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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 1.70 by root, Mon Oct 22 20:59:25 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 < SIZEOFFREE1 + 1; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 {
44 mapxy pos (op);
45 pos.move (i);
46 if (pos.normalise ()
47 && present (DOOR, pos.m, pos.x, pos.y))
48 { 48 {
49 tmp->speed = 0.1; 49 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
52 } 51 }
52 }
53 53
54 if (op->other_arch) 54 if (op->other_arch)
55 { 55 {
56 tmp = arch_to_object (op->other_arch); 56 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 57 tmp->x = op->x;
58 tmp->y = op->y; 58 tmp->y = op->y;
59 tmp->map = op->map; 59 tmp->map = op->map;
60 tmp->level = op->level; 60 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
62 } 62 }
63 remove_ob (op); 63
64 free_object (op); 64 op->destroy ();
65} 65}
66 66
67void 67void
68remove_door2 (object *op) 68remove_door2 (object *op)
69{ 69{
73 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
74 { 74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 77 { /* same key both doors */
78 tmp->speed = 0.1; 78 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
81 } 80 }
82 } 81 }
82
83 if (op->other_arch) 83 if (op->other_arch)
84 { 84 {
85 tmp = arch_to_object (op->other_arch); 85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 86 tmp->x = op->x;
87 tmp->y = op->y; 87 tmp->y = op->y;
88 tmp->map = op->map; 88 tmp->map = op->map;
89 tmp->level = op->level; 89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
91 } 91 }
92 remove_ob (op);
93 free_object (op);
94}
95 92
96/* Will generate a monster according to content 93 op->destroy ();
97 * of generator. 94}
98 */ 95
99void 96void
100generate_monster_inv (object *gen) 97generate_monster (object *gen)
101{ 98{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
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) 99 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
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);
128 if (i == -1)
129 return; 100 return;
130 head = object_create_clone (op); 101
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
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]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 103 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 104
142void 105 object *op;
143generate_monster_arch (object *gen)
144{
145 int i; 106 int dir;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148 107
149 if (gen->other_arch == NULL) 108 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
150 { 109 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 110 // either copy one item from the inventory...
111 if (!gen->inv)
152 return; 112 return;
153 } 113
154 /* Code below assumes the generator is on a map, as it tries 114 // first select one item from the inventory
155 * to place the monster on the map. So if the generator 115 int index = 0;
156 * isn't on a map, complain and exit. 116 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
157 */ 117 if (!rndm (++index))
158 if (gen->map == NULL) 118 op = tmp;
159 { 119
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 120 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
121 if (dir < 0)
161 return; 122 return;
123
124 op = object_create_clone (op);
125
126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
127 unflag_inv (op, FLAG_IS_A_TEMPLATE);
128 }
129 else if (gen->other_arch)
162 } 130 {
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 131 // ...or use other_arch
164 if (i == -1) 132 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 if (dir < 0)
134 return;
135
136 op = arch_to_object (gen->other_arch);
137 }
138 else
165 return; 139 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;
171 140
172 if (head != NULL) 141 op->expand_tail ();
173 op->head = head, prev->more = op;
174 142
143 mapxy pos (gen); pos.move (dir);
144
145 if (pos.insert (op, gen))
146 {
175 if (rndm (0, 9)) 147 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 148 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 149
178 if (QUERY_FLAG (op, FLAG_FREED)) 150 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); 151 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}
188 152
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 153 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 154 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 155
156 op->destroy ();
200} 157}
201 158
202void 159void
203remove_force (object *op) 160remove_force (object *op)
204{ 161{
205 if (--op->duration > 0) 162 if (--op->duration > 0)
206 return; 163 return;
207 164
165 if (op->env)
208 switch (op->subtype) 166 switch (op->subtype)
209 { 167 {
210 case FORCE_CONFUSION: 168 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 169 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 170 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 171
217 default: 172 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 173 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 174 change_abil (op->env, op);
222 fix_player (op->env); 175 op->env->update_stats ();
223 }
224 } 176 }
225 remove_ob (op); 177
226 free_object (op); 178 op->destroy ();
227} 179}
228 180
229void 181void
230remove_blindness (object *op) 182remove_blindness (object *op)
231{ 183{
232 if (--op->stats.food > 0) 184 if (--op->stats.food > 0)
233 return; 185 return;
186
234 CLEAR_FLAG (op, FLAG_APPLIED); 187 CLEAR_FLAG (op, FLAG_APPLIED);
188
235 if (op->env != NULL) 189 if (op->env)
236 { 190 {
237 change_abil (op->env, op); 191 change_abil (op->env, op);
238 fix_player (op->env); 192 op->env->update_stats ();
239 } 193 }
240 remove_ob (op); 194
241 free_object (op); 195 op->destroy ();
242} 196}
243 197
244void 198void
245poison_more (object *op) 199poison_more (object *op)
246{ 200{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 201 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 202 {
249 remove_ob (op); 203 op->destroy ();
250 free_object (op);
251 return; 204 return;
252 } 205 }
206
253 if (op->stats.food == 1) 207 if (op->stats.food == 1)
254 { 208 {
255 /* need to remove the object before fix_player is called, else fix_player 209 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 210 * will not do anything.
257 */ 211 */
258 if (op->env->type == PLAYER) 212 if (op->env->type == PLAYER)
259 { 213 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 215 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 217 }
264 remove_ob (op); 218
265 free_object (op); 219 op->destroy ();
266 return; 220 return;
267 } 221 }
222
268 if (op->env->type == PLAYER) 223 if (op->env->type == PLAYER)
269 { 224 {
270 op->env->stats.food--; 225 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 226 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 227 }
228
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 229 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 230}
275 231
276 232
277void 233void
278move_gate (object *op) 234move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 235{ /* 1 = going down, 0 = going up */
280 object *tmp; 236 object *tmp;
281 237
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 238 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 239 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 240 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; 241 op->stats.wc = 0;
288 } 242 }
289 243
290 /* We're going down */ 244 /* We're going down */
291 if (op->value) 245 if (op->value)
292 { 246 {
293 if (--op->stats.wc <= 0) 247 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 248 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 249 op->stats.wc = 0;
296 if (op->arch->clone.speed) 250 if (op->arch->speed)
297 op->value = 0; 251 op->value = 0;
298 else 252 else
299 {
300 op->speed = 0; 253 op->set_speed (0);
301 update_ob_speed (op);
302 } 254 }
303 } 255
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 256 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 257 {
306 op->move_block = 0; 258 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 259 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 260 update_all_los (op->map, op->x, op->y);
309 } 261 }
262
310 SET_ANIMATION (op, op->stats.wc); 263 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 264 update_object (op, UP_OBJ_CHANGE);
312 return; 265 return;
313 } 266 }
314 267
322 * objects are above the gate. If so, we finish closing the gate, 275 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower 276 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 277 * the gate slightly.
325 */ 278 */
326 279
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 280 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)) 281 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 282 break;
330 283
331 if (tmp == NULL) 284 if (!tmp)
332 { 285 {
333 if (op->arch->clone.speed) 286 if (op->arch->speed)
334 op->value = 1; 287 op->value = 1;
335 else 288 else
336 {
337 op->speed = 0; 289 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 290
339 }
340 return; 291 return;
341 } 292 }
342 } 293 }
343 294
344 if (op->stats.food) 295 if (op->stats.food)
351 } 302 }
352 else 303 else
353 { /* The gate is still going up */ 304 { /* The gate is still going up */
354 op->stats.wc++; 305 op->stats.wc++;
355 306
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 307 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 308 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 309
359 /* If there is something on top of the gate, we try to roll it off. 310 /* If there is something on top of the gate, we try to roll it off.
360 * If a player/monster, we don't roll, we just hit them with damage 311 * If a player/monster, we don't roll, we just hit them with damage
361 */ 312 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 313 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 314 {
364 /* Halfway or further, check blocks */ 315 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 316 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ;
367 319
368 if (tmp != NULL) 320 if (tmp)
369 { 321 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 323 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 324 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
325 op->play_sound (sound_find ("blocked_gate"));
326
373 if (tmp->type == PLAYER) 327 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 329 }
376 else
377 /* If the object is not alive, and the object either can 330 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 331 * be picked up or the object rolls, move the object
379 * off the gate. 332 * off the gate.
380 */ 333 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 334 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 { 335 {
383 /* If it has speed, it should move itself, otherwise: */ 336 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 337 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
385 338
386 /* If there is a free spot, move the object someplace */ 339 /* If there is a free spot, move the object someplace */
387 if (i != -1) 340 if (i > 0)
388 { 341 {
342 mapxy pos (tmp);
389 remove_ob (tmp); 343 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 344 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 345 tmp->move_to (pos);
392 } 346 }
393 } 347 }
394 } 348 }
395 349
396 /* See if there is still anything blocking the gate */ 350 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 351 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)) 352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
399 break; 353 break;
400 354
401 /* IF there is, start putting the gate down */ 355 /* IF there is, start putting the gate down */
402 if (tmp) 356 if (tmp)
403 {
404 op->stats.food = 1; 357 op->stats.food = 1;
405 }
406 else 358 else
407 { 359 {
408 op->move_block = MOVE_ALL; 360 op->move_block = MOVE_ALL;
361
409 if (!op->arch->clone.stats.ac) 362 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 363 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
412 } 365 }
413 } /* gate is halfway up */ 366 } /* gate is halfway up */
414 367
427 int v = op->value; 380 int v = op->value;
428 381
429 if (op->stats.sp) 382 if (op->stats.sp)
430 { 383 {
431 move_gate (op); 384 move_gate (op);
385
432 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 387 op->stats.sp = 0;
434 return; 388 return;
435 } 389 }
390
436 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 392 { /* keep gate down */
438 move_gate (op); 393 move_gate (op);
394
439 if (op->value != v) 395 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 396 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 397 }
445} 398}
446 399
447/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
458 int last = op->value; 411 int last = op->value;
459 int detected; 412 int detected;
460 413
461 detected = 0; 414 detected = 0;
462 415
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 416 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
464 { 417 {
465 object *tmp2; 418 object *tmp2;
466 419
467 if (op->stats.hp) 420 if (op->stats.hp)
468 { 421 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 422 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 423 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 425 detected = 1;
426
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 427 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 428 detected = 1;
475 } 429 }
476 } 430 }
431
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 432 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 433 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 434 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 435 detected = 1;
483 } 436 }
484 437
485 /* the detector sets the button if detection is found */ 438 /* the detector sets the button if detection is found */
488 if (detected && last == 0) 441 if (detected && last == 0)
489 { 442 {
490 op->value = 1; 443 op->value = 1;
491 push_button (op); 444 push_button (op);
492 } 445 }
446
493 if (!detected && last == 1) 447 if (!detected && last == 1)
494 { 448 {
495 op->value = 0; 449 op->value = 0;
496 push_button (op); 450 push_button (op);
497 } 451 }
501 if (detected && last == 1) 455 if (detected && last == 1)
502 { 456 {
503 op->value = 0; 457 op->value = 0;
504 push_button (op); 458 push_button (op);
505 } 459 }
460
506 if (!detected && last == 0) 461 if (!detected && last == 0)
507 { 462 {
508 op->value = 1; 463 op->value = 1;
509 push_button (op); 464 push_button (op);
510 } 465 }
511 } 466 }
512} 467}
513
514 468
515void 469void
516animate_trigger (object *op) 470animate_trigger (object *op)
517{ 471{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 472 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
535 if (op->value) 489 if (op->value)
536 { /* We're opening */ 490 { /* We're opening */
537 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
539 op->stats.wc = 0; 493 op->stats.wc = 0;
540 op->speed = 0; 494 op->set_speed (0);
541 update_ob_speed (op);
542 495
543 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (tmp = op->above; tmp != NULL; tmp = next)
546 { 499 {
547 next = tmp->above; 500 next = tmp->above;
548 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
549 } 502 }
550 } 503 }
504
551 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_FACE);
553 return; 507 return;
554 } 508 }
509
555 /* We're closing */ 510 /* We're closing */
556 op->move_on = 0; 511 op->move_on = 0;
557 512
558 op->stats.wc++; 513 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
561 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 521}
570 522
571 523
572/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
573 * may or may not have been removed from maps or inventories. It will not 525 * may or may not have been removed from maps or inventories. It will not
593 { 545 {
594 object *payload = op->inv; 546 object *payload = op->inv;
595 547
596 if (payload == NULL) 548 if (payload == NULL)
597 return NULL; 549 return NULL;
598 remove_ob (payload); 550 payload->remove ();
599 remove_ob (op); 551 op->destroy ();
600 free_object (op);
601 return payload; 552 return payload;
602 } 553 }
603 554
604 case ARROW: 555 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 556 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 557 op = fix_stopped_arrow (op);
607 return op; 558 return op;
608 559
609 default: 560 default:
610 return op; 561 return op;
619void 570void
620fix_stopped_item (object *op, maptile *map, object *originator) 571fix_stopped_item (object *op, maptile *map, object *originator)
621{ 572{
622 if (map == NULL) 573 if (map == NULL)
623 return; 574 return;
575
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 576 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 577 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 578 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 579 merge_ob (op, NULL); /* only some arrows actually need this */
628} 580}
629 581
630
631object * 582object *
632fix_stopped_arrow (object *op) 583fix_stopped_arrow (object *op)
633{ 584{
634 if (rndm (0, 99) < op->stats.food) 585 if (rndm (0, 99) < op->stats.food)
635 { 586 {
636 /* Small chance of breaking */ 587 /* Small chance of breaking */
637 remove_ob (op); 588 op->destroy ();
638 free_object (op);
639 return NULL; 589 return NULL;
640 } 590 }
641 591
592 op->set_speed (0);
642 op->direction = 0; 593 op->direction = 0;
643 op->move_on = 0; 594 op->move_on = 0;
644 op->move_type = 0; 595 op->move_type = 0;
645 op->speed = 0; 596 op->skill = 0; // really?
646 update_ob_speed (op); 597
598 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 599 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 600 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 601 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 602
653 if (op->spellarg != NULL) 603 if (op->spellarg)
654 { 604 {
655 op->slaying = op->spellarg; 605 op->slaying = op->spellarg;
656 free (op->spellarg); 606 free (op->spellarg);
657 op->spellarg = NULL; 607 op->spellarg = 0;
658 } 608 }
659 else 609 else
660 op->slaying = NULL; 610 op->slaying = 0;
661 611
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 612 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 613 op->spellarg = NULL;
664 op->stats.sp = 0; 614 op->stats.sp = 0;
665 op->stats.hp = 0; 615 op->stats.hp = 0;
666 op->stats.grace = 0; 616 op->stats.grace = 0;
667 op->level = 0; 617 op->level = 0;
668 op->face = op->arch->clone.face; 618 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 619 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 620 update_object (op, UP_OBJ_CHANGE);
671 return op; 621 return op;
672} 622}
673 623
674/* stop_arrow() - what to do when a non-living flying object 624/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 625 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 626 * here too. -b.t.
677 * 627 *
678 * Returns a pointer to the stopped object (which will have been removed 628 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 629 * from maps or inventories), or NULL if was destroyed.
680 */ 630 */
681
682static void 631static void
683stop_arrow (object *op) 632stop_arrow (object *op)
684{ 633{
685 if (INVOKE_OBJECT (STOP, op)) 634 if (INVOKE_OBJECT (STOP, op))
686 return; 635 return;
687 636
688 if (op->inv) 637 if (op->inv)
689 { 638 {
690 object *payload = op->inv; 639 object *payload = op->inv;
691 640
692 remove_ob (payload); 641 payload->remove ();
693 clear_owner (payload); 642 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 643 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 644 op->destroy ();
696 free_object (op);
697 } 645 }
698 else 646 else
699 { 647 {
700 op = fix_stopped_arrow (op); 648 op = fix_stopped_arrow (op);
649
701 if (op) 650 if (op)
702 merge_ob (op, NULL); 651 merge_ob (op, 0);
703 } 652 }
704} 653}
705 654
706/* Move an arrow along its course. op is the arrow or thrown object. 655/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 656 */
708
709void 657void
710move_arrow (object *op) 658move_arrow (object *op)
711{ 659{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 660 int was_reflected;
715 maptile *m;
716 661
717 if (op->map == NULL) 662 if (!op->map)
718 { 663 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 664 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 665 op->destroy ();
721 free_object (op);
722 return; 666 return;
723 } 667 }
724 668
725 /* we need to stop thrown objects at some point. Like here. */ 669 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 670 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 677 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 678 * and it is easy enough to clean it up here.
735 */ 679 */
736 if (op->inv == NULL) 680 if (op->inv == NULL)
737 { 681 {
738 remove_ob (op); 682 op->destroy ();
739 free_object (op);
740 return; 683 return;
741 } 684 }
685
742 if (op->last_sp-- < 0) 686 if (op->last_sp-- < 0)
743 { 687 {
744 stop_arrow (op); 688 stop_arrow (op);
745 return; 689 return;
746 } 690 }
753 stop_arrow (op); 697 stop_arrow (op);
754 return; 698 return;
755 } 699 }
756 700
757 /* Calculate target map square */ 701 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 702 was_reflected = 0;
761 703
762 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 705
765 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
766 { 707 {
767 stop_arrow (op); 708 stop_arrow (op);
768 return; 709 return;
769 } 710 }
770 711
771 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
773 { 714 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 718 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 719 break;
777
778 720
779 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
781 * move into it. 723 * move into it.
782 */ 724 */
783
784 if (tmp != NULL && tmp != op->owner) 725 if (tmp && tmp != op->owner)
785 { 726 {
786 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
789 */ 730 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 732 {
793
794 int number = op->face->number; 733 int number = op->face;
795 734
796 op->direction = absdir (op->direction + 4); 735 op->direction = absdir (op->direction + 4);
797 op->state = 0; 736 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 */ 737 was_reflected = 1; /* skip normal movement calculations */
806 } 738 }
807 else 739 else
808 { 740 {
809 /* Attack the object. */ 741 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 742 op = hit_with_arrow (op, tmp);
743
811 if (op == NULL) 744 if (!op)
812 return; 745 return;
813 } 746 }
814 } /* if this is not hitting its owner */ 747 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 748 } /* if there is something alive on this space */
816 749
817 750 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 { 751 {
820 int retry = 0; 752 int retry = 0;
821 753
822 /* if the object doesn't reflect, stop the arrow from moving 754 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
836 if (op->direction & 1) 768 if (op->direction & 1)
837 { 769 {
838 op->direction = absdir (op->direction + 4); 770 op->direction = absdir (op->direction + 4);
839 retry = 1; 771 retry = 1;
840 } 772 }
773
841 /* There were two blocks with identical code - 774 /* There were two blocks with identical code -
842 * use this retry here to make this one block 775 * use this retry here to make this one block
843 * that did the same thing. 776 * that did the same thing.
844 */ 777 */
845 while (retry < 2) 778 while (retry < 2)
846 { 779 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 780 retry++;
852 781
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 782 /* 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 783 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 784 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 785 * op->direction-1 or op->direction+1 does not exist.
857 */ 786 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 788 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)));
861 789
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 791 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)));
865 792
866 if (left == right) 793 if (left == right)
867 op->direction = absdir (op->direction + 4); 794 op->direction = absdir (op->direction + 4);
868 else if (left) 795 else if (left)
869 op->direction = absdir (op->direction + 2); 796 op->direction = absdir (op->direction + 2);
870 else if (right) 797 else if (right)
871 op->direction = absdir (op->direction - 2); 798 op->direction = absdir (op->direction - 2);
872 799
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 - 800 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 801 * don't need to retry again.
877 */ 802 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 805 break;
880
881 } 806 }
807
882 /* Couldn't find a direction to move the arrow to - just 808 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 809 * stop it from moving.
884 */ 810 */
885 if (retry == 2) 811 if (retry == 2)
886 { 812 {
887 stop_arrow (op); 813 stop_arrow (op);
888 return; 814 return;
889 } 815 }
816
890 /* update object image for new facing */ 817 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 819 if (GET_ANIM_ID (op))
893 SET_ANIMATION (op, op->direction); 820 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 821 } /* object is reflected */
895 } /* object ran into a wall */ 822 } /* object ran into a wall */
896 823
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 824 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 825 * about 17 squares. Tune as needed.
904 */ 826 */
905 op->speed -= 0.05; 827 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907}
908 828
909/* This routine doesnt seem to work for "inanimate" objects that 829 /* Move the arrow. */
910 * are being carried, ie a held torch leaps from your hands!. 830 op->move_to (pos);
911 * Modified this routine to allow held objects. b.t. */ 831}
912 832
913void 833void
914change_object (object *op) 834change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 835{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 836 int i, j;
918 837
919 if (op->other_arch == NULL) 838 if (!op->other_arch)
920 { 839 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 840 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
922 return; 841 return;
923 } 842 }
924 843
925 /* In non-living items only change when food value is 0 */ 844 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 845 if (!QUERY_FLAG (op, FLAG_ALIVE))
927 { 846 {
928 if (op->stats.food-- > 0) 847 if (op->stats.food-- > 0)
929 return; 848 return;
930 else 849
931 op->stats.food = 1; /* so 1 other_arch is made */ 850 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 { 851 }
852
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < op->stats.food; i++)
857 {
937 tmp = arch_to_object (op->other_arch); 858 object *tmp = arch_to_object (op->other_arch);
859
938 if (op->type == LAMP) 860 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 861 tmp->stats.food = op->stats.food - 1;
862
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env) 864 if (env)
942 { 865 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env); 866 tmp = env->insert (tmp);
867
945 /* If this object is the players inventory, we need to tell the 868 /* 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 869 * 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. 870 * updating the client, so we don't need to do that below.
948 */ 871 */
949 if ((pl = is_player_inv (env)) != NULL) 872 if (object *pl = op->in_player ())
950 { 873 {
951 esrv_del_item (pl->contr, op->count); 874 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp); 875 esrv_send_item (pl, tmp);
953 } 876 }
954 } 877 }
955 else 878 else
956 { 879 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 880 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 881 if (j < 0) /* No free spot */
959 free_object (tmp); 882 tmp->destroy ();
960 else 883 else
961 { 884 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 885 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 886
964 } 887 if (pos.normalise ())
888 pos.insert (tmp, op);
965 } 889 }
890 }
966 } 891 }
967 free_object (op); 892
893 op->destroy ();
968} 894}
969 895
970void 896void
971move_teleporter (object *op) 897move_teleporter (object *op)
972{ 898{
977 * there is an old multipart teleporter in which the other parts 903 * 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 904 * 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 905 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 906 * N times without the speed check.
981 */ 907 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 908 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 909 move_teleporter (op->more);
984 910
985 if (op->head) 911 if (op->head)
986 head = op->head; 912 head = op->head;
987 913
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 914 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 916 break;
991 917
992 /* If nothing above us to move, nothing to do */ 918 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 924 if (tmp->type == PLAYER)
999 { 925 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 927 return;
1002 928
1003 enter_exit (tmp, head); 929 tmp->enter_exit (head);
1004 } 930 }
1005 else 931 else
1006 /* Currently only players can transfer maps */ 932 /* Currently only players can transfer maps */
1007 return; 933 return;
1008 } 934 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 935 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 936 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 937 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 938 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 939 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 940 head->destroy ();
1015 free_object (head);
1016 return; 941 return;
1017 } 942 }
943
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 944 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 945 return;
946
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 947 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 948 }
1022 else 949 else
1023 { 950 {
1024 /* Random teleporter */ 951 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 953 return;
1027 teleport (head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
1028 } 955 }
1029} 956}
1030
1031 957
1032/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 961 can't be generalized.
1036*/ 962*/
1037
1038void 963void
1039move_player_changer (object *op) 964move_player_changer (object *op)
1040{ 965{
1041 object *player; 966 object *player;
1042 object *walk; 967 object *walk;
1043 char c;
1044 968
1045 if (!op->above || !EXIT_PATH (op)) 969 if (!op->above || !EXIT_PATH (op))
1046 return; 970 return;
1047 971
1048 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 973 * needs to be on top.
1050 */ 974 */
1051 if (op->above->type == PLAYER) 975 if (op->above->type == PLAYER)
1052 { 976 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 978 return;
979
1055 player = op->above; 980 player = op->above;
1056 981
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 983 apply_changes_to_player (player, walk);
1059 984
1060 fix_player (player); 985 player->update_stats ();
1061 986
1062 esrv_send_inventory (op->above, op->above); 987 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
1064 989
1065 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 992 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 993 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 994 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 995 player->contr->bed_y = EXIT_Y (op);
1072 } 996 }
1073 else 997 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 999
1076 enter_exit (op->above, op); 1000 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 1001 }
1079} 1002}
1080 1003
1081/* firewalls fire other spells. 1004/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
1089 1012
1090 if (!op->map) 1013 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1092 1015
1093 spell = op->inv; 1016 spell = op->inv;
1017
1094 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1019 spell = op->other_arch;
1020
1096 if (!spell) 1021 if (!spell)
1097 { 1022 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1024 return;
1100 } 1025 }
1101 1026
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1028}
1104
1105 1029
1106/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
1108 * 1032 *
1109 * a player mover finds any players that are sitting on it. It 1033 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1038 */
1115void 1039void
1116move_player_mover (object *op) 1040move_player_mover (object *op)
1117{ 1041{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
1120 sint16 nx, ny; 1043 sint16 nx, ny;
1121 maptile *m; 1044 maptile *m;
1122 1045
1123 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1047 if (!dir)
1125 dir = rndm (1, 8); 1048 dir = rndm (1, 8);
1126 1049
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1051 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1053 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1054 {
1132 1055
1133 if (victim->head) 1056 if (victim->head)
1134 victim = victim->head; 1057 victim = victim->head;
1135 1058
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1059 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1060 {
1138 remove_ob (op); 1061 op->remove ();
1139 free_object (op);
1140 return; 1062 return;
1141 } 1063 }
1064
1142 nx = op->x + freearr_x[dir]; 1065 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1066 ny = op->y + freearr_y[dir];
1144 m = op->map; 1067 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1068 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1069 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1070 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; 1071 return;
1149 } 1072 }
1150 1073
1151 if (should_director_abort (op, victim)) 1074 if (should_director_abort (op, victim))
1152 return; 1075 return;
1153 1076
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1078 {
1156 if (nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1080 nextmover->speed_left = -.99f;
1081
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1084 }
1163 1085
1164 if (victim->type == PLAYER) 1086 if (victim->type == PLAYER)
1165 { 1087 {
1166 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1172 * get to this space. 1094 * get to this space.
1173 */ 1095 */
1174 victim->contr->fire_on = 0; 1096 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1097 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1098 move_player (victim, dir);
1177 } 1099 }
1178 else 1100 else
1179 return; 1101 return;
1180 } 1102 }
1184 if (!op->stats.maxsp && op->attacktype) 1106 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1107 op->stats.maxsp = 2;
1186 1108
1187 if (op->attacktype) 1109 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1110 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1111 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 } 1112 }
1200 } 1113 }
1201 } 1114 }
1202} 1115}
1203 1116
1213{ 1126{
1214 object *tmp; 1127 object *tmp;
1215 1128
1216 if (!op->other_arch) 1129 if (!op->other_arch)
1217 { 1130 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1131 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1132 return;
1220 } 1133 }
1221 1134
1222 if (op->above == NULL) 1135 if (op->above == NULL)
1223 return; 1136 return;
1137
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1139 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1140 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1141 {
1228 if (op->level <= 0) 1142 if (op->level <= 0)
1229 { 1143 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1144 else
1234 { 1145 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1146 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1147
1237 if (new_nrof >= 1UL << 31) 1148 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1149 new_nrof = 1UL << 31;
1150
1239 tmp->nrof = new_nrof; 1151 tmp->nrof = new_nrof;
1240 } 1152 }
1153
1241 break; 1154 break;
1242 } 1155 }
1243 } 1156 }
1244} 1157}
1245 1158
1254 * has to make sure that there is in fact space for the object. 1167 * 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 1168 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1169 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1170 * outside of the map which would cause the server to crash
1258*/ 1171*/
1259
1260void 1172void
1261move_creator (object *creator) 1173move_creator (object *creator)
1262{ 1174{
1263 object *new_ob; 1175 object *new_ob;
1264 1176
1289 } 1201 }
1290 else 1202 else
1291 { 1203 {
1292 if (creator->other_arch == NULL) 1204 if (creator->other_arch == NULL)
1293 { 1205 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1206 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1207 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1208 return;
1297 } 1209 }
1298 1210
1299 new_ob = object_create_arch (creator->other_arch); 1211 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1213 }
1302 1214
1303 /* Make sure this multipart object fits */ 1215 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1216 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1305 { 1217 {
1306 free_object (new_ob); 1218 new_ob->destroy ();
1307 return; 1219 return;
1308 } 1220 }
1221
1222 // for now lets try to identify everything generated here, it mostly
1223 // happens automated, so this will at least fix many identify-experience holes
1224 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1309 1225
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1226 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return; 1228 return;
1313 1229
1323 with a specific code as the slaying field. 1239 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1240 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1241 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1242 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.*/ 1243 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1244void
1330move_marker (object *op) 1245move_marker (object *op)
1331{ 1246{
1332 object *tmp, *tmp2; 1247 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 { 1248 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1250 if (object *force = tmp->force_find (op->name))
1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1341 { 1254 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1255 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1256
1257 if (op->msg)
1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1259
1260 if (op->stats.hp > 0)
1344 } 1261 {
1262 op->stats.hp--;
1345 1263
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) 1264 if (op->stats.hp == 0)
1368 { 1265 {
1369 force->speed = 0.01; 1266 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1267 op->destroy ();
1268 return;
1371 } 1269 }
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 } 1270 }
1394 } /* if tmp2 == NULL */ 1271 }
1395 } /* if tmp->type == PLAYER */ 1272 }
1396 } /* For all objects on this space */
1397} 1273}
1398 1274
1399int 1275void
1400process_object (object *op) 1276process_object (object *op)
1401{ 1277{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1279 return;
1404 1280
1405 if (INVOKE_OBJECT (TICK, op)) 1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1282 return;
1407 1283
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1286 return;
1411 1287
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1288 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1289 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1290 animate_object (op, op->contr ? op->facing : op->direction);
1418 1291
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1293 make_sure_seen (op);
1421 } 1294 }
1422 1295
1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1301 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1303 {
1425 change_object (op); 1304 change_object (op);
1426 return 1; 1305 return;
1427 } 1306 }
1428 1307
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1309 generate_monster (op);
1431 1310
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1311 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1312 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1314 remove_force (op);
1436 else 1315 else
1437 { 1316 {
1438 /* IF necessary, delete the item from the players inventory */ 1317 /* If necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op); 1318 if (object *pl = op->in_player ())
1440
1441 if (pl)
1442 esrv_del_item (pl->contr, op->count); 1319 esrv_del_item (pl->contr, op->count);
1443 1320
1444 remove_ob (op); 1321 op->remove ();
1445 1322
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1324 make_sure_not_seen (op);
1448 1325
1449 free_object (op); 1326 op->destroy ();
1450 } 1327 }
1451 1328
1452 return 1; 1329 return;
1330 }
1453 } 1331 }
1454 1332
1455 switch (op->type) 1333 switch (op->type)
1456 { 1334 {
1457 case SPELL_EFFECT: 1335 case SPELL_EFFECT:
1458 move_spell_effect (op); 1336 move_spell_effect (op);
1459 return 1; 1337 break;
1460 1338
1461 case ROD: 1339 case ROD:
1462 case HORN: 1340 case HORN:
1463 regenerate_rod (op); 1341 regenerate_rod (op);
1464 return 1; 1342 break;
1465 1343
1466 case FORCE: 1344 case FORCE:
1467 case POTION_EFFECT: 1345 case POTION_EFFECT:
1468 remove_force (op); 1346 remove_force (op);
1469 return 1; 1347 break;
1470 1348
1471 case BLINDNESS: 1349 case BLINDNESS:
1472 remove_blindness (op); 1350 remove_blindness (op);
1473 return 0; 1351 break;
1474 1352
1475 case POISONING: 1353 case POISONING:
1476 poison_more (op); 1354 poison_more (op);
1477 return 0; 1355 break;
1478 1356
1479 case DISEASE: 1357 case DISEASE:
1480 move_disease (op); 1358 move_disease (op);
1481 return 0; 1359 break;
1482 1360
1483 case SYMPTOM: 1361 case SYMPTOM:
1484 move_symptom (op); 1362 move_symptom (op);
1485 return 0; 1363 break;
1486 1364
1487 case THROWN_OBJ: 1365 case THROWN_OBJ:
1488 case ARROW: 1366 case ARROW:
1489 move_arrow (op); 1367 move_arrow (op);
1490 return 0; 1368 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1369
1496 case DOOR: 1370 case DOOR:
1497 remove_door (op); 1371 remove_door (op);
1498 return 0; 1372 break;
1499 1373
1500 case LOCKED_DOOR: 1374 case LOCKED_DOOR:
1501 remove_door2 (op); 1375 remove_door2 (op);
1502 return 0; 1376 break;
1503 1377
1504 case TELEPORTER: 1378 case TELEPORTER:
1505 move_teleporter (op); 1379 move_teleporter (op);
1506 return 0; 1380 break;
1507 1381
1508 case GOLEM: 1382 case GOLEM:
1509 move_golem (op); 1383 move_golem (op);
1510 return 0; 1384 break;
1511 1385
1512 case EARTHWALL: 1386 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1387 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1388 break;
1515 1389
1516 case FIREWALL: 1390 case FIREWALL:
1517 move_firewall (op); 1391 move_firewall (op);
1518 if (op->stats.maxsp) 1392 if (op->stats.maxsp)
1519 animate_turning (op); 1393 animate_turning (op);
1520 return 0; 1394 break;
1521 1395
1522 case MOOD_FLOOR: 1396 case MOOD_FLOOR:
1523 do_mood_floor (op); 1397 do_mood_floor (op);
1524 return 0; 1398 break;
1525 1399
1526 case GATE: 1400 case GATE:
1527 move_gate (op); 1401 move_gate (op);
1528 return 0; 1402 break;
1529 1403
1530 case TIMED_GATE: 1404 case TIMED_GATE:
1531 move_timed_gate (op); 1405 move_timed_gate (op);
1532 return 0; 1406 break;
1533 1407
1534 case TRIGGER: 1408 case TRIGGER:
1535 case TRIGGER_BUTTON: 1409 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1410 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1411 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1412 animate_trigger (op);
1539 return 0; 1413 break;
1540 1414
1541 case DETECTOR: 1415 case DETECTOR:
1542 move_detector (op); 1416 move_detector (op);
1543 1417
1544 case DIRECTOR: 1418 case DIRECTOR:
1545 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1546 animate_turning (op); 1420 animate_turning (op);
1547 return 0; 1421 break;
1548 1422
1549 case HOLE: 1423 case HOLE:
1550 move_hole (op); 1424 move_hole (op);
1551 return 0; 1425 break;
1552 1426
1553 case DEEP_SWAMP: 1427 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1428 move_deep_swamp (op);
1555 return 0; 1429 break;
1556 1430
1557 case RUNE: 1431 case RUNE:
1558 case TRAP: 1432 case TRAP:
1559 move_rune (op); 1433 move_rune (op);
1560 return 0; 1434 break;
1561 1435
1562 case PLAYERMOVER: 1436 case PLAYERMOVER:
1563 move_player_mover (op); 1437 move_player_mover (op);
1564 return 0; 1438 break;
1565 1439
1566 case CREATOR: 1440 case CREATOR:
1567 move_creator (op); 1441 move_creator (op);
1568 return 0; 1442 break;
1569 1443
1570 case MARKER: 1444 case MARKER:
1571 move_marker (op); 1445 move_marker (op);
1572 return 0; 1446 break;
1573 1447
1574 case PLAYER_CHANGER: 1448 case PLAYER_CHANGER:
1575 move_player_changer (op); 1449 move_player_changer (op);
1576 return 0; 1450 break;
1577 1451
1578 case PEACEMAKER: 1452 case PEACEMAKER:
1579 move_peacemaker (op); 1453 move_peacemaker (op);
1580 return 0; 1454 break;
1581 }
1582 1455
1583 return 0; 1456 case PLAYER:
1457 // players have their own speed-management, so undo the --speed_left
1458 ++op->speed_left;
1459 break;
1460 }
1584} 1461}
1462

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