44 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 46 {
49 tmp->speed = 0.1; 47 tmp->set_speed (0.1);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 48 tmp->speed_left = -0.2;
52 } 49 }
53 50
54 if (op->other_arch) 51 if (op->other_arch)
55 { 52 {
58 tmp->y = op->y; 55 tmp->y = op->y;
59 tmp->map = op->map; 56 tmp->map = op->map;
60 tmp->level = op->level; 57 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 58 insert_ob_in_map (tmp, op->map, op, 0);
62 } 59 }
63 remove_ob (op); 60
64 free_object (op); 61 op->destroy ();
65} 62}
66 63
67void 64void
68remove_door2 (object *op) 65remove_door2 (object *op)
69{ 66{
73 for (i = 1; i < 9; i += 2) 70 for (i = 1; i < 9; i += 2)
74 { 71 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 72 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 73 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 74 { /* same key both doors */
78 tmp->speed = 0.1; 75 tmp->set_speed (0.1);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 76 tmp->speed_left = -0.2;
81 } 77 }
82 } 78 }
79
83 if (op->other_arch) 80 if (op->other_arch)
84 { 81 {
85 tmp = arch_to_object (op->other_arch); 82 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 83 tmp->x = op->x;
87 tmp->y = op->y; 84 tmp->y = op->y;
88 tmp->map = op->map; 85 tmp->map = op->map;
89 tmp->level = op->level; 86 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 87 insert_ob_in_map (tmp, op->map, op, 0);
91 } 88 }
92 remove_ob (op); 89
93 free_object (op); 90 op->destroy ();
94} 91}
95 92
96/* Will generate a monster according to content 93/* Will generate a monster according to content
97 * of generator. 94 * of generator.
98 */ 95 */
133 if (rndm (0, 9)) 130 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty); 131 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); 132 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED)) 133 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 134 return;
138 if (HAS_RANDOM_ITEMS (head)) 135 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); 136 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140} 137}
141 138
142void 139void
143generate_monster_arch (object *gen) 140generate_monster_arch (object *gen)
144{ 141{
145 int i; 142 int i;
146 object *op, *head = NULL, *prev = NULL; 143 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch; 144 archetype *at = gen->other_arch;
148 145
149 if (gen->other_arch == NULL) 146 if (!gen->other_arch)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return; 147 return;
153 } 148
154 /* Code below assumes the generator is on a map, as it tries 149 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator 150 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit. 151 * isn't on a map, complain and exit.
157 */ 152 */
158 if (gen->map == NULL) 153 if (!gen->map)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return; 154 return;
162 } 155
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 156 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1) 157 if (i == -1)
165 return; 158 return;
159
166 while (at != NULL) 160 while (at)
167 { 161 {
168 op = arch_to_object (at); 162 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 163 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y; 164 op->y = gen->y + freearr_y[i] + at->clone.y;
171 165
172 if (head != NULL) 166 if (head)
173 op->head = head, prev->more = op; 167 op->head = head, prev->more = op;
174 168
175 if (rndm (0, 9)) 169 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 170 generate_artifact (op, gen->map->difficulty);
171
177 insert_ob_in_map (op, gen->map, gen, 0); 172 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED)) 173 if (QUERY_FLAG (op, FLAG_FREED))
179 return; 174 return;
180 if (HAS_RANDOM_ITEMS (op)) 175
176 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
178
182 if (head == NULL) 179 if (head == NULL)
183 head = op; 180 head = op;
181
184 prev = op; 182 prev = op;
185 at = at->more; 183 at = at->more;
186 } 184 }
187} 185}
188 186
190generate_monster (object *gen) 188generate_monster (object *gen)
191{ 189{
192 190
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 191 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 192 return;
193
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 195 generate_monster_inv (gen);
197 else 196 else
198 generate_monster_arch (gen); 197 generate_monster_arch (gen);
199 198
203remove_force (object *op) 202remove_force (object *op)
204{ 203{
205 if (--op->duration > 0) 204 if (--op->duration > 0)
206 return; 205 return;
207 206
207 if (op->env)
208 switch (op->subtype) 208 switch (op->subtype)
209 { 209 {
210 case FORCE_CONFUSION: 210 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 211 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 212 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 213
217 default: 214 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 215 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 216 change_abil (op->env, op);
222 fix_player (op->env); 217 op->env->update_stats ();
223 }
224 } 218 }
225 remove_ob (op); 219
226 free_object (op); 220 op->destroy ();
227} 221}
228 222
229void 223void
230remove_blindness (object *op) 224remove_blindness (object *op)
231{ 225{
232 if (--op->stats.food > 0) 226 if (--op->stats.food > 0)
233 return; 227 return;
228
234 CLEAR_FLAG (op, FLAG_APPLIED); 229 CLEAR_FLAG (op, FLAG_APPLIED);
230
235 if (op->env != NULL) 231 if (op->env)
236 { 232 {
237 change_abil (op->env, op); 233 change_abil (op->env, op);
238 fix_player (op->env); 234 op->env->update_stats ();
239 } 235 }
240 remove_ob (op); 236
241 free_object (op); 237 op->destroy ();
242} 238}
243 239
244void 240void
245poison_more (object *op) 241poison_more (object *op)
246{ 242{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 243 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 244 {
249 remove_ob (op); 245 op->destroy ();
250 free_object (op);
251 return; 246 return;
252 } 247 }
248
253 if (op->stats.food == 1) 249 if (op->stats.food == 1)
254 { 250 {
255 /* need to remove the object before fix_player is called, else fix_player 251 /* need to remove the object before fix_player is called, else fix_player
256 * will not do anything. 252 * will not do anything.
257 */ 253 */
258 if (op->env->type == PLAYER) 254 if (op->env->type == PLAYER)
259 { 255 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 256 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 257 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 258 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 259 }
264 remove_ob (op); 260
265 free_object (op); 261 op->destroy ();
266 return; 262 return;
267 } 263 }
264
268 if (op->env->type == PLAYER) 265 if (op->env->type == PLAYER)
269 { 266 {
270 op->env->stats.food--; 267 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 269 }
270
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 271 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 272}
275 273
276 274
277void 275void
278move_gate (object *op) 276move_gate (object *op)
280 object *tmp; 278 object *tmp;
281 279
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 280 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 281 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 282 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0; 283 op->stats.wc = 0;
288 } 284 }
289 285
290 /* We're going down */ 286 /* We're going down */
291 if (op->value) 287 if (op->value)
294 { /* Reached bottom, let's stop */ 290 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 291 op->stats.wc = 0;
296 if (op->arch->clone.speed) 292 if (op->arch->clone.speed)
297 op->value = 0; 293 op->value = 0;
298 else 294 else
299 {
300 op->speed = 0; 295 op->set_speed (0);
301 update_ob_speed (op);
302 } 296 }
303 } 297
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 298 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 299 {
306 op->move_block = 0; 300 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 301 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 302 update_all_los (op->map, op->x, op->y);
309 } 303 }
304
310 SET_ANIMATION (op, op->stats.wc); 305 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 306 update_object (op, UP_OBJ_CHANGE);
312 return; 307 return;
313 } 308 }
314 309
331 if (tmp == NULL) 326 if (tmp == NULL)
332 { 327 {
333 if (op->arch->clone.speed) 328 if (op->arch->clone.speed)
334 op->value = 1; 329 op->value = 1;
335 else 330 else
336 {
337 op->speed = 0; 331 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 332
339 }
340 return; 333 return;
341 } 334 }
342 } 335 }
343 336
344 if (op->stats.food) 337 if (op->stats.food)
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 377 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385 378
386 /* If there is a free spot, move the object someplace */ 379 /* If there is a free spot, move the object someplace */
387 if (i != -1) 380 if (i != -1)
388 { 381 {
389 remove_ob (tmp); 382 tmp->remove ();
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0); 384 insert_ob_in_map (tmp, op->map, op, 0);
392 } 385 }
393 } 386 }
394 } 387 }
435 } 428 }
436 if (--op->stats.hp <= 0) 429 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 430 { /* keep gate down */
438 move_gate (op); 431 move_gate (op);
439 if (op->value != v) 432 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 433 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 434 }
445} 435}
446 436
447/* slaying: name of the thing the detector is to look for 437/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 438 * speed: frequency of 'glances'
458 int last = op->value; 448 int last = op->value;
459 int detected; 449 int detected;
460 450
461 detected = 0; 451 detected = 0;
462 452
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 453 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
464 { 454 {
465 object *tmp2; 455 object *tmp2;
466 456
467 if (op->stats.hp) 457 if (op->stats.hp)
468 { 458 {
535 if (op->value) 525 if (op->value)
536 { /* We're opening */ 526 { /* We're opening */
537 if (--op->stats.wc <= 0) 527 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 528 { /* Opened, let's stop */
539 op->stats.wc = 0; 529 op->stats.wc = 0;
540 op->speed = 0; 530 op->set_speed (0);
541 update_ob_speed (op);
542 531
543 /* Hard coding this makes sense for holes I suppose */ 532 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 533 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 534 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 535 {
547 next = tmp->above; 536 next = tmp->above;
548 move_apply (op, tmp, tmp); 537 move_apply (op, tmp, tmp);
549 } 538 }
550 } 539 }
540
551 SET_ANIMATION (op, op->stats.wc); 541 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 542 update_object (op, UP_OBJ_FACE);
553 return; 543 return;
554 } 544 }
555 /* We're closing */ 545 /* We're closing */
556 op->move_on = 0; 546 op->move_on = 0;
557 547
558 op->stats.wc++; 548 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 550 op->stats.wc = NUM_ANIMATIONS (op) - 1;
551
561 SET_ANIMATION (op, op->stats.wc); 552 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 554 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 555 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 556}
570 557
571 558
572/* stop_item() returns a pointer to the stopped object. The stopped object 559/* stop_item() returns a pointer to the stopped object. The stopped object
573 * may or may not have been removed from maps or inventories. It will not 560 * may or may not have been removed from maps or inventories. It will not
593 { 580 {
594 object *payload = op->inv; 581 object *payload = op->inv;
595 582
596 if (payload == NULL) 583 if (payload == NULL)
597 return NULL; 584 return NULL;
598 remove_ob (payload); 585 payload->remove ();
599 remove_ob (op); 586 op->destroy ();
600 free_object (op);
601 return payload; 587 return payload;
602 } 588 }
603 589
604 case ARROW: 590 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 591 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 592 op = fix_stopped_arrow (op);
607 return op; 593 return op;
608 594
609 default: 595 default:
610 return op; 596 return op;
632fix_stopped_arrow (object *op) 618fix_stopped_arrow (object *op)
633{ 619{
634 if (rndm (0, 99) < op->stats.food) 620 if (rndm (0, 99) < op->stats.food)
635 { 621 {
636 /* Small chance of breaking */ 622 /* Small chance of breaking */
637 remove_ob (op); 623 op->destroy ();
638 free_object (op);
639 return NULL; 624 return NULL;
640 } 625 }
641 626
627 op->set_speed (0);
642 op->direction = 0; 628 op->direction = 0;
643 op->move_on = 0; 629 op->move_on = 0;
644 op->move_type = 0; 630 op->move_type = 0;
645 op->speed = 0;
646 update_ob_speed (op);
647 op->stats.wc = op->stats.sp; 631 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 632 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 633 op->attacktype = op->stats.grace;
650 op->slaying = 0; 634 op->slaying = 0;
651 op->skill = 0; 635 op->skill = 0;
657 op->spellarg = NULL; 641 op->spellarg = NULL;
658 } 642 }
659 else 643 else
660 op->slaying = NULL; 644 op->slaying = NULL;
661 645
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 646 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 647 op->spellarg = NULL;
664 op->stats.sp = 0; 648 op->stats.sp = 0;
665 op->stats.hp = 0; 649 op->stats.hp = 0;
666 op->stats.grace = 0; 650 op->stats.grace = 0;
667 op->level = 0; 651 op->level = 0;
676 * here too. -b.t. 660 * here too. -b.t.
677 * 661 *
678 * Returns a pointer to the stopped object (which will have been removed 662 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 663 * from maps or inventories), or NULL if was destroyed.
680 */ 664 */
681
682static void 665static void
683stop_arrow (object *op) 666stop_arrow (object *op)
684{ 667{
685 if (INVOKE_OBJECT (STOP, op)) 668 if (INVOKE_OBJECT (STOP, op))
686 return; 669 return;
687 670
688 if (op->inv) 671 if (op->inv)
689 { 672 {
690 object *payload = op->inv; 673 object *payload = op->inv;
691 674
692 remove_ob (payload); 675 payload->remove ();
693 clear_owner (payload); 676 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 677 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 678 op->destroy ();
696 free_object (op);
697 } 679 }
698 else 680 else
699 { 681 {
700 op = fix_stopped_arrow (op); 682 op = fix_stopped_arrow (op);
701 if (op) 683 if (op)
715 maptile *m; 697 maptile *m;
716 698
717 if (op->map == NULL) 699 if (op->map == NULL)
718 { 700 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 701 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 702 op->destroy ();
721 free_object (op);
722 return; 703 return;
723 } 704 }
724 705
725 /* we need to stop thrown objects at some point. Like here. */ 706 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 707 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 714 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 715 * and it is easy enough to clean it up here.
735 */ 716 */
736 if (op->inv == NULL) 717 if (op->inv == NULL)
737 { 718 {
738 remove_ob (op); 719 op->destroy ();
739 free_object (op);
740 return; 720 return;
741 } 721 }
722
742 if (op->last_sp-- < 0) 723 if (op->last_sp-- < 0)
743 { 724 {
744 stop_arrow (op); 725 stop_arrow (op);
745 return; 726 return;
746 } 727 }
769 } 750 }
770 751
771 /* only need to look for living creatures if this flag is set */ 752 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 753 if (mflags & P_IS_ALIVE)
773 { 754 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 755 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 756 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 757 break;
777
778 758
779 /* Not really fair, but don't let monsters hit themselves with 759 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 760 * their own arrow - this can be because they fire it then
781 * move into it. 761 * move into it.
782 */ 762 */
783
784 if (tmp != NULL && tmp != op->owner) 763 if (tmp && tmp != op->owner)
785 { 764 {
786 /* Found living object, but it is reflecting the missile. Update 765 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 766 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 767 * chance that reflect_missile fails.)
789 */ 768 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 769 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 770 {
793
794 int number = op->face->number; 771 int number = op->face->number;
795 772
796 op->direction = absdir (op->direction + 4); 773 op->direction = absdir (op->direction + 4);
797 op->state = 0; 774 op->state = 0;
775
798 if (GET_ANIM_ID (op)) 776 if (GET_ANIM_ID (op))
799 { 777 {
800 number += 4; 778 number += 4;
779
801 if (number > GET_ANIMATION (op, 8)) 780 if (number > GET_ANIMATION (op, 8))
802 number -= 8; 781 number -= 8;
782
803 op->face = &new_faces[number]; 783 op->face = &new_faces[number];
804 } 784 }
785
805 was_reflected = 1; /* skip normal movement calculations */ 786 was_reflected = 1; /* skip normal movement calculations */
806 } 787 }
807 else 788 else
808 { 789 {
809 /* Attack the object. */ 790 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 791 op = hit_with_arrow (op, tmp);
792
811 if (op == NULL) 793 if (!op)
812 return; 794 return;
813 } 795 }
814 } /* if this is not hitting its owner */ 796 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 797 } /* if there is something alive on this space */
816
817 798
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 799 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 800 {
820 int retry = 0; 801 int retry = 0;
821 802
893 SET_ANIMATION (op, op->direction); 874 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 875 } /* object is reflected */
895 } /* object ran into a wall */ 876 } /* object ran into a wall */
896 877
897 /* Move the arrow. */ 878 /* Move the arrow. */
898 remove_ob (op); 879 op->remove ();
899 op->x = new_x; 880 op->x = new_x;
900 op->y = new_y; 881 op->y = new_y;
901 882
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 883 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 884 * about 17 squares. Tune as needed.
911 * Modified this routine to allow held objects. b.t. */ 892 * Modified this routine to allow held objects. b.t. */
912 893
913void 894void
914change_object (object *op) 895change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 896{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 897 int i, j;
918 898
919 if (op->other_arch == NULL) 899 if (op->other_arch == NULL)
920 { 900 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 901 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 if (op->stats.food-- > 0) 908 if (op->stats.food-- > 0)
929 return; 909 return;
930 else 910 else
931 op->stats.food = 1; /* so 1 other_arch is made */ 911 op->stats.food = 1; /* so 1 other_arch is made */
932 } 912 }
913
914 object *pl = op->in_player ();
933 env = op->env; 915 object *env = op->env;
934 remove_ob (op); 916
917 op->remove ();
935 for (i = 0; i < NROFNEWOBJS (op); i++) 918 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 919 {
937 tmp = arch_to_object (op->other_arch); 920 object *tmp = arch_to_object (op->other_arch);
921
938 if (op->type == LAMP) 922 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 923 tmp->stats.food = op->stats.food - 1;
924
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 925 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 926 if (env)
942 { 927 {
943 tmp->x = env->x, tmp->y = env->y; 928 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 929 tmp = insert_ob_in_ob (tmp, env);
930
945 /* If this object is the players inventory, we need to tell the 931 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the 932 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below. 933 * updating the client, so we don't need to do that below.
948 */ 934 */
949 if ((pl = is_player_inv (env)) != NULL) 935 if (pl)
950 { 936 {
951 esrv_del_item (pl->contr, op->count); 937 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 938 esrv_send_item (pl, tmp);
953 } 939 }
954 } 940 }
955 else 941 else
956 { 942 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 943 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 944 if (j == -1) /* No free spot */
959 free_object (tmp); 945 tmp->destroy ();
960 else 946 else
961 { 947 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 948 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
963 insert_ob_in_map (tmp, op->map, op, 0); 949 insert_ob_in_map (tmp, op->map, op, 0);
964 } 950 }
965 } 951 }
966 } 952 }
967 free_object (op); 953
954 op->destroy ();
968} 955}
969 956
970void 957void
971move_teleporter (object *op) 958move_teleporter (object *op)
972{ 959{
977 * there is an old multipart teleporter in which the other parts 964 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 965 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 966 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 967 * N times without the speed check.
981 */ 968 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 969 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 970 move_teleporter (op->more);
984 971
985 if (op->head) 972 if (op->head)
986 head = op->head; 973 head = op->head;
987 974
998 if (tmp->type == PLAYER) 985 if (tmp->type == PLAYER)
999 { 986 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 987 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 988 return;
1002 989
1003 enter_exit (tmp, head); 990 tmp->enter_exit (head);
1004 } 991 }
1005 else 992 else
1006 /* Currently only players can transfer maps */ 993 /* Currently only players can transfer maps */
1007 return; 994 return;
1008 } 995 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 996 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 997 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 998 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 999 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 1000 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 1001 head->destroy ();
1015 free_object (head);
1016 return; 1002 return;
1017 } 1003 }
1004
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 1006 return;
1007
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 1008 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 1009 }
1022 else 1010 else
1023 { 1011 {
1024 /* Random teleporter */ 1012 /* Random teleporter */
1032/* This object will teleport someone to a different map 1020/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 1021 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 1022 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 1023 can't be generalized.
1036*/ 1024*/
1037
1038void 1025void
1039move_player_changer (object *op) 1026move_player_changer (object *op)
1040{ 1027{
1041 object *player; 1028 object *player;
1042 object *walk; 1029 object *walk;
1055 player = op->above; 1042 player = op->above;
1056 1043
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 1044 for (walk = op->inv; walk != NULL; walk = walk->below)
1058 apply_changes_to_player (player, walk); 1045 apply_changes_to_player (player, walk);
1059 1046
1060 fix_player (player); 1047 player->update_stats ();
1061 1048
1062 esrv_send_inventory (op->above, op->above); 1049 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 1050 esrv_update_item (UPD_FACE, op->above, op->above);
1064 1051
1065 /* update players death & WoR home-position */ 1052 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 1053 sscanf (EXIT_PATH (op), "%c", &c);
1067 if (c == '/') 1054 if (c == '/')
1068 { 1055 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 1056 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 1057 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 1058 player->contr->bed_y = EXIT_Y (op);
1072 } 1059 }
1073 else 1060 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 1061 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 1062
1076 enter_exit (op->above, op); 1063 op->above->enter_exit (op);
1077 save_player (player, 1); 1064 player->contr->save ();
1078 } 1065 }
1079} 1066}
1080 1067
1081/* firewalls fire other spells. 1068/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1069 * The direction of the wall is stored in op->stats.sp.
1089 1076
1090 if (!op->map) 1077 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1078 return; /* dm has created a firewall in his inventory */
1092 1079
1093 spell = op->inv; 1080 spell = op->inv;
1081
1094 if (!spell || spell->type != SPELL) 1082 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1083 spell = &op->other_arch->clone;
1084
1096 if (!spell) 1085 if (!spell)
1097 { 1086 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1087 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1088 return;
1100 } 1089 }
1101 1090
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1091 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1092}
1104
1105 1093
1106/* move_player_mover: this function takes a "player mover" as an 1094/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1095 * argument, and performs the function of a player mover, which is:
1108 * 1096 *
1109 * a player mover finds any players that are sitting on it. It 1097 * a player mover finds any players that are sitting on it. It
1122 1110
1123 /* Determine direction now for random movers so we do the right thing */ 1111 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1112 if (!dir)
1125 dir = rndm (1, 8); 1113 dir = rndm (1, 8);
1126 1114
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1115 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1128 { 1116 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1118 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1119 {
1132 1120
1133 if (victim->head) 1121 if (victim->head)
1134 victim = victim->head; 1122 victim = victim->head;
1135 1123
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1124 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1125 {
1138 remove_ob (op); 1126 op->remove ();
1139 free_object (op);
1140 return; 1127 return;
1141 } 1128 }
1129
1142 nx = op->x + freearr_x[dir]; 1130 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1131 ny = op->y + freearr_y[dir];
1144 m = op->map; 1132 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1133 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1134 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1135 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1148 return; 1136 return;
1149 } 1137 }
1150 1138
1151 if (should_director_abort (op, victim)) 1139 if (should_director_abort (op, victim))
1152 return; 1140 return;
1153 1141
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1142 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1155 { 1143 {
1156 if (nextmover->type == PLAYERMOVER) 1144 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1145 nextmover->speed_left = -.99;
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 { 1147 {
1213{ 1201{
1214 object *tmp; 1202 object *tmp;
1215 1203
1216 if (!op->other_arch) 1204 if (!op->other_arch)
1217 { 1205 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1206 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1207 return;
1220 } 1208 }
1221 1209
1222 if (op->above == NULL) 1210 if (op->above == NULL)
1223 return; 1211 return;
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1225 { 1213 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1227 { 1215 {
1228 if (op->level <= 0) 1216 if (op->level <= 0)
1229 { 1217 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1218 else
1234 { 1219 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1220 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1221
1237 if (new_nrof >= 1UL << 31) 1222 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1223 new_nrof = 1UL << 31;
1224
1239 tmp->nrof = new_nrof; 1225 tmp->nrof = new_nrof;
1240 } 1226 }
1227
1241 break; 1228 break;
1242 } 1229 }
1243 } 1230 }
1244} 1231}
1245 1232
1289 } 1276 }
1290 else 1277 else
1291 { 1278 {
1292 if (creator->other_arch == NULL) 1279 if (creator->other_arch == NULL)
1293 { 1280 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1281 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1282 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1283 return;
1297 } 1284 }
1298 1285
1299 new_ob = object_create_arch (creator->other_arch); 1286 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1287 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1288 }
1302 1289
1303 /* Make sure this multipart object fits */ 1290 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1291 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1305 { 1292 {
1306 free_object (new_ob); 1293 new_ob->destroy ();
1307 return; 1294 return;
1308 } 1295 }
1309 1296
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1297 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1298 if (QUERY_FLAG (new_ob, FLAG_FREED))
1327 unless hp was zero to start with, in which case it is infinite.*/ 1314 unless hp was zero to start with, in which case it is infinite.*/
1328 1315
1329void 1316void
1330move_marker (object *op) 1317move_marker (object *op)
1331{ 1318{
1319 if (object *tmp = op->ms ().player ())
1320 {
1332 object *tmp, *tmp2; 1321 object *tmp2;
1333 1322
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1323 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1341 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1343 break;
1344 }
1345
1346 if (tmp2)
1347 { 1326 {
1348 remove_ob (tmp2); 1327 tmp2->destroy ();
1349 free_object (tmp2); 1328 break;
1350 } 1329 }
1351 1330
1352 /* cycle through his inventory to look for the MARK we want to 1331 /* cycle through his inventory to look for the MARK we want to
1353 * place 1332 * place
1354 */ 1333 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1334 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1335 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break; 1336 break;
1359 }
1360 1337
1361 /* if we didn't find our own MARK */ 1338 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1339 if (tmp2 == NULL)
1363 { 1340 {
1364 object *force = get_archetype (FORCE_NAME); 1341 object *force = get_archetype (FORCE_NAME);
1365 1342
1366 force->speed = 0;
1367 if (op->stats.food) 1343 if (op->stats.food)
1344 {
1345 force->set_speed (0.01);
1346 force->speed_left = -op->stats.food;
1347 }
1348 else
1349 force->set_speed (0);
1350
1351 /* put in the lock code */
1352 force->slaying = op->slaying;
1353
1354 if (op->lore)
1355 force->lore = op->lore;
1356
1357 insert_ob_in_ob (force, tmp);
1358 if (op->msg)
1359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1360
1361 if (op->stats.hp > 0)
1362 {
1363 op->stats.hp--;
1364 if (op->stats.hp == 0)
1368 { 1365 {
1369 force->speed = 0.01; 1366 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1367 op->destroy ();
1368 return;
1371 } 1369 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 } 1370 }
1394 } /* if tmp2 == NULL */ 1371 }
1395 } /* if tmp->type == PLAYER */ 1372 }
1396 } /* For all objects on this space */
1397} 1373}
1398 1374
1399int 1375int
1400process_object (object *op) 1376process_object (object *op)
1401{ 1377{
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1410 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1411 remove_force (op);
1436 else 1412 else
1437 { 1413 {
1438 /* IF necessary, delete the item from the players inventory */ 1414 /* IF necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1415 object *pl = op->in_player ();
1440 1416
1441 if (pl) 1417 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1418 esrv_del_item (pl->contr, op->count);
1443 1419
1444 remove_ob (op); 1420 op->remove ();
1445 1421
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1423 make_sure_not_seen (op);
1448 1424
1449 free_object (op); 1425 op->destroy ();
1450 } 1426 }
1451 1427
1452 return 1; 1428 return 1;
1453 } 1429 }
1454 1430
1485 return 0; 1461 return 0;
1486 1462
1487 case THROWN_OBJ: 1463 case THROWN_OBJ:
1488 case ARROW: 1464 case ARROW:
1489 move_arrow (op); 1465 move_arrow (op);
1490 return 0;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0; 1466 return 0;
1495 1467
1496 case DOOR: 1468 case DOOR:
1497 remove_door (op); 1469 remove_door (op);
1498 return 0; 1470 return 0;

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