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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 1.66 by root, Mon Aug 27 06:29:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* 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 33 * 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.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
42{ 38{
43 int i; 39 int i;
44 object *tmp; 40 object *tmp;
45 41
46 for (i = 1; i < 9; i += 2) 42 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) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 44 {
49 tmp->speed = 0.1; 45 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
52 } 47 }
53 48
54 if (op->other_arch) 49 if (op->other_arch)
55 { 50 {
56 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
58 tmp->y = op->y; 53 tmp->y = op->y;
59 tmp->map = op->map; 54 tmp->map = op->map;
60 tmp->level = op->level; 55 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 56 insert_ob_in_map (tmp, op->map, op, 0);
62 } 57 }
63 remove_ob (op); 58
64 free_object (op); 59 op->destroy ();
65} 60}
66 61
67void 62void
68remove_door2 (object *op) 63remove_door2 (object *op)
69{ 64{
73 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
74 { 69 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 72 { /* same key both doors */
78 tmp->speed = 0.1; 73 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
81 } 75 }
82 } 76 }
77
83 if (op->other_arch) 78 if (op->other_arch)
84 { 79 {
85 tmp = arch_to_object (op->other_arch); 80 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 81 tmp->x = op->x;
87 tmp->y = op->y; 82 tmp->y = op->y;
88 tmp->map = op->map; 83 tmp->map = op->map;
89 tmp->level = op->level; 84 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 85 insert_ob_in_map (tmp, op->map, op, 0);
91 } 86 }
92 remove_ob (op);
93 free_object (op);
94}
95 87
96/* Will generate a monster according to content 88 op->destroy ();
97 * of generator. 89}
98 */ 90
99void 91void
100generate_monster_inv (object *gen) 92generate_monster (object *gen)
101{ 93{
94 if (!gen->map)
95 return;
96
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return;
99
100 object *op;
102 int i; 101 int i;
103 object *op, *head = NULL;
104 102
105 int qty = 0; 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL)
112 { 104 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 105 // either copy one item from the inventory...
106 if (!gen->inv)
114 return; 107 return;
115 } 108
116 /*First count numer of objects in inv */ 109 // first select one item from the inventory
110 int index = 0;
117 for (op = gen->inv; op; op = op->below) 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
118 qty++; 112 if (!rndm (++index))
119 if (!qty) 113 op = tmp;
120 { 114
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1) 116 if (i < 0)
117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
133 else
129 return; 134 return;
130 head = object_create_clone (op); 135
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 136 op->expand_tail ();
132 unflag_inv (head, FLAG_IS_A_TEMPLATE); 137
133 if (rndm (0, 9))
134 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]); 138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 } 139 {
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9)) 140 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 141 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 142
178 if (QUERY_FLAG (op, FLAG_FREED)) 143 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 145
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 146 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 147 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 148
149 op->destroy ();
200} 150}
201 151
202void 152void
203remove_force (object *op) 153remove_force (object *op)
204{ 154{
205 if (--op->duration > 0) 155 if (--op->duration > 0)
206 return; 156 return;
207 157
158 if (op->env)
208 switch (op->subtype) 159 switch (op->subtype)
209 { 160 {
210 case FORCE_CONFUSION: 161 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 162 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 163 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 164
217 default: 165 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 166 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 167 change_abil (op->env, op);
222 fix_player (op->env); 168 op->env->update_stats ();
223 }
224 } 169 }
225 remove_ob (op); 170
226 free_object (op); 171 op->destroy ();
227} 172}
228 173
229void 174void
230remove_blindness (object *op) 175remove_blindness (object *op)
231{ 176{
232 if (--op->stats.food > 0) 177 if (--op->stats.food > 0)
233 return; 178 return;
179
234 CLEAR_FLAG (op, FLAG_APPLIED); 180 CLEAR_FLAG (op, FLAG_APPLIED);
181
235 if (op->env != NULL) 182 if (op->env)
236 { 183 {
237 change_abil (op->env, op); 184 change_abil (op->env, op);
238 fix_player (op->env); 185 op->env->update_stats ();
239 } 186 }
240 remove_ob (op); 187
241 free_object (op); 188 op->destroy ();
242} 189}
243 190
244void 191void
245poison_more (object *op) 192poison_more (object *op)
246{ 193{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 194 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 195 {
249 remove_ob (op); 196 op->destroy ();
250 free_object (op);
251 return; 197 return;
252 } 198 }
199
253 if (op->stats.food == 1) 200 if (op->stats.food == 1)
254 { 201 {
255 /* need to remove the object before fix_player is called, else fix_player 202 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 203 * will not do anything.
257 */ 204 */
258 if (op->env->type == PLAYER) 205 if (op->env->type == PLAYER)
259 { 206 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 207 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 208 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 209 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 210 }
264 remove_ob (op); 211
265 free_object (op); 212 op->destroy ();
266 return; 213 return;
267 } 214 }
215
268 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
269 { 217 {
270 op->env->stats.food--; 218 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 220 }
221
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 223}
275 224
276 225
277void 226void
278move_gate (object *op) 227move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 228{ /* 1 = going down, 0 = going up */
280 object *tmp; 229 object *tmp;
281 230
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 232 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 233 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; 234 op->stats.wc = 0;
288 } 235 }
289 236
290 /* We're going down */ 237 /* We're going down */
291 if (op->value) 238 if (op->value)
292 { 239 {
293 if (--op->stats.wc <= 0) 240 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 241 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 242 op->stats.wc = 0;
296 if (op->arch->clone.speed) 243 if (op->arch->speed)
297 op->value = 0; 244 op->value = 0;
298 else 245 else
299 {
300 op->speed = 0; 246 op->set_speed (0);
301 update_ob_speed (op);
302 } 247 }
303 } 248
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 249 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 250 {
306 op->move_block = 0; 251 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 252 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 253 update_all_los (op->map, op->x, op->y);
309 } 254 }
255
310 SET_ANIMATION (op, op->stats.wc); 256 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 257 update_object (op, UP_OBJ_CHANGE);
312 return; 258 return;
313 } 259 }
314 260
322 * objects are above the gate. If so, we finish closing the gate, 268 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower 269 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 270 * the gate slightly.
325 */ 271 */
326 272
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 273 for (tmp = op->above; tmp; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 275 break;
330 276
331 if (tmp == NULL) 277 if (!tmp)
332 { 278 {
333 if (op->arch->clone.speed) 279 if (op->arch->speed)
334 op->value = 1; 280 op->value = 1;
335 else 281 else
336 {
337 op->speed = 0; 282 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 283
339 }
340 return; 284 return;
341 } 285 }
342 } 286 }
343 287
344 if (op->stats.food) 288 if (op->stats.food)
361 */ 305 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 307 {
364 /* Halfway or further, check blocks */ 308 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 309 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
367 312
368 if (tmp != NULL) 313 if (tmp)
369 { 314 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 316 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
318 op->play_sound (sound_find ("blocked_gate"));
319
373 if (tmp->type == PLAYER) 320 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 322 }
376 else
377 /* If the object is not alive, and the object either can 323 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 324 * be picked up or the object rolls, move the object
379 * off the gate. 325 * off the gate.
380 */ 326 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 { 328 {
383 /* If it has speed, it should move itself, otherwise: */ 329 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385 331
386 /* If there is a free spot, move the object someplace */ 332 /* If there is a free spot, move the object someplace */
387 if (i != -1) 333 if (i != -1)
388 { 334 {
389 remove_ob (tmp); 335 tmp->remove ();
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0); 337 insert_ob_in_map (tmp, op->map, op, 0);
392 } 338 }
393 } 339 }
394 } 340 }
395 341
396 /* See if there is still anything blocking the gate */ 342 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 343 for (tmp = op->above; tmp; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
399 break; 345 break;
400 346
401 /* IF there is, start putting the gate down */ 347 /* IF there is, start putting the gate down */
402 if (tmp) 348 if (tmp)
403 {
404 op->stats.food = 1; 349 op->stats.food = 1;
405 }
406 else 350 else
407 { 351 {
408 op->move_block = MOVE_ALL; 352 op->move_block = MOVE_ALL;
353
409 if (!op->arch->clone.stats.ac) 354 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 355 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 356 update_all_los (op->map, op->x, op->y);
412 } 357 }
413 } /* gate is halfway up */ 358 } /* gate is halfway up */
414 359
427 int v = op->value; 372 int v = op->value;
428 373
429 if (op->stats.sp) 374 if (op->stats.sp)
430 { 375 {
431 move_gate (op); 376 move_gate (op);
377
432 if (op->value != v) /* change direction ? */ 378 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 379 op->stats.sp = 0;
434 return; 380 return;
435 } 381 }
382
436 if (--op->stats.hp <= 0) 383 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 384 { /* keep gate down */
438 move_gate (op); 385 move_gate (op);
386
439 if (op->value != v) 387 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 388 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 389 }
445} 390}
446 391
447/* slaying: name of the thing the detector is to look for 392/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 393 * speed: frequency of 'glances'
458 int last = op->value; 403 int last = op->value;
459 int detected; 404 int detected;
460 405
461 detected = 0; 406 detected = 0;
462 407
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 408 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
464 { 409 {
465 object *tmp2; 410 object *tmp2;
466 411
467 if (op->stats.hp) 412 if (op->stats.hp)
468 { 413 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 414 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 415 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 416 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 417 detected = 1;
418
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 419 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 420 detected = 1;
475 } 421 }
476 } 422 }
423
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 425 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 426 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 427 detected = 1;
483 } 428 }
484 429
485 /* the detector sets the button if detection is found */ 430 /* the detector sets the button if detection is found */
488 if (detected && last == 0) 433 if (detected && last == 0)
489 { 434 {
490 op->value = 1; 435 op->value = 1;
491 push_button (op); 436 push_button (op);
492 } 437 }
438
493 if (!detected && last == 1) 439 if (!detected && last == 1)
494 { 440 {
495 op->value = 0; 441 op->value = 0;
496 push_button (op); 442 push_button (op);
497 } 443 }
501 if (detected && last == 1) 447 if (detected && last == 1)
502 { 448 {
503 op->value = 0; 449 op->value = 0;
504 push_button (op); 450 push_button (op);
505 } 451 }
452
506 if (!detected && last == 0) 453 if (!detected && last == 0)
507 { 454 {
508 op->value = 1; 455 op->value = 1;
509 push_button (op); 456 push_button (op);
510 } 457 }
511 } 458 }
512} 459}
513
514 460
515void 461void
516animate_trigger (object *op) 462animate_trigger (object *op)
517{ 463{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 464 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
535 if (op->value) 481 if (op->value)
536 { /* We're opening */ 482 { /* We're opening */
537 if (--op->stats.wc <= 0) 483 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 484 { /* Opened, let's stop */
539 op->stats.wc = 0; 485 op->stats.wc = 0;
540 op->speed = 0; 486 op->set_speed (0);
541 update_ob_speed (op);
542 487
543 /* Hard coding this makes sense for holes I suppose */ 488 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 489 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 490 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 491 {
547 next = tmp->above; 492 next = tmp->above;
548 move_apply (op, tmp, tmp); 493 move_apply (op, tmp, tmp);
549 } 494 }
550 } 495 }
496
551 SET_ANIMATION (op, op->stats.wc); 497 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 498 update_object (op, UP_OBJ_FACE);
553 return; 499 return;
554 } 500 }
501
555 /* We're closing */ 502 /* We're closing */
556 op->move_on = 0; 503 op->move_on = 0;
557 504
558 op->stats.wc++; 505 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 507 op->stats.wc = NUM_ANIMATIONS (op) - 1;
508
561 SET_ANIMATION (op, op->stats.wc); 509 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 510 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 511 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 512 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 513}
570 514
571 515
572/* stop_item() returns a pointer to the stopped object. The stopped object 516/* 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 517 * may or may not have been removed from maps or inventories. It will not
593 { 537 {
594 object *payload = op->inv; 538 object *payload = op->inv;
595 539
596 if (payload == NULL) 540 if (payload == NULL)
597 return NULL; 541 return NULL;
598 remove_ob (payload); 542 payload->remove ();
599 remove_ob (op); 543 op->destroy ();
600 free_object (op);
601 return payload; 544 return payload;
602 } 545 }
603 546
604 case ARROW: 547 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 548 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 549 op = fix_stopped_arrow (op);
607 return op; 550 return op;
608 551
609 default: 552 default:
610 return op; 553 return op;
619void 562void
620fix_stopped_item (object *op, maptile *map, object *originator) 563fix_stopped_item (object *op, maptile *map, object *originator)
621{ 564{
622 if (map == NULL) 565 if (map == NULL)
623 return; 566 return;
567
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 568 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 569 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 570 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 571 merge_ob (op, NULL); /* only some arrows actually need this */
628} 572}
629 573
630
631object * 574object *
632fix_stopped_arrow (object *op) 575fix_stopped_arrow (object *op)
633{ 576{
634 if (rndm (0, 99) < op->stats.food) 577 if (rndm (0, 99) < op->stats.food)
635 { 578 {
636 /* Small chance of breaking */ 579 /* Small chance of breaking */
637 remove_ob (op); 580 op->destroy ();
638 free_object (op);
639 return NULL; 581 return NULL;
640 } 582 }
641 583
584 op->set_speed (0);
642 op->direction = 0; 585 op->direction = 0;
643 op->move_on = 0; 586 op->move_on = 0;
644 op->move_type = 0; 587 op->move_type = 0;
645 op->speed = 0; 588 op->skill = 0; // really?
646 update_ob_speed (op); 589
590 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 591 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 592 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 593 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 594
653 if (op->spellarg != NULL) 595 if (op->spellarg)
654 { 596 {
655 op->slaying = op->spellarg; 597 op->slaying = op->spellarg;
656 free (op->spellarg); 598 free (op->spellarg);
657 op->spellarg = NULL; 599 op->spellarg = 0;
658 } 600 }
659 else 601 else
660 op->slaying = NULL; 602 op->slaying = 0;
661 603
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 604 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 605 op->spellarg = NULL;
664 op->stats.sp = 0; 606 op->stats.sp = 0;
665 op->stats.hp = 0; 607 op->stats.hp = 0;
666 op->stats.grace = 0; 608 op->stats.grace = 0;
667 op->level = 0; 609 op->level = 0;
668 op->face = op->arch->clone.face; 610 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 611 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 612 update_object (op, UP_OBJ_CHANGE);
671 return op; 613 return op;
672} 614}
673 615
674/* stop_arrow() - what to do when a non-living flying object 616/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 617 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 618 * here too. -b.t.
677 * 619 *
678 * Returns a pointer to the stopped object (which will have been removed 620 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 621 * from maps or inventories), or NULL if was destroyed.
680 */ 622 */
681
682static void 623static void
683stop_arrow (object *op) 624stop_arrow (object *op)
684{ 625{
685 if (INVOKE_OBJECT (STOP, op)) 626 if (INVOKE_OBJECT (STOP, op))
686 return; 627 return;
687 628
688 if (op->inv) 629 if (op->inv)
689 { 630 {
690 object *payload = op->inv; 631 object *payload = op->inv;
691 632
692 remove_ob (payload); 633 payload->remove ();
693 clear_owner (payload); 634 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 635 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 636 op->destroy ();
696 free_object (op);
697 } 637 }
698 else 638 else
699 { 639 {
700 op = fix_stopped_arrow (op); 640 op = fix_stopped_arrow (op);
641
701 if (op) 642 if (op)
702 merge_ob (op, NULL); 643 merge_ob (op, 0);
703 } 644 }
704} 645}
705 646
706/* Move an arrow along its course. op is the arrow or thrown object. 647/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 648 */
708
709void 649void
710move_arrow (object *op) 650move_arrow (object *op)
711{ 651{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 652 int was_reflected;
715 maptile *m;
716 653
717 if (op->map == NULL) 654 if (!op->map)
718 { 655 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 656 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 657 op->destroy ();
721 free_object (op);
722 return; 658 return;
723 } 659 }
724 660
725 /* we need to stop thrown objects at some point. Like here. */ 661 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 662 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 669 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 670 * and it is easy enough to clean it up here.
735 */ 671 */
736 if (op->inv == NULL) 672 if (op->inv == NULL)
737 { 673 {
738 remove_ob (op); 674 op->destroy ();
739 free_object (op);
740 return; 675 return;
741 } 676 }
677
742 if (op->last_sp-- < 0) 678 if (op->last_sp-- < 0)
743 { 679 {
744 stop_arrow (op); 680 stop_arrow (op);
745 return; 681 return;
746 } 682 }
753 stop_arrow (op); 689 stop_arrow (op);
754 return; 690 return;
755 } 691 }
756 692
757 /* Calculate target map square */ 693 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 694 was_reflected = 0;
761 695
762 m = op->map; 696 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 697
765 if (mflags & P_OUT_OF_MAP) 698 if (!pos.normalise ())
766 { 699 {
767 stop_arrow (op); 700 stop_arrow (op);
768 return; 701 return;
769 } 702 }
770 703
771 /* only need to look for living creatures if this flag is set */ 704 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 705 if (pos->flags () & P_IS_ALIVE)
773 { 706 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 707 object *tmp;
708
709 for (tmp = pos->bot; tmp; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 710 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 711 break;
777
778 712
779 /* Not really fair, but don't let monsters hit themselves with 713 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 714 * their own arrow - this can be because they fire it then
781 * move into it. 715 * move into it.
782 */ 716 */
783
784 if (tmp != NULL && tmp != op->owner) 717 if (tmp && tmp != op->owner)
785 { 718 {
786 /* Found living object, but it is reflecting the missile. Update 719 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 720 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 721 * chance that reflect_missile fails.)
789 */ 722 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 723 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 724 {
793
794 int number = op->face->number; 725 int number = op->face;
795 726
796 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
797 op->state = 0; 728 update_turn_face (op);
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
806 } 730 }
807 else 731 else
808 { 732 {
809 /* Attack the object. */ 733 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
735
811 if (op == NULL) 736 if (!op)
812 return; 737 return;
813 } 738 }
814 } /* if this is not hitting its owner */ 739 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 740 } /* if there is something alive on this space */
816 741
817 742 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 { 743 {
820 int retry = 0; 744 int retry = 0;
821 745
822 /* if the object doesn't reflect, stop the arrow from moving 746 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 747 * note that this code will now catch cases where a monster is
836 if (op->direction & 1) 760 if (op->direction & 1)
837 { 761 {
838 op->direction = absdir (op->direction + 4); 762 op->direction = absdir (op->direction + 4);
839 retry = 1; 763 retry = 1;
840 } 764 }
765
841 /* There were two blocks with identical code - 766 /* There were two blocks with identical code -
842 * use this retry here to make this one block 767 * use this retry here to make this one block
843 * that did the same thing. 768 * that did the same thing.
844 */ 769 */
845 while (retry < 2) 770 while (retry < 2)
846 { 771 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 772 retry++;
852 773
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 774 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
854 * over a corner in a tiled map, it is possible that 775 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 776 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 777 * op->direction-1 or op->direction+1 does not exist.
857 */ 778 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 779 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 780 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861 781
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 782 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 783 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865 784
866 if (left == right) 785 if (left == right)
867 op->direction = absdir (op->direction + 4); 786 op->direction = absdir (op->direction + 4);
868 else if (left) 787 else if (left)
869 op->direction = absdir (op->direction + 2); 788 op->direction = absdir (op->direction + 2);
870 else if (right) 789 else if (right)
871 op->direction = absdir (op->direction - 2); 790 op->direction = absdir (op->direction - 2);
872 791
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space - 792 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 793 * don't need to retry again.
877 */ 794 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 795 mapxy pos3 (pos); pos3.move (op->direction);
796 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 797 break;
880
881 } 798 }
799
882 /* Couldn't find a direction to move the arrow to - just 800 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 801 * stop it from moving.
884 */ 802 */
885 if (retry == 2) 803 if (retry == 2)
886 { 804 {
887 stop_arrow (op); 805 stop_arrow (op);
888 return; 806 return;
889 } 807 }
808
890 /* update object image for new facing */ 809 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 810 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 811 if (GET_ANIM_ID (op))
893 SET_ANIMATION (op, op->direction); 812 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 813 } /* object is reflected */
895 } /* object ran into a wall */ 814 } /* object ran into a wall */
896 815
897 /* Move the arrow. */
898 remove_ob (op);
899 op->x = new_x;
900 op->y = new_y;
901
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 816 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 817 * about 17 squares. Tune as needed.
904 */ 818 */
905 op->speed -= 0.05; 819 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0); 820
821 /* Move the arrow. */
822 op->move_to (pos);
907} 823}
908 824
909/* This routine doesnt seem to work for "inanimate" objects that 825/* This routine doesnt seem to work for "inanimate" objects that
910 * are being carried, ie a held torch leaps from your hands!. 826 * are being carried, ie a held torch leaps from your hands!.
911 * Modified this routine to allow held objects. b.t. */ 827 * Modified this routine to allow held objects. b.t. */
912
913void 828void
914change_object (object *op) 829change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 831 int i, j;
918 832
919 if (op->other_arch == NULL) 833 if (op->other_arch == NULL)
920 { 834 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 835 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 if (op->stats.food-- > 0) 842 if (op->stats.food-- > 0)
929 return; 843 return;
930 else 844 else
931 op->stats.food = 1; /* so 1 other_arch is made */ 845 op->stats.food = 1; /* so 1 other_arch is made */
932 } 846 }
847
848 object *pl = op->in_player ();
933 env = op->env; 849 object *env = op->env;
934 remove_ob (op); 850
851 op->remove ();
935 for (i = 0; i < NROFNEWOBJS (op); i++) 852 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 853 {
937 tmp = arch_to_object (op->other_arch); 854 object *tmp = arch_to_object (op->other_arch);
855
938 if (op->type == LAMP) 856 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 857 tmp->stats.food = op->stats.food - 1;
858
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 860 if (env)
942 { 861 {
943 tmp->x = env->x, tmp->y = env->y; 862 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 863 tmp = insert_ob_in_ob (tmp, env);
864
945 /* If this object is the players inventory, we need to tell the 865 /* 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 866 * 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. 867 * updating the client, so we don't need to do that below.
948 */ 868 */
949 if ((pl = is_player_inv (env)) != NULL) 869 if (pl)
950 { 870 {
951 esrv_del_item (pl->contr, op->count); 871 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 872 esrv_send_item (pl, tmp);
953 } 873 }
954 } 874 }
955 else 875 else
956 { 876 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 877 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 878 if (j == -1) /* No free spot */
959 free_object (tmp); 879 tmp->destroy ();
960 else 880 else
961 { 881 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 882 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
963 insert_ob_in_map (tmp, op->map, op, 0); 883 insert_ob_in_map (tmp, op->map, op, 0);
964 } 884 }
965 } 885 }
966 } 886 }
967 free_object (op); 887
888 op->destroy ();
968} 889}
969 890
970void 891void
971move_teleporter (object *op) 892move_teleporter (object *op)
972{ 893{
977 * there is an old multipart teleporter in which the other parts 898 * 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 899 * 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 900 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 901 * N times without the speed check.
981 */ 902 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 903 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 904 move_teleporter (op->more);
984 905
985 if (op->head) 906 if (op->head)
986 head = op->head; 907 head = op->head;
987 908
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 909 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 911 break;
991 912
992 /* If nothing above us to move, nothing to do */ 913 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 919 if (tmp->type == PLAYER)
999 { 920 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 921 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 922 return;
1002 923
1003 enter_exit (tmp, head); 924 tmp->enter_exit (head);
1004 } 925 }
1005 else 926 else
1006 /* Currently only players can transfer maps */ 927 /* Currently only players can transfer maps */
1007 return; 928 return;
1008 } 929 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 930 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 931 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 932 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 933 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 934 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 935 head->destroy ();
1015 free_object (head);
1016 return; 936 return;
1017 } 937 }
938
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 939 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 940 return;
941
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 942 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 943 }
1022 else 944 else
1023 { 945 {
1024 /* Random teleporter */ 946 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 948 return;
1027 teleport (head, TELEPORTER, tmp); 949 teleport (head, TELEPORTER, tmp);
1028 } 950 }
1029} 951}
1030
1031 952
1032/* This object will teleport someone to a different map 953/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 954 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 955 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 956 can't be generalized.
1036*/ 957*/
1037
1038void 958void
1039move_player_changer (object *op) 959move_player_changer (object *op)
1040{ 960{
1041 object *player; 961 object *player;
1042 object *walk; 962 object *walk;
1043 char c;
1044 963
1045 if (!op->above || !EXIT_PATH (op)) 964 if (!op->above || !EXIT_PATH (op))
1046 return; 965 return;
1047 966
1048 /* This isn't all that great - means that the player_mover 967 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 968 * needs to be on top.
1050 */ 969 */
1051 if (op->above->type == PLAYER) 970 if (op->above->type == PLAYER)
1052 { 971 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 973 return;
974
1055 player = op->above; 975 player = op->above;
1056 976
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 977 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 978 apply_changes_to_player (player, walk);
1059 979
1060 fix_player (player); 980 player->update_stats ();
1061 981
1062 esrv_send_inventory (op->above, op->above); 982 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 983 esrv_update_item (UPD_FACE, op->above, op->above);
1064 984
1065 /* update players death & WoR home-position */ 985 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 986 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 987 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 988 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 989 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 990 player->contr->bed_y = EXIT_Y (op);
1072 } 991 }
1073 else 992 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 993 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 994
1076 enter_exit (op->above, op); 995 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 996 }
1079} 997}
1080 998
1081/* firewalls fire other spells. 999/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1000 * The direction of the wall is stored in op->stats.sp.
1089 1007
1090 if (!op->map) 1008 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1009 return; /* dm has created a firewall in his inventory */
1092 1010
1093 spell = op->inv; 1011 spell = op->inv;
1012
1094 if (!spell || spell->type != SPELL) 1013 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1014 spell = op->other_arch;
1015
1096 if (!spell) 1016 if (!spell)
1097 { 1017 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1019 return;
1100 } 1020 }
1101 1021
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1022 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1023}
1104
1105 1024
1106/* move_player_mover: this function takes a "player mover" as an 1025/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1026 * argument, and performs the function of a player mover, which is:
1108 * 1027 *
1109 * a player mover finds any players that are sitting on it. It 1028 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1032 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1033 */
1115void 1034void
1116move_player_mover (object *op) 1035move_player_mover (object *op)
1117{ 1036{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1037 int dir = op->stats.sp;
1120 sint16 nx, ny; 1038 sint16 nx, ny;
1121 maptile *m; 1039 maptile *m;
1122 1040
1123 /* Determine direction now for random movers so we do the right thing */ 1041 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1042 if (!dir)
1125 dir = rndm (1, 8); 1043 dir = rndm (1, 8);
1126 1044
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1045 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1046 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1048 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1049 {
1132 1050
1133 if (victim->head) 1051 if (victim->head)
1134 victim = victim->head; 1052 victim = victim->head;
1135 1053
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1054 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1055 {
1138 remove_ob (op); 1056 op->remove ();
1139 free_object (op);
1140 return; 1057 return;
1141 } 1058 }
1059
1142 nx = op->x + freearr_x[dir]; 1060 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1061 ny = op->y + freearr_y[dir];
1144 m = op->map; 1062 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1063 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1064 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1065 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; 1066 return;
1149 } 1067 }
1150 1068
1151 if (should_director_abort (op, victim)) 1069 if (should_director_abort (op, victim))
1152 return; 1070 return;
1153 1071
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1073 {
1156 if (nextmover->type == PLAYERMOVER) 1074 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1075 nextmover->speed_left = -.99f;
1076
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1079 }
1163 1080
1164 if (victim->type == PLAYER) 1081 if (victim->type == PLAYER)
1165 { 1082 {
1166 /* only level >=1 movers move people */ 1083 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1087 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1088 * place. This can happen if the player used a spell to
1172 * get to this space. 1089 * get to this space.
1173 */ 1090 */
1174 victim->contr->fire_on = 0; 1091 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1092 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1093 move_player (victim, dir);
1177 } 1094 }
1178 else 1095 else
1179 return; 1096 return;
1180 } 1097 }
1184 if (!op->stats.maxsp && op->attacktype) 1101 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1102 op->stats.maxsp = 2;
1186 1103
1187 if (op->attacktype) 1104 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1105 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 } 1107 }
1200 } 1108 }
1201 } 1109 }
1202} 1110}
1203 1111
1213{ 1121{
1214 object *tmp; 1122 object *tmp;
1215 1123
1216 if (!op->other_arch) 1124 if (!op->other_arch)
1217 { 1125 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1126 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1127 return;
1220 } 1128 }
1221 1129
1222 if (op->above == NULL) 1130 if (op->above == NULL)
1223 return; 1131 return;
1132
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1133 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1134 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1135 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1136 {
1228 if (op->level <= 0) 1137 if (op->level <= 0)
1229 { 1138 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1139 else
1234 { 1140 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1141 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1142
1237 if (new_nrof >= 1UL << 31) 1143 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1144 new_nrof = 1UL << 31;
1145
1239 tmp->nrof = new_nrof; 1146 tmp->nrof = new_nrof;
1240 } 1147 }
1148
1241 break; 1149 break;
1242 } 1150 }
1243 } 1151 }
1244} 1152}
1245 1153
1254 * has to make sure that there is in fact space for the object. 1162 * has to make sure that there is in fact space for the object.
1255 * It should really do this for small objects also, but there is 1163 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1164 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1165 * outside of the map which would cause the server to crash
1258*/ 1166*/
1259
1260void 1167void
1261move_creator (object *creator) 1168move_creator (object *creator)
1262{ 1169{
1263 object *new_ob; 1170 object *new_ob;
1264 1171
1289 } 1196 }
1290 else 1197 else
1291 { 1198 {
1292 if (creator->other_arch == NULL) 1199 if (creator->other_arch == NULL)
1293 { 1200 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1201 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1202 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1203 return;
1297 } 1204 }
1298 1205
1299 new_ob = object_create_arch (creator->other_arch); 1206 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1208 }
1302 1209
1303 /* Make sure this multipart object fits */ 1210 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1211 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1305 { 1212 {
1306 free_object (new_ob); 1213 new_ob->destroy ();
1307 return; 1214 return;
1308 } 1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1309 1220
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return; 1223 return;
1313 1224
1323 with a specific code as the slaying field. 1234 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1235 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1236 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1237 0 and then delete itself every time it grants a mark.
1327 unless hp was zero to start with, in which case it is infinite.*/ 1238 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1239void
1330move_marker (object *op) 1240move_marker (object *op)
1331{ 1241{
1332 object *tmp, *tmp2; 1242 if (object *tmp = op->ms ().player ())
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 { 1243 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1244 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1245 if (object *force = tmp->force_find (op->name))
1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1341 { 1249 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1250 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1251
1252 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1254
1255 if (op->stats.hp > 0)
1344 } 1256 {
1257 op->stats.hp--;
1345 1258
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1259 if (op->stats.hp == 0)
1368 { 1260 {
1369 force->speed = 0.01; 1261 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1262 op->destroy ();
1263 return;
1371 } 1264 }
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 } 1265 }
1394 } /* if tmp2 == NULL */ 1266 }
1395 } /* if tmp->type == PLAYER */ 1267 }
1396 } /* For all objects on this space */
1397} 1268}
1398 1269
1399int 1270void
1400process_object (object *op) 1271process_object (object *op)
1401{ 1272{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1274 return;
1404 1275
1405 if (INVOKE_OBJECT (TICK, op)) 1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1277 return;
1407 1278
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1281 return;
1411 1282
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1284 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1285 animate_object (op, op->contr ? op->facing : op->direction);
1418 1286
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1288 make_sure_seen (op);
1421 } 1289 }
1422 1290
1291 if (expect_false (
1292 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1296 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1298 {
1425 change_object (op); 1299 change_object (op);
1426 return 1; 1300 return;
1427 } 1301 }
1428 1302
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1304 generate_monster (op);
1431 1305
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1307 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1309 remove_force (op);
1436 else 1310 else
1437 { 1311 {
1438 /* IF necessary, delete the item from the players inventory */ 1312 /* If necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1313 object *pl = op->in_player ();
1440 1314
1441 if (pl) 1315 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1316 esrv_del_item (pl->contr, op->count);
1443 1317
1444 remove_ob (op); 1318 op->remove ();
1445 1319
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1320 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1321 make_sure_not_seen (op);
1448 1322
1449 free_object (op); 1323 op->destroy ();
1450 } 1324 }
1451 1325
1452 return 1; 1326 return;
1327 }
1453 } 1328 }
1454 1329
1455 switch (op->type) 1330 switch (op->type)
1456 { 1331 {
1457 case SPELL_EFFECT: 1332 case SPELL_EFFECT:
1458 move_spell_effect (op); 1333 move_spell_effect (op);
1459 return 1; 1334 break;
1460 1335
1461 case ROD: 1336 case ROD:
1462 case HORN: 1337 case HORN:
1463 regenerate_rod (op); 1338 regenerate_rod (op);
1464 return 1; 1339 break;
1465 1340
1466 case FORCE: 1341 case FORCE:
1467 case POTION_EFFECT: 1342 case POTION_EFFECT:
1468 remove_force (op); 1343 remove_force (op);
1469 return 1; 1344 break;
1470 1345
1471 case BLINDNESS: 1346 case BLINDNESS:
1472 remove_blindness (op); 1347 remove_blindness (op);
1473 return 0; 1348 break;
1474 1349
1475 case POISONING: 1350 case POISONING:
1476 poison_more (op); 1351 poison_more (op);
1477 return 0; 1352 break;
1478 1353
1479 case DISEASE: 1354 case DISEASE:
1480 move_disease (op); 1355 move_disease (op);
1481 return 0; 1356 break;
1482 1357
1483 case SYMPTOM: 1358 case SYMPTOM:
1484 move_symptom (op); 1359 move_symptom (op);
1485 return 0; 1360 break;
1486 1361
1487 case THROWN_OBJ: 1362 case THROWN_OBJ:
1488 case ARROW: 1363 case ARROW:
1489 move_arrow (op); 1364 move_arrow (op);
1490 return 0; 1365 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1366
1496 case DOOR: 1367 case DOOR:
1497 remove_door (op); 1368 remove_door (op);
1498 return 0; 1369 break;
1499 1370
1500 case LOCKED_DOOR: 1371 case LOCKED_DOOR:
1501 remove_door2 (op); 1372 remove_door2 (op);
1502 return 0; 1373 break;
1503 1374
1504 case TELEPORTER: 1375 case TELEPORTER:
1505 move_teleporter (op); 1376 move_teleporter (op);
1506 return 0; 1377 break;
1507 1378
1508 case GOLEM: 1379 case GOLEM:
1509 move_golem (op); 1380 move_golem (op);
1510 return 0; 1381 break;
1511 1382
1512 case EARTHWALL: 1383 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1384 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1385 break;
1515 1386
1516 case FIREWALL: 1387 case FIREWALL:
1517 move_firewall (op); 1388 move_firewall (op);
1518 if (op->stats.maxsp) 1389 if (op->stats.maxsp)
1519 animate_turning (op); 1390 animate_turning (op);
1520 return 0; 1391 break;
1521 1392
1522 case MOOD_FLOOR: 1393 case MOOD_FLOOR:
1523 do_mood_floor (op); 1394 do_mood_floor (op);
1524 return 0; 1395 break;
1525 1396
1526 case GATE: 1397 case GATE:
1527 move_gate (op); 1398 move_gate (op);
1528 return 0; 1399 break;
1529 1400
1530 case TIMED_GATE: 1401 case TIMED_GATE:
1531 move_timed_gate (op); 1402 move_timed_gate (op);
1532 return 0; 1403 break;
1533 1404
1534 case TRIGGER: 1405 case TRIGGER:
1535 case TRIGGER_BUTTON: 1406 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1407 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1408 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1409 animate_trigger (op);
1539 return 0; 1410 break;
1540 1411
1541 case DETECTOR: 1412 case DETECTOR:
1542 move_detector (op); 1413 move_detector (op);
1543 1414
1544 case DIRECTOR: 1415 case DIRECTOR:
1545 if (op->stats.maxsp) 1416 if (op->stats.maxsp)
1546 animate_turning (op); 1417 animate_turning (op);
1547 return 0; 1418 break;
1548 1419
1549 case HOLE: 1420 case HOLE:
1550 move_hole (op); 1421 move_hole (op);
1551 return 0; 1422 break;
1552 1423
1553 case DEEP_SWAMP: 1424 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1425 move_deep_swamp (op);
1555 return 0; 1426 break;
1556 1427
1557 case RUNE: 1428 case RUNE:
1558 case TRAP: 1429 case TRAP:
1559 move_rune (op); 1430 move_rune (op);
1560 return 0; 1431 break;
1561 1432
1562 case PLAYERMOVER: 1433 case PLAYERMOVER:
1563 move_player_mover (op); 1434 move_player_mover (op);
1564 return 0; 1435 break;
1565 1436
1566 case CREATOR: 1437 case CREATOR:
1567 move_creator (op); 1438 move_creator (op);
1568 return 0; 1439 break;
1569 1440
1570 case MARKER: 1441 case MARKER:
1571 move_marker (op); 1442 move_marker (op);
1572 return 0; 1443 break;
1573 1444
1574 case PLAYER_CHANGER: 1445 case PLAYER_CHANGER:
1575 move_player_changer (op); 1446 move_player_changer (op);
1576 return 0; 1447 break;
1577 1448
1578 case PEACEMAKER: 1449 case PEACEMAKER:
1579 move_peacemaker (op); 1450 move_peacemaker (op);
1580 return 0; 1451 break;
1581 }
1582 1452
1583 return 0; 1453 case PLAYER:
1454 // players have their own speed-management, so undo the --speed_left
1455 ++op->speed_left;
1456 break;
1457 }
1584} 1458}
1459

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