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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 1.82 by root, Mon Sep 29 10:32:51 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->drop_and_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->drop_and_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
599 remove_ob (op); 547 payload->remove ();
600 free_object (op); 548 op->destroy ();
601 return payload; 549 return payload;
602 } 550 }
603 551
604 case ARROW: 552 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 553 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 554 op = fix_stopped_arrow (op);
607 return op; 555 return op;
608 556
609 default: 557 default:
610 return op; 558 return op;
619void 567void
620fix_stopped_item (object *op, maptile *map, object *originator) 568fix_stopped_item (object *op, maptile *map, object *originator)
621{ 569{
622 if (map == NULL) 570 if (map == NULL)
623 return; 571 return;
572
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 573 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 574 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 575 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 576 merge_ob (op, NULL); /* only some arrows actually need this */
628} 577}
629 578
630
631object * 579object *
632fix_stopped_arrow (object *op) 580fix_stopped_arrow (object *op)
633{ 581{
634 if (rndm (0, 99) < op->stats.food) 582 if (rndm (0, 99) < op->stats.food)
635 { 583 {
636 /* Small chance of breaking */ 584 /* Small chance of breaking */
637 remove_ob (op); 585 op->destroy ();
638 free_object (op);
639 return NULL; 586 return NULL;
640 } 587 }
641 588
589 op->set_speed (0);
642 op->direction = 0; 590 op->direction = 0;
643 op->move_on = 0; 591 op->move_on = 0;
644 op->move_type = 0; 592 op->move_type = 0;
645 op->speed = 0; 593 op->skill = 0; // really?
646 update_ob_speed (op); 594
595 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 596 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 597 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 598 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 599
653 if (op->spellarg != NULL) 600 if (op->spellarg)
654 { 601 {
655 op->slaying = op->spellarg; 602 op->slaying = op->spellarg;
656 free (op->spellarg); 603 free (op->spellarg);
657 op->spellarg = NULL; 604 op->spellarg = 0;
658 } 605 }
659 else 606 else
660 op->slaying = NULL; 607 op->slaying = 0;
661 608
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 609 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 610 op->spellarg = NULL;
664 op->stats.sp = 0; 611 op->stats.sp = 0;
665 op->stats.hp = 0; 612 op->stats.hp = 0;
666 op->stats.grace = 0; 613 op->stats.grace = 0;
667 op->level = 0; 614 op->level = 0;
668 op->face = op->arch->clone.face; 615 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 616 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 617 update_object (op, UP_OBJ_CHANGE);
671 return op; 618 return op;
672} 619}
673 620
674/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 623 * here too. -b.t.
677 * 624 *
678 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
680 */ 627 */
681
682static void 628static void
683stop_arrow (object *op) 629stop_arrow (object *op)
684{ 630{
685 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
686 return; 632 return;
687 633
688 if (op->inv) 634 if (op->inv)
689 { 635 {
636 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 637 object *payload = op->inv;
691 638
692 remove_ob (payload); 639 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 641 op->destroy ();
696 free_object (op);
697 } 642 }
698 else 643 else
699 { 644 {
700 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
701 if (op) 647 if (op)
702 merge_ob (op, NULL); 648 merge_ob (op, 0);
703 } 649 }
704} 650}
705 651
706/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 653 */
708
709void 654void
710move_arrow (object *op) 655move_arrow (object *op)
711{ 656{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 657 int was_reflected;
715 maptile *m;
716 658
717 if (op->map == NULL) 659 if (!op->map)
718 { 660 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 662 op->destroy ();
721 free_object (op);
722 return; 663 return;
723 } 664 }
724 665
725 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 667 if (op->type == THROWN_OBJ)
731 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
732 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
733 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
735 */ 676 */
736 if (op->inv == NULL) 677 if (!op->inv)
737 { 678 {
738 remove_ob (op); 679 op->destroy ();
739 free_object (op);
740 return; 680 return;
741 } 681 }
682
742 if (op->last_sp-- < 0) 683 if (op->last_sp-- < 0)
743 { 684 {
744 stop_arrow (op); 685 stop_arrow (op);
745 return; 686 return;
746 } 687 }
753 stop_arrow (op); 694 stop_arrow (op);
754 return; 695 return;
755 } 696 }
756 697
757 /* Calculate target map square */ 698 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 699 was_reflected = 0;
761 700
762 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 702
765 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
766 { 704 {
767 stop_arrow (op); 705 stop_arrow (op);
768 return; 706 return;
769 } 707 }
770 708
771 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
773 { 711 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 716 break;
777
778 717
779 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
781 * move into it. 720 * move into it.
782 */ 721 */
783
784 if (tmp != NULL && tmp != op->owner) 722 if (tmp && tmp != op->owner)
785 { 723 {
786 /* Found living object, but it is reflecting the missile. Update 724 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
789 */ 727 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 729 {
793
794 int number = op->face->number; 730 int number = op->face;
795 731
796 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
797 op->state = 0; 733 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 */ 734 was_reflected = 1; /* skip normal movement calculations */
806 } 735 }
807 else 736 else
808 { 737 {
809 /* Attack the object. */ 738 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 739 op = hit_with_arrow (op, tmp);
740
811 if (op == NULL) 741 if (!op)
812 return; 742 return;
813 } 743 }
814 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
816 746
817 747 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 { 748 {
820 int retry = 0; 749 int retry = 0;
821 750
822 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
836 if (op->direction & 1) 765 if (op->direction & 1)
837 { 766 {
838 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
839 retry = 1; 768 retry = 1;
840 } 769 }
770
841 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
842 * use this retry here to make this one block 772 * use this retry here to make this one block
843 * that did the same thing. 773 * that did the same thing.
844 */ 774 */
845 while (retry < 2) 775 while (retry < 2)
846 { 776 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 777 retry++;
852 778
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* 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 780 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
857 */ 783 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 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)));
861 786
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 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)));
865 789
866 if (left == right) 790 if (left == right)
867 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
868 else if (left) 792 else if (left)
869 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
870 else if (right) 794 else if (right)
871 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
872 796
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 - 797 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 798 * don't need to retry again.
877 */ 799 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 802 break;
880
881 } 803 }
804
882 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 806 * stop it from moving.
884 */ 807 */
885 if (retry == 2) 808 if (retry == 2)
886 { 809 {
887 stop_arrow (op); 810 stop_arrow (op);
888 return; 811 return;
889 } 812 }
813
890 /* update object image for new facing */ 814 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 816 if (GET_ANIM_ID (op))
893 SET_ANIMATION (op, op->direction); 817 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 818 } /* object is reflected */
895 } /* object ran into a wall */ 819 } /* object ran into a wall */
896 820
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 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
904 */ 823 */
905 op->speed -= 0.05; 824 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907}
908 825
909/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
910 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
911 * Modified this routine to allow held objects. b.t. */ 828}
912 829
913void 830void
914change_object (object *op) 831change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 833 int i, j;
918 834
919 if (op->other_arch == NULL) 835 if (!op->other_arch)
920 { 836 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
922 return; 838 return;
923 } 839 }
924 840
925 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
927 { 843 {
928 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
929 return; 845 return;
930 else 846
931 op->stats.food = 1; /* so 1 other_arch is made */ 847 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 { 848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
937 tmp = arch_to_object (op->other_arch); 855 object *tmp = arch_to_object (op->other_arch);
856
938 if (op->type == LAMP) 857 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 858 tmp->stats.food = op->stats.food - 1;
859
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861
941 if (env) 862 if (env)
942 { 863 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 864 else
956 { 865 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 866 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 867 if (j < 0) /* No free spot */
959 free_object (tmp); 868 tmp->destroy ();
960 else 869 else
961 { 870 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 871 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 872
964 } 873 if (pos.normalise ())
874 pos.insert (tmp, op);
965 } 875 }
876 }
966 } 877 }
967 free_object (op); 878
879 op->destroy ();
968} 880}
969 881
970void 882void
971move_teleporter (object *op) 883move_teleporter (object *op)
972{ 884{
977 * there is an old multipart teleporter in which the other parts 889 * 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 890 * 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 891 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 892 * N times without the speed check.
981 */ 893 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 894 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 895 move_teleporter (op->more);
984 896
985 if (op->head) 897 if (op->head)
986 head = op->head; 898 head = op->head;
987 899
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 900 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 901 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 902 break;
991 903
992 /* If nothing above us to move, nothing to do */ 904 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 905 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 910 if (tmp->type == PLAYER)
999 { 911 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 912 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 913 return;
1002 914
1003 enter_exit (tmp, head); 915 tmp->enter_exit (head);
1004 } 916 }
1005 else 917 else
1006 /* Currently only players can transfer maps */ 918 /* Currently only players can transfer maps */
1007 return; 919 return;
1008 } 920 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 921 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 922 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 923 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 924 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 925 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 926 head->destroy ();
1015 free_object (head);
1016 return; 927 return;
1017 } 928 }
929
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 931 return;
932
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 933 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 934 }
1022 else 935 else
1023 { 936 {
1024 /* Random teleporter */ 937 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 938 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 939 return;
940
1027 teleport (head, TELEPORTER, tmp); 941 teleport (head, TELEPORTER, tmp);
1028 } 942 }
1029} 943}
1030
1031 944
1032/* This object will teleport someone to a different map 945/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 946 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 947 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 948 can't be generalized.
1036*/ 949*/
1037
1038void 950void
1039move_player_changer (object *op) 951move_player_changer (object *op)
1040{ 952{
1041 object *player; 953 object *player;
1042 object *walk; 954 object *walk;
1043 char c;
1044 955
1045 if (!op->above || !EXIT_PATH (op)) 956 if (!op->above || !EXIT_PATH (op))
1046 return; 957 return;
1047 958
1048 /* This isn't all that great - means that the player_mover 959 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 960 * needs to be on top.
1050 */ 961 */
1051 if (op->above->type == PLAYER) 962 if (op->above->type == PLAYER)
1052 { 963 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 964 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 965 return;
966
1055 player = op->above; 967 player = op->above;
1056 968
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 969 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 970 apply_changes_to_player (player, walk);
1059 971
1060 fix_player (player); 972 player->update_stats ();
1061 973
1062 esrv_send_inventory (op->above, op->above); 974 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 975 esrv_update_item (UPD_FACE, op->above, op->above);
1064 976
1065 /* update players death & WoR home-position */ 977 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 978 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 979 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 980 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 981 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 982 player->contr->bed_y = EXIT_Y (op);
1072 } 983 }
1073 else 984 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 985 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 986
1076 enter_exit (op->above, op); 987 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 988 }
1079} 989}
1080 990
1081/* firewalls fire other spells. 991/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 992 * The direction of the wall is stored in op->stats.sp.
1089 999
1090 if (!op->map) 1000 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1001 return; /* dm has created a firewall in his inventory */
1092 1002
1093 spell = op->inv; 1003 spell = op->inv;
1004
1094 if (!spell || spell->type != SPELL) 1005 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1006 spell = op->other_arch;
1007
1096 if (!spell) 1008 if (!spell)
1097 { 1009 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1011 return;
1100 } 1012 }
1101 1013
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1014 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1015}
1104
1105 1016
1106/* move_player_mover: this function takes a "player mover" as an 1017/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1018 * argument, and performs the function of a player mover, which is:
1108 * 1019 *
1109 * a player mover finds any players that are sitting on it. It 1020 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1024 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1025 */
1115void 1026void
1116move_player_mover (object *op) 1027move_player_mover (object *op)
1117{ 1028{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1029 int dir = op->stats.sp;
1120 sint16 nx, ny; 1030 sint16 nx, ny;
1121 maptile *m; 1031 maptile *m;
1122 1032
1123 /* Determine direction now for random movers so we do the right thing */ 1033 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1034 if (!dir)
1125 dir = rndm (1, 8); 1035 dir = rndm (1, 8);
1126 1036
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1037 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1038 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1039 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1040 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1041 {
1132 1042
1133 if (victim->head) 1043 if (victim->head)
1134 victim = victim->head; 1044 victim = victim->head;
1135 1045
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1046 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1047 {
1138 remove_ob (op); 1048 op->remove ();
1139 free_object (op);
1140 return; 1049 return;
1141 } 1050 }
1051
1142 nx = op->x + freearr_x[dir]; 1052 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1053 ny = op->y + freearr_y[dir];
1144 m = op->map; 1054 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1055 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1056 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1057 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; 1058 return;
1149 } 1059 }
1150 1060
1151 if (should_director_abort (op, victim)) 1061 if (should_director_abort (op, victim))
1152 return; 1062 return;
1153 1063
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1064 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1065 {
1156 if (nextmover->type == PLAYERMOVER) 1066 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1067 nextmover->speed_left = -.99f;
1068
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1069 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1070 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1071 }
1163 1072
1164 if (victim->type == PLAYER) 1073 if (victim->type == PLAYER)
1165 { 1074 {
1166 /* only level >=1 movers move people */ 1075 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1079 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1080 * place. This can happen if the player used a spell to
1172 * get to this space. 1081 * get to this space.
1173 */ 1082 */
1174 victim->contr->fire_on = 0; 1083 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1084 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1085 move_player (victim, dir);
1177 } 1086 }
1178 else 1087 else
1179 return; 1088 return;
1180 } 1089 }
1184 if (!op->stats.maxsp && op->attacktype) 1093 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1094 op->stats.maxsp = 2;
1186 1095
1187 if (op->attacktype) 1096 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1097 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1098 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 } 1099 }
1200 } 1100 }
1201 } 1101 }
1202} 1102}
1203 1103
1213{ 1113{
1214 object *tmp; 1114 object *tmp;
1215 1115
1216 if (!op->other_arch) 1116 if (!op->other_arch)
1217 { 1117 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1118 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1119 return;
1220 } 1120 }
1221 1121
1222 if (op->above == NULL) 1122 if (op->above == NULL)
1223 return; 1123 return;
1124
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1125 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1126 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1127 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1128 {
1228 if (op->level <= 0) 1129 if (op->level <= 0)
1229 { 1130 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1131 else
1234 { 1132 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1133 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1134
1237 if (new_nrof >= 1UL << 31) 1135 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1136 new_nrof = 1UL << 31;
1137
1239 tmp->nrof = new_nrof; 1138 tmp->nrof = new_nrof;
1240 } 1139 }
1140
1241 break; 1141 break;
1242 } 1142 }
1243 } 1143 }
1244} 1144}
1245 1145
1254 * has to make sure that there is in fact space for the object. 1154 * 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 1155 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1156 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1157 * outside of the map which would cause the server to crash
1258*/ 1158*/
1259
1260void 1159void
1261move_creator (object *creator) 1160move_creator (object *creator)
1262{ 1161{
1263 object *new_ob; 1162 object *new_ob;
1264 1163
1266 { 1165 {
1267 creator->stats.hp = -1; 1166 creator->stats.hp = -1;
1268 return; 1167 return;
1269 } 1168 }
1270 1169
1271 if (creator->inv != NULL) 1170 if (creator->inv)
1272 { 1171 {
1273 object *ob; 1172 object *ob;
1274 int i; 1173 int i;
1275 object *ob_to_copy; 1174 object *ob_to_copy;
1276 1175
1281 if (rndm (0, i) == 0) 1180 if (rndm (0, i) == 0)
1282 { 1181 {
1283 ob_to_copy = ob; 1182 ob_to_copy = ob;
1284 } 1183 }
1285 } 1184 }
1286 new_ob = object_create_clone (ob_to_copy); 1185 new_ob = ob_to_copy->deep_clone ();
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1188 }
1290 else 1189 else
1291 { 1190 {
1292 if (creator->other_arch == NULL) 1191 if (!creator->other_arch)
1293 { 1192 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1193 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1194 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1195 return;
1297 } 1196 }
1298 1197
1299 new_ob = object_create_arch (creator->other_arch); 1198 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1200 }
1302 1201
1303 /* Make sure this multipart object fits */ 1202 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1305 { 1204 {
1306 free_object (new_ob); 1205 new_ob->destroy ();
1307 return; 1206 return;
1308 } 1207 }
1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1309 1212
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return; 1215 return;
1313 1216
1314 if (creator->slaying) 1217 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1218 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1219}
1319 1220
1320/* move_marker --peterm@soda.csua.berkeley.edu 1221/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1222 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1223 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1224 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1225 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1226 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1227 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.*/ 1228 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1229void
1330move_marker (object *op) 1230move_marker (object *op)
1331{ 1231{
1332 object *tmp, *tmp2; 1232 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 { 1233 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1234 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1235 if (object *force = tmp->force_find (op->name))
1236 force->destroy ();
1237
1238 if (!tmp->force_find (op->slaying))
1341 { 1239 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1240 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1241
1242 if (op->msg)
1243 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1244
1245 if (op->stats.hp > 0)
1344 } 1246 {
1247 op->stats.hp--;
1345 1248
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) 1249 if (op->stats.hp == 0)
1368 { 1250 {
1369 force->speed = 0.01; 1251 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1252 op->destroy ();
1253 return;
1371 } 1254 }
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 } 1255 }
1394 } /* if tmp2 == NULL */ 1256 }
1395 } /* if tmp->type == PLAYER */ 1257 }
1396 } /* For all objects on this space */
1397} 1258}
1398 1259
1399int 1260void
1400process_object (object *op) 1261process_object (object *op)
1401{ 1262{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1263 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1264 return;
1404 1265
1405 if (INVOKE_OBJECT (TICK, op)) 1266 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1267 return;
1407 1268
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1269 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1270 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1271 return;
1411 1272
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1273 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1274 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1275 animate_object (op, op->contr ? op->facing : op->direction);
1418 1276
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1277 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1278 make_sure_seen (op);
1421 } 1279 }
1422 1280
1281 if (expect_false (
1282 op->flag [FLAG_GENERATOR]
1283 || op->flag [FLAG_CHANGING]
1284 || op->flag [FLAG_IS_USED_UP]
1285 ))
1286 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1287 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1288 {
1425 change_object (op); 1289 change_object (op);
1426 return 1; 1290 return;
1427 } 1291 }
1428 1292
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1293 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1294 generate_monster (op);
1431 1295
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1296 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1297 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1298 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1299 remove_force (op);
1436 else 1300 else
1437 { 1301 {
1438 /* IF necessary, delete the item from the players inventory */ 1302 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1303
1441 if (pl)
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1304 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1305 make_sure_not_seen (op);
1448 1306
1449 free_object (op); 1307 op->drop_and_destroy ();
1450 } 1308 }
1451 1309
1452 return 1; 1310 return;
1311 }
1453 } 1312 }
1454 1313
1455 switch (op->type) 1314 switch (op->type)
1456 { 1315 {
1457 case SPELL_EFFECT: 1316 case SPELL_EFFECT:
1458 move_spell_effect (op); 1317 move_spell_effect (op);
1459 return 1; 1318 break;
1460 1319
1461 case ROD: 1320 case ROD:
1462 case HORN: 1321 case HORN:
1463 regenerate_rod (op); 1322 regenerate_rod (op);
1464 return 1; 1323 break;
1465 1324
1466 case FORCE: 1325 case FORCE:
1467 case POTION_EFFECT: 1326 case POTION_EFFECT:
1468 remove_force (op); 1327 remove_force (op);
1469 return 1; 1328 break;
1470 1329
1471 case BLINDNESS: 1330 case BLINDNESS:
1472 remove_blindness (op); 1331 remove_blindness (op);
1473 return 0; 1332 break;
1474 1333
1475 case POISONING: 1334 case POISONING:
1476 poison_more (op); 1335 poison_more (op);
1477 return 0; 1336 break;
1478 1337
1479 case DISEASE: 1338 case DISEASE:
1480 move_disease (op); 1339 move_disease (op);
1481 return 0; 1340 break;
1482 1341
1483 case SYMPTOM: 1342 case SYMPTOM:
1484 move_symptom (op); 1343 move_symptom (op);
1485 return 0; 1344 break;
1486 1345
1487 case THROWN_OBJ: 1346 case THROWN_OBJ:
1488 case ARROW: 1347 case ARROW:
1489 move_arrow (op); 1348 move_arrow (op);
1490 return 0; 1349 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1350
1496 case DOOR: 1351 case DOOR:
1497 remove_door (op); 1352 remove_door (op);
1498 return 0; 1353 break;
1499 1354
1500 case LOCKED_DOOR: 1355 case LOCKED_DOOR:
1501 remove_door2 (op); 1356 remove_door2 (op);
1502 return 0; 1357 break;
1503 1358
1504 case TELEPORTER: 1359 case TELEPORTER:
1505 move_teleporter (op); 1360 move_teleporter (op);
1506 return 0; 1361 break;
1507 1362
1508 case GOLEM: 1363 case GOLEM:
1509 move_golem (op); 1364 move_golem (op);
1510 return 0; 1365 break;
1511 1366
1512 case EARTHWALL: 1367 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1368 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1369 break;
1515 1370
1516 case FIREWALL: 1371 case FIREWALL:
1517 move_firewall (op); 1372 move_firewall (op);
1518 if (op->stats.maxsp) 1373 if (op->stats.maxsp)
1519 animate_turning (op); 1374 animate_turning (op);
1520 return 0; 1375 break;
1521 1376
1522 case MOOD_FLOOR: 1377 case MOOD_FLOOR:
1523 do_mood_floor (op); 1378 do_mood_floor (op);
1524 return 0; 1379 break;
1525 1380
1526 case GATE: 1381 case GATE:
1527 move_gate (op); 1382 move_gate (op);
1528 return 0; 1383 break;
1529 1384
1530 case TIMED_GATE: 1385 case TIMED_GATE:
1531 move_timed_gate (op); 1386 move_timed_gate (op);
1532 return 0; 1387 break;
1533 1388
1534 case TRIGGER: 1389 case TRIGGER:
1535 case TRIGGER_BUTTON: 1390 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1391 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1392 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1393 animate_trigger (op);
1539 return 0; 1394 break;
1540 1395
1541 case DETECTOR: 1396 case DETECTOR:
1542 move_detector (op); 1397 move_detector (op);
1543 1398
1544 case DIRECTOR: 1399 case DIRECTOR:
1545 if (op->stats.maxsp) 1400 if (op->stats.maxsp)
1546 animate_turning (op); 1401 animate_turning (op);
1547 return 0; 1402 break;
1548 1403
1549 case HOLE: 1404 case HOLE:
1550 move_hole (op); 1405 move_hole (op);
1551 return 0; 1406 break;
1552 1407
1553 case DEEP_SWAMP: 1408 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1409 move_deep_swamp (op);
1555 return 0; 1410 break;
1556 1411
1557 case RUNE: 1412 case RUNE:
1558 case TRAP: 1413 case TRAP:
1559 move_rune (op); 1414 move_rune (op);
1560 return 0; 1415 break;
1561 1416
1562 case PLAYERMOVER: 1417 case PLAYERMOVER:
1563 move_player_mover (op); 1418 move_player_mover (op);
1564 return 0; 1419 break;
1565 1420
1566 case CREATOR: 1421 case CREATOR:
1567 move_creator (op); 1422 move_creator (op);
1568 return 0; 1423 break;
1569 1424
1570 case MARKER: 1425 case MARKER:
1571 move_marker (op); 1426 move_marker (op);
1572 return 0; 1427 break;
1573 1428
1574 case PLAYER_CHANGER: 1429 case PLAYER_CHANGER:
1575 move_player_changer (op); 1430 move_player_changer (op);
1576 return 0; 1431 break;
1577 1432
1578 case PEACEMAKER: 1433 case PEACEMAKER:
1579 move_peacemaker (op); 1434 move_peacemaker (op);
1580 return 0; 1435 break;
1581 }
1582 1436
1583 return 0; 1437 case PLAYER:
1438 // players have their own speed-management, so undo the --speed_left
1439 ++op->speed_left;
1440 break;
1441 }
1584} 1442}
1443

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