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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 1.77 by root, Tue Aug 26 02:35:05 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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)
38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
42{ 67{
43 int i; 68 int i;
44 object *tmp; 69 object *tmp;
45 70
46 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
49 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
52 } 78 }
79 }
53 80
54 if (op->other_arch) 81 if (op->other_arch)
55 { 82 {
56 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 84 tmp->x = op->x;
58 tmp->y = op->y; 85 tmp->y = op->y;
59 tmp->map = op->map; 86 tmp->map = op->map;
60 tmp->level = op->level; 87 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
62 } 89 }
63 remove_ob (op);
64 free_object (op);
65}
66 90
67void 91 op->destroy ();
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92 remove_ob (op);
93 free_object (op);
94} 92}
95 93
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 94void
100generate_monster_inv (object *gen) 95generate_monster (object *gen)
101{ 96{
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) 97 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; 98 return;
130 head = object_create_clone (op); 99
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 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; 101 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 102
142void 103 object *op;
143generate_monster_arch (object *gen)
144{
145 int i; 104 int dir;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148 105
149 if (gen->other_arch == NULL) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
150 { 107 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 108 // either copy one item from the inventory...
109 if (!gen->inv)
152 return; 110 return;
153 } 111
154 /* Code below assumes the generator is on a map, as it tries 112 // first select one item from the inventory
155 * to place the monster on the map. So if the generator 113 int index = 0;
156 * isn't on a map, complain and exit. 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
157 */ 115 if (!rndm (++index))
158 if (gen->map == NULL) 116 op = tmp;
159 { 117
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
161 return; 120 return;
121
122 op = op->deep_clone ();
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 }
127 else if (gen->other_arch)
162 } 128 {
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 129 // ...or use other_arch
164 if (i == -1) 130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
136 else
165 return; 137 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;
171 138
172 if (head != NULL) 139 op->expand_tail ();
173 op->head = head, prev->more = op;
174 140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
175 if (rndm (0, 9)) 145 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 147
178 if (QUERY_FLAG (op, FLAG_FREED)) 148 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); 149 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}
188 150
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 151 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 152 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 153
154 op->destroy ();
200} 155}
201 156
202void 157void
203remove_force (object *op) 158remove_force (object *op)
204{ 159{
205 if (--op->duration > 0) 160 if (--op->duration > 0)
206 return; 161 return;
207 162
163 if (op->env)
208 switch (op->subtype) 164 switch (op->subtype)
209 { 165 {
210 case FORCE_CONFUSION: 166 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 167 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 169
217 default: 170 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 171 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 172 change_abil (op->env, op);
222 fix_player (op->env); 173 op->env->update_stats ();
223 }
224 } 174 }
225 remove_ob (op); 175
226 free_object (op); 176 op->destroy ();
227} 177}
228 178
229void 179void
230remove_blindness (object *op) 180remove_blindness (object *op)
231{ 181{
232 if (--op->stats.food > 0) 182 if (--op->stats.food > 0)
233 return; 183 return;
184
234 CLEAR_FLAG (op, FLAG_APPLIED); 185 CLEAR_FLAG (op, FLAG_APPLIED);
186
235 if (op->env != NULL) 187 if (op->env)
236 { 188 {
237 change_abil (op->env, op); 189 change_abil (op->env, op);
238 fix_player (op->env); 190 op->env->update_stats ();
239 } 191 }
240 remove_ob (op); 192
241 free_object (op); 193 op->destroy ();
242} 194}
243 195
244void 196void
245poison_more (object *op) 197poison_more (object *op)
246{ 198{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 199 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 200 {
249 remove_ob (op); 201 op->destroy ();
250 free_object (op);
251 return; 202 return;
252 } 203 }
204
253 if (op->stats.food == 1) 205 if (op->stats.food == 1)
254 { 206 {
255 /* need to remove the object before fix_player is called, else fix_player 207 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 208 * will not do anything.
257 */ 209 */
258 if (op->env->type == PLAYER) 210 if (op->env->type == PLAYER)
259 { 211 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 212 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 213 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 215 }
264 remove_ob (op); 216
265 free_object (op); 217 op->destroy ();
266 return; 218 return;
267 } 219 }
220
268 if (op->env->type == PLAYER) 221 if (op->env->type == PLAYER)
269 { 222 {
270 op->env->stats.food--; 223 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 225 }
226
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 228}
275 229
276 230
277void 231void
278move_gate (object *op) 232move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
280 object *tmp; 234 object *tmp;
281 235
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 237 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 238 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; 239 op->stats.wc = 0;
288 } 240 }
289 241
290 /* We're going down */ 242 /* We're going down */
291 if (op->value) 243 if (op->value)
292 { 244 {
293 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 247 op->stats.wc = 0;
296 if (op->arch->clone.speed) 248 if (op->arch->speed)
297 op->value = 0; 249 op->value = 0;
298 else 250 else
299 {
300 op->speed = 0; 251 op->set_speed (0);
301 update_ob_speed (op);
302 } 252 }
303 } 253
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 255 {
306 op->move_block = 0; 256 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 258 update_all_los (op->map, op->x, op->y);
309 } 259 }
260
310 SET_ANIMATION (op, op->stats.wc); 261 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 262 update_object (op, UP_OBJ_CHANGE);
312 return; 263 return;
313 } 264 }
314 265
322 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 275 * the gate slightly.
325 */ 276 */
326 277
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 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)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 280 break;
330 281
331 if (tmp == NULL) 282 if (!tmp)
332 { 283 {
333 if (op->arch->clone.speed) 284 if (op->arch->speed)
334 op->value = 1; 285 op->value = 1;
335 else 286 else
336 {
337 op->speed = 0; 287 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 288
339 }
340 return; 289 return;
341 } 290 }
342 } 291 }
343 292
344 if (op->stats.food) 293 if (op->stats.food)
351 } 300 }
352 else 301 else
353 { /* The gate is still going up */ 302 { /* The gate is still going up */
354 op->stats.wc++; 303 op->stats.wc++;
355 304
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 307
359 /* If there is something on top of the gate, we try to roll it off. 308 /* 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 309 * If a player/monster, we don't roll, we just hit them with damage
361 */ 310 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 312 {
364 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
367 317
368 if (tmp != NULL) 318 if (tmp)
369 { 319 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 321 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
324
373 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 327 }
376 else
377 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
379 * off the gate. 330 * off the gate.
380 */ 331 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 { 333 {
383 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
385 336
386 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
387 if (i != -1) 338 if (i > 0)
388 { 339 {
340 mapxy pos (tmp);
389 remove_ob (tmp); 341 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 342 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 343 tmp->move_to (pos);
392 } 344 }
393 } 345 }
394 } 346 }
395 347
396 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 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)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
399 break; 351 break;
400 352
401 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
402 if (tmp) 354 if (tmp)
403 {
404 op->stats.food = 1; 355 op->stats.food = 1;
405 }
406 else 356 else
407 { 357 {
408 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
409 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
412 } 363 }
413 } /* gate is halfway up */ 364 } /* gate is halfway up */
414 365
427 int v = op->value; 378 int v = op->value;
428 379
429 if (op->stats.sp) 380 if (op->stats.sp)
430 { 381 {
431 move_gate (op); 382 move_gate (op);
383
432 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 385 op->stats.sp = 0;
434 return; 386 return;
435 } 387 }
388
436 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 390 { /* keep gate down */
438 move_gate (op); 391 move_gate (op);
392
439 if (op->value != v) 393 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 394 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 395 }
445} 396}
446 397
447/* slaying: name of the thing the detector is to look for 398/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 399 * speed: frequency of 'glances'
458 int last = op->value; 409 int last = op->value;
459 int detected; 410 int detected;
460 411
461 detected = 0; 412 detected = 0;
462 413
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
464 { 415 {
465 object *tmp2; 416 object *tmp2;
466 417
467 if (op->stats.hp) 418 if (op->stats.hp)
468 { 419 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 421 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 423 detected = 1;
424
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 426 detected = 1;
475 } 427 }
476 } 428 }
429
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 430 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 431 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 433 detected = 1;
483 } 434 }
484 435
485 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
488 if (detected && last == 0) 439 if (detected && last == 0)
489 { 440 {
490 op->value = 1; 441 op->value = 1;
491 push_button (op); 442 push_button (op);
492 } 443 }
444
493 if (!detected && last == 1) 445 if (!detected && last == 1)
494 { 446 {
495 op->value = 0; 447 op->value = 0;
496 push_button (op); 448 push_button (op);
497 } 449 }
501 if (detected && last == 1) 453 if (detected && last == 1)
502 { 454 {
503 op->value = 0; 455 op->value = 0;
504 push_button (op); 456 push_button (op);
505 } 457 }
458
506 if (!detected && last == 0) 459 if (!detected && last == 0)
507 { 460 {
508 op->value = 1; 461 op->value = 1;
509 push_button (op); 462 push_button (op);
510 } 463 }
511 } 464 }
512} 465}
513 466
514
515void 467void
516animate_trigger (object *op) 468animate_trigger (object *op)
517{ 469{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
519 { 471 {
528} 480}
529 481
530void 482void
531move_hole (object *op) 483move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 484{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 485 if (op->value)
536 { /* We're opening */ 486 { /* We're opening */
537 if (--op->stats.wc <= 0) 487 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
539 op->stats.wc = 0; 489 op->stats.wc = 0;
540 op->speed = 0; 490 op->set_speed (0);
541 update_ob_speed (op);
542 491
543 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 495 {
547 next = tmp->above; 496 next = tmp->above;
548 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
549 } 498 }
550 } 499 }
500
551 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
553 return; 503 return;
554 } 504 }
505
555 /* We're closing */ 506 /* We're closing */
556 op->move_on = 0; 507 op->move_on = 0;
557 508
558 op->stats.wc++; 509 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 511 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512
561 SET_ANIMATION (op, op->stats.wc); 513 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 514 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 516 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 517}
570 518
571 519
572/* stop_item() returns a pointer to the stopped object. The stopped object 520/* 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 521 * may or may not have been removed from maps or inventories. It will not
593 { 541 {
594 object *payload = op->inv; 542 object *payload = op->inv;
595 543
596 if (payload == NULL) 544 if (payload == NULL)
597 return NULL; 545 return NULL;
598 remove_ob (payload); 546 payload->remove ();
599 remove_ob (op); 547 op->destroy ();
600 free_object (op);
601 return payload; 548 return payload;
602 } 549 }
603 550
604 case ARROW: 551 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 552 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 553 op = fix_stopped_arrow (op);
607 return op; 554 return op;
608 555
609 default: 556 default:
610 return op; 557 return op;
619void 566void
620fix_stopped_item (object *op, maptile *map, object *originator) 567fix_stopped_item (object *op, maptile *map, object *originator)
621{ 568{
622 if (map == NULL) 569 if (map == NULL)
623 return; 570 return;
571
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 572 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 573 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 574 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 575 merge_ob (op, NULL); /* only some arrows actually need this */
628} 576}
629 577
630
631object * 578object *
632fix_stopped_arrow (object *op) 579fix_stopped_arrow (object *op)
633{ 580{
634 if (rndm (0, 99) < op->stats.food) 581 if (rndm (0, 99) < op->stats.food)
635 { 582 {
636 /* Small chance of breaking */ 583 /* Small chance of breaking */
637 remove_ob (op); 584 op->destroy ();
638 free_object (op);
639 return NULL; 585 return NULL;
640 } 586 }
641 587
588 op->set_speed (0);
642 op->direction = 0; 589 op->direction = 0;
643 op->move_on = 0; 590 op->move_on = 0;
644 op->move_type = 0; 591 op->move_type = 0;
645 op->speed = 0; 592 op->skill = 0; // really?
646 update_ob_speed (op); 593
594 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 595 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 596 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 597 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 598
653 if (op->spellarg != NULL) 599 if (op->spellarg)
654 { 600 {
655 op->slaying = op->spellarg; 601 op->slaying = op->spellarg;
656 free (op->spellarg); 602 free (op->spellarg);
657 op->spellarg = NULL; 603 op->spellarg = 0;
658 } 604 }
659 else 605 else
660 op->slaying = NULL; 606 op->slaying = 0;
661 607
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 608 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 609 op->spellarg = NULL;
664 op->stats.sp = 0; 610 op->stats.sp = 0;
665 op->stats.hp = 0; 611 op->stats.hp = 0;
666 op->stats.grace = 0; 612 op->stats.grace = 0;
667 op->level = 0; 613 op->level = 0;
668 op->face = op->arch->clone.face; 614 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 615 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
671 return op; 617 return op;
672} 618}
673 619
674/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 622 * here too. -b.t.
677 * 623 *
678 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
680 */ 626 */
681
682static void 627static void
683stop_arrow (object *op) 628stop_arrow (object *op)
684{ 629{
685 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
686 return; 631 return;
687 632
688 if (op->inv) 633 if (op->inv)
689 { 634 {
690 object *payload = op->inv; 635 object *payload = op->inv;
691 636
692 remove_ob (payload); 637 payload->remove ();
693 clear_owner (payload); 638 payload->owner = 0;
694 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 640 op->destroy ();
696 free_object (op);
697 } 641 }
698 else 642 else
699 { 643 {
700 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
701 if (op) 646 if (op)
702 merge_ob (op, NULL); 647 merge_ob (op, 0);
703 } 648 }
704} 649}
705 650
706/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 652 */
708
709void 653void
710move_arrow (object *op) 654move_arrow (object *op)
711{ 655{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 656 int was_reflected;
715 maptile *m;
716 657
717 if (op->map == NULL) 658 if (!op->map)
718 { 659 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 661 op->destroy ();
721 free_object (op);
722 return; 662 return;
723 } 663 }
724 664
725 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 666 if (op->type == THROWN_OBJ)
733 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
735 */ 675 */
736 if (op->inv == NULL) 676 if (op->inv == NULL)
737 { 677 {
738 remove_ob (op); 678 op->destroy ();
739 free_object (op);
740 return; 679 return;
741 } 680 }
681
742 if (op->last_sp-- < 0) 682 if (op->last_sp-- < 0)
743 { 683 {
744 stop_arrow (op); 684 stop_arrow (op);
745 return; 685 return;
746 } 686 }
753 stop_arrow (op); 693 stop_arrow (op);
754 return; 694 return;
755 } 695 }
756 696
757 /* Calculate target map square */ 697 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 698 was_reflected = 0;
761 699
762 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 701
765 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
766 { 703 {
767 stop_arrow (op); 704 stop_arrow (op);
768 return; 705 return;
769 } 706 }
770 707
771 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
773 { 710 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 715 break;
777
778 716
779 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
781 * move into it. 719 * move into it.
782 */ 720 */
783
784 if (tmp != NULL && tmp != op->owner) 721 if (tmp && tmp != op->owner)
785 { 722 {
786 /* Found living object, but it is reflecting the missile. Update 723 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
789 */ 726 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 728 {
793
794 int number = op->face->number; 729 int number = op->face;
795 730
796 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
797 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
806 } 734 }
807 else 735 else
808 { 736 {
809 /* Attack the object. */ 737 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 738 op = hit_with_arrow (op, tmp);
739
811 if (op == NULL) 740 if (!op)
812 return; 741 return;
813 } 742 }
814 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
816 745
817 746 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 { 747 {
820 int retry = 0; 748 int retry = 0;
821 749
822 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
836 if (op->direction & 1) 764 if (op->direction & 1)
837 { 765 {
838 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
839 retry = 1; 767 retry = 1;
840 } 768 }
769
841 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
842 * use this retry here to make this one block 771 * use this retry here to make this one block
843 * that did the same thing. 772 * that did the same thing.
844 */ 773 */
845 while (retry < 2) 774 while (retry < 2)
846 { 775 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 776 retry++;
852 777
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* 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 779 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
857 */ 782 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 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)));
861 785
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 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)));
865 788
866 if (left == right) 789 if (left == right)
867 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
868 else if (left) 791 else if (left)
869 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
870 else if (right) 793 else if (right)
871 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
872 795
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 - 796 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 797 * don't need to retry again.
877 */ 798 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 801 break;
880
881 } 802 }
803
882 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 805 * stop it from moving.
884 */ 806 */
885 if (retry == 2) 807 if (retry == 2)
886 { 808 {
887 stop_arrow (op); 809 stop_arrow (op);
888 return; 810 return;
889 } 811 }
812
890 /* update object image for new facing */ 813 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 815 if (GET_ANIM_ID (op))
893 SET_ANIMATION (op, op->direction); 816 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 817 } /* object is reflected */
895 } /* object ran into a wall */ 818 } /* object ran into a wall */
896 819
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 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
904 */ 822 */
905 op->speed -= 0.05; 823 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907}
908 824
909/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
910 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
911 * Modified this routine to allow held objects. b.t. */ 827}
912 828
913void 829void
914change_object (object *op) 830change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 832 int i, j;
918 833
919 if (op->other_arch == NULL) 834 if (!op->other_arch)
920 { 835 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
922 return; 837 return;
923 } 838 }
924 839
925 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
927 { 842 {
928 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
929 return; 844 return;
930 else 845
931 op->stats.food = 1; /* so 1 other_arch is made */ 846 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 { 847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; i++)
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. */
860
941 if (env) 861 if (env)
942 { 862 env->insert (tmp);
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* 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
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 }
955 else 863 else
956 { 864 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 865 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 866 if (j < 0) /* No free spot */
959 free_object (tmp); 867 tmp->destroy ();
960 else 868 else
961 { 869 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 870 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 871
964 } 872 if (pos.normalise ())
873 pos.insert (tmp, op);
965 } 874 }
875 }
966 } 876 }
967 free_object (op); 877
878 op->destroy ();
968} 879}
969 880
970void 881void
971move_teleporter (object *op) 882move_teleporter (object *op)
972{ 883{
977 * there is an old multipart teleporter in which the other parts 888 * 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 889 * 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 890 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 891 * N times without the speed check.
981 */ 892 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 893 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 894 move_teleporter (op->more);
984 895
985 if (op->head) 896 if (op->head)
986 head = op->head; 897 head = op->head;
987 898
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 899 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 901 break;
991 902
992 /* If nothing above us to move, nothing to do */ 903 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 909 if (tmp->type == PLAYER)
999 { 910 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 911 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 912 return;
1002 913
1003 enter_exit (tmp, head); 914 tmp->enter_exit (head);
1004 } 915 }
1005 else 916 else
1006 /* Currently only players can transfer maps */ 917 /* Currently only players can transfer maps */
1007 return; 918 return;
1008 } 919 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 920 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 921 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 922 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 923 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 924 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 925 head->destroy ();
1015 free_object (head);
1016 return; 926 return;
1017 } 927 }
928
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 929 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 930 return;
931
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 932 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 933 }
1022 else 934 else
1023 { 935 {
1024 /* Random teleporter */ 936 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 937 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 938 return;
939
1027 teleport (head, TELEPORTER, tmp); 940 teleport (head, TELEPORTER, tmp);
1028 } 941 }
1029} 942}
1030
1031 943
1032/* This object will teleport someone to a different map 944/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 945 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 946 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 947 can't be generalized.
1036*/ 948*/
1037
1038void 949void
1039move_player_changer (object *op) 950move_player_changer (object *op)
1040{ 951{
1041 object *player; 952 object *player;
1042 object *walk; 953 object *walk;
1043 char c;
1044 954
1045 if (!op->above || !EXIT_PATH (op)) 955 if (!op->above || !EXIT_PATH (op))
1046 return; 956 return;
1047 957
1048 /* This isn't all that great - means that the player_mover 958 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 959 * needs to be on top.
1050 */ 960 */
1051 if (op->above->type == PLAYER) 961 if (op->above->type == PLAYER)
1052 { 962 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 963 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 964 return;
965
1055 player = op->above; 966 player = op->above;
1056 967
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 968 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 969 apply_changes_to_player (player, walk);
1059 970
1060 fix_player (player); 971 player->update_stats ();
1061 972
1062 esrv_send_inventory (op->above, op->above); 973 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 974 esrv_update_item (UPD_FACE, op->above, op->above);
1064 975
1065 /* update players death & WoR home-position */ 976 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 977 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 978 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 979 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 980 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 981 player->contr->bed_y = EXIT_Y (op);
1072 } 982 }
1073 else 983 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 984 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 985
1076 enter_exit (op->above, op); 986 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 987 }
1079} 988}
1080 989
1081/* firewalls fire other spells. 990/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 991 * The direction of the wall is stored in op->stats.sp.
1089 998
1090 if (!op->map) 999 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1000 return; /* dm has created a firewall in his inventory */
1092 1001
1093 spell = op->inv; 1002 spell = op->inv;
1003
1094 if (!spell || spell->type != SPELL) 1004 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1005 spell = op->other_arch;
1006
1096 if (!spell) 1007 if (!spell)
1097 { 1008 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1009 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1010 return;
1100 } 1011 }
1101 1012
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1013 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1014}
1104
1105 1015
1106/* move_player_mover: this function takes a "player mover" as an 1016/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1017 * argument, and performs the function of a player mover, which is:
1108 * 1018 *
1109 * a player mover finds any players that are sitting on it. It 1019 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1023 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1024 */
1115void 1025void
1116move_player_mover (object *op) 1026move_player_mover (object *op)
1117{ 1027{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1028 int dir = op->stats.sp;
1120 sint16 nx, ny; 1029 sint16 nx, ny;
1121 maptile *m; 1030 maptile *m;
1122 1031
1123 /* Determine direction now for random movers so we do the right thing */ 1032 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1033 if (!dir)
1125 dir = rndm (1, 8); 1034 dir = rndm (1, 8);
1126 1035
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1036 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1037 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1039 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1040 {
1132 1041
1133 if (victim->head) 1042 if (victim->head)
1134 victim = victim->head; 1043 victim = victim->head;
1135 1044
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1045 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1046 {
1138 remove_ob (op); 1047 op->remove ();
1139 free_object (op);
1140 return; 1048 return;
1141 } 1049 }
1050
1142 nx = op->x + freearr_x[dir]; 1051 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1052 ny = op->y + freearr_y[dir];
1144 m = op->map; 1053 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1054 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1055 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1056 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; 1057 return;
1149 } 1058 }
1150 1059
1151 if (should_director_abort (op, victim)) 1060 if (should_director_abort (op, victim))
1152 return; 1061 return;
1153 1062
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1064 {
1156 if (nextmover->type == PLAYERMOVER) 1065 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1066 nextmover->speed_left = -.99f;
1067
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1069 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1070 }
1163 1071
1164 if (victim->type == PLAYER) 1072 if (victim->type == PLAYER)
1165 { 1073 {
1166 /* only level >=1 movers move people */ 1074 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1078 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1079 * place. This can happen if the player used a spell to
1172 * get to this space. 1080 * get to this space.
1173 */ 1081 */
1174 victim->contr->fire_on = 0; 1082 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1083 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1084 move_player (victim, dir);
1177 } 1085 }
1178 else 1086 else
1179 return; 1087 return;
1180 } 1088 }
1184 if (!op->stats.maxsp && op->attacktype) 1092 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1093 op->stats.maxsp = 2;
1186 1094
1187 if (op->attacktype) 1095 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1096 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1097 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 } 1098 }
1200 } 1099 }
1201 } 1100 }
1202} 1101}
1203 1102
1213{ 1112{
1214 object *tmp; 1113 object *tmp;
1215 1114
1216 if (!op->other_arch) 1115 if (!op->other_arch)
1217 { 1116 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1117 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1118 return;
1220 } 1119 }
1221 1120
1222 if (op->above == NULL) 1121 if (op->above == NULL)
1223 return; 1122 return;
1123
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1124 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1125 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1126 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1127 {
1228 if (op->level <= 0) 1128 if (op->level <= 0)
1229 { 1129 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1130 else
1234 { 1131 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1132 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1133
1237 if (new_nrof >= 1UL << 31) 1134 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1135 new_nrof = 1UL << 31;
1136
1239 tmp->nrof = new_nrof; 1137 tmp->nrof = new_nrof;
1240 } 1138 }
1139
1241 break; 1140 break;
1242 } 1141 }
1243 } 1142 }
1244} 1143}
1245 1144
1254 * has to make sure that there is in fact space for the object. 1153 * 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 1154 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1155 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1156 * outside of the map which would cause the server to crash
1258*/ 1157*/
1259
1260void 1158void
1261move_creator (object *creator) 1159move_creator (object *creator)
1262{ 1160{
1263 object *new_ob; 1161 object *new_ob;
1264 1162
1281 if (rndm (0, i) == 0) 1179 if (rndm (0, i) == 0)
1282 { 1180 {
1283 ob_to_copy = ob; 1181 ob_to_copy = ob;
1284 } 1182 }
1285 } 1183 }
1286 new_ob = object_create_clone (ob_to_copy); 1184 new_ob = ob_to_copy->deep_clone ();
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1187 }
1290 else 1188 else
1291 { 1189 {
1292 if (creator->other_arch == NULL) 1190 if (creator->other_arch == NULL)
1293 { 1191 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1192 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1193 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1194 return;
1297 } 1195 }
1298 1196
1299 new_ob = object_create_arch (creator->other_arch); 1197 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1198 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1199 }
1302 1200
1303 /* Make sure this multipart object fits */ 1201 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1202 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1305 { 1203 {
1306 free_object (new_ob); 1204 new_ob->destroy ();
1307 return; 1205 return;
1308 } 1206 }
1207
1208 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1309 1211
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1212 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1213 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return; 1214 return;
1313 1215
1323 with a specific code as the slaying field. 1225 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1226 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1227 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1228 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.*/ 1229 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1230void
1330move_marker (object *op) 1231move_marker (object *op)
1331{ 1232{
1332 object *tmp, *tmp2; 1233 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 { 1234 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1235 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1236 if (object *force = tmp->force_find (op->name))
1237 force->destroy ();
1238
1239 if (!tmp->force_find (op->slaying))
1341 { 1240 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1241 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1242
1243 if (op->msg)
1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1245
1246 if (op->stats.hp > 0)
1344 } 1247 {
1248 op->stats.hp--;
1345 1249
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) 1250 if (op->stats.hp == 0)
1368 { 1251 {
1369 force->speed = 0.01; 1252 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1253 op->destroy ();
1254 return;
1371 } 1255 }
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 } 1256 }
1394 } /* if tmp2 == NULL */ 1257 }
1395 } /* if tmp->type == PLAYER */ 1258 }
1396 } /* For all objects on this space */
1397} 1259}
1398 1260
1399int 1261void
1400process_object (object *op) 1262process_object (object *op)
1401{ 1263{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1265 return;
1404 1266
1405 if (INVOKE_OBJECT (TICK, op)) 1267 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1268 return;
1407 1269
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1270 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1272 return;
1411 1273
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1274 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1275 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1276 animate_object (op, op->contr ? op->facing : op->direction);
1418 1277
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1279 make_sure_seen (op);
1421 } 1280 }
1422 1281
1282 if (expect_false (
1283 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP]
1286 ))
1287 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1289 {
1425 change_object (op); 1290 change_object (op);
1426 return 1; 1291 return;
1427 } 1292 }
1428 1293
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1295 generate_monster (op);
1431 1296
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1298 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1299 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1300 remove_force (op);
1436 else 1301 else
1437 { 1302 {
1438 /* IF necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op);
1440
1441 if (pl)
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op); 1303 op->remove ();
1445 1304
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1306 make_sure_not_seen (op);
1448 1307
1449 free_object (op); 1308 op->destroy ();
1450 } 1309 }
1451 1310
1452 return 1; 1311 return;
1312 }
1453 } 1313 }
1454 1314
1455 switch (op->type) 1315 switch (op->type)
1456 { 1316 {
1457 case SPELL_EFFECT: 1317 case SPELL_EFFECT:
1458 move_spell_effect (op); 1318 move_spell_effect (op);
1459 return 1; 1319 break;
1460 1320
1461 case ROD: 1321 case ROD:
1462 case HORN: 1322 case HORN:
1463 regenerate_rod (op); 1323 regenerate_rod (op);
1464 return 1; 1324 break;
1465 1325
1466 case FORCE: 1326 case FORCE:
1467 case POTION_EFFECT: 1327 case POTION_EFFECT:
1468 remove_force (op); 1328 remove_force (op);
1469 return 1; 1329 break;
1470 1330
1471 case BLINDNESS: 1331 case BLINDNESS:
1472 remove_blindness (op); 1332 remove_blindness (op);
1473 return 0; 1333 break;
1474 1334
1475 case POISONING: 1335 case POISONING:
1476 poison_more (op); 1336 poison_more (op);
1477 return 0; 1337 break;
1478 1338
1479 case DISEASE: 1339 case DISEASE:
1480 move_disease (op); 1340 move_disease (op);
1481 return 0; 1341 break;
1482 1342
1483 case SYMPTOM: 1343 case SYMPTOM:
1484 move_symptom (op); 1344 move_symptom (op);
1485 return 0; 1345 break;
1486 1346
1487 case THROWN_OBJ: 1347 case THROWN_OBJ:
1488 case ARROW: 1348 case ARROW:
1489 move_arrow (op); 1349 move_arrow (op);
1490 return 0; 1350 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1351
1496 case DOOR: 1352 case DOOR:
1497 remove_door (op); 1353 remove_door (op);
1498 return 0; 1354 break;
1499 1355
1500 case LOCKED_DOOR: 1356 case LOCKED_DOOR:
1501 remove_door2 (op); 1357 remove_door2 (op);
1502 return 0; 1358 break;
1503 1359
1504 case TELEPORTER: 1360 case TELEPORTER:
1505 move_teleporter (op); 1361 move_teleporter (op);
1506 return 0; 1362 break;
1507 1363
1508 case GOLEM: 1364 case GOLEM:
1509 move_golem (op); 1365 move_golem (op);
1510 return 0; 1366 break;
1511 1367
1512 case EARTHWALL: 1368 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1369 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1370 break;
1515 1371
1516 case FIREWALL: 1372 case FIREWALL:
1517 move_firewall (op); 1373 move_firewall (op);
1518 if (op->stats.maxsp) 1374 if (op->stats.maxsp)
1519 animate_turning (op); 1375 animate_turning (op);
1520 return 0; 1376 break;
1521 1377
1522 case MOOD_FLOOR: 1378 case MOOD_FLOOR:
1523 do_mood_floor (op); 1379 do_mood_floor (op);
1524 return 0; 1380 break;
1525 1381
1526 case GATE: 1382 case GATE:
1527 move_gate (op); 1383 move_gate (op);
1528 return 0; 1384 break;
1529 1385
1530 case TIMED_GATE: 1386 case TIMED_GATE:
1531 move_timed_gate (op); 1387 move_timed_gate (op);
1532 return 0; 1388 break;
1533 1389
1534 case TRIGGER: 1390 case TRIGGER:
1535 case TRIGGER_BUTTON: 1391 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1392 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1393 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1394 animate_trigger (op);
1539 return 0; 1395 break;
1540 1396
1541 case DETECTOR: 1397 case DETECTOR:
1542 move_detector (op); 1398 move_detector (op);
1543 1399
1544 case DIRECTOR: 1400 case DIRECTOR:
1545 if (op->stats.maxsp) 1401 if (op->stats.maxsp)
1546 animate_turning (op); 1402 animate_turning (op);
1547 return 0; 1403 break;
1548 1404
1549 case HOLE: 1405 case HOLE:
1550 move_hole (op); 1406 move_hole (op);
1551 return 0; 1407 break;
1552 1408
1553 case DEEP_SWAMP: 1409 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1410 move_deep_swamp (op);
1555 return 0; 1411 break;
1556 1412
1557 case RUNE: 1413 case RUNE:
1558 case TRAP: 1414 case TRAP:
1559 move_rune (op); 1415 move_rune (op);
1560 return 0; 1416 break;
1561 1417
1562 case PLAYERMOVER: 1418 case PLAYERMOVER:
1563 move_player_mover (op); 1419 move_player_mover (op);
1564 return 0; 1420 break;
1565 1421
1566 case CREATOR: 1422 case CREATOR:
1567 move_creator (op); 1423 move_creator (op);
1568 return 0; 1424 break;
1569 1425
1570 case MARKER: 1426 case MARKER:
1571 move_marker (op); 1427 move_marker (op);
1572 return 0; 1428 break;
1573 1429
1574 case PLAYER_CHANGER: 1430 case PLAYER_CHANGER:
1575 move_player_changer (op); 1431 move_player_changer (op);
1576 return 0; 1432 break;
1577 1433
1578 case PEACEMAKER: 1434 case PEACEMAKER:
1579 move_peacemaker (op); 1435 move_peacemaker (op);
1580 return 0; 1436 break;
1581 }
1582 1437
1583 return 0; 1438 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left;
1441 break;
1442 }
1584} 1443}
1444

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