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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 1.84 by root, Thu Jan 8 04:35:05 2009 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 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 104 // centipedes not generate more centipedes when being asleep.
144{ 105 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 106 return;
166 while (at != NULL) 107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
168 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
171 143
172 if (head != NULL) 144 op->expand_tail ();
173 op->head = head, prev->more = op;
174 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
175 if (rndm (0, 9)) 150 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 152
178 if (QUERY_FLAG (op, FLAG_FREED)) 153 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); 154 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}
188 155
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 156 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 157 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 158
159 op->destroy ();
200} 160}
201 161
202void 162void
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
205 if (--op->duration > 0) 165 if (--op->duration > 0)
206 return; 166 return;
207 167
168 if (op->env)
208 switch (op->subtype) 169 switch (op->subtype)
209 { 170 {
210 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 174
217 default: 175 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 177 change_abil (op->env, op);
222 fix_player (op->env); 178 op->env->update_stats ();
223 }
224 } 179 }
225 remove_ob (op); 180
226 free_object (op); 181 op->destroy ();
227} 182}
228 183
229void 184void
230remove_blindness (object *op) 185remove_blindness (object *op)
231{ 186{
232 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
233 return; 188 return;
189
234 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
191
235 if (op->env != NULL) 192 if (op->env)
236 { 193 {
237 change_abil (op->env, op); 194 change_abil (op->env, op);
238 fix_player (op->env); 195 op->env->update_stats ();
239 } 196 }
240 remove_ob (op); 197
241 free_object (op); 198 op->destroy ();
242} 199}
243 200
244void 201void
245poison_more (object *op) 202poison_more (object *op)
246{ 203{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 205 {
249 remove_ob (op); 206 op->destroy ();
250 free_object (op);
251 return; 207 return;
252 } 208 }
209
253 if (op->stats.food == 1) 210 if (op->stats.food == 1)
254 { 211 {
255 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 213 * will not do anything.
257 */ 214 */
258 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
259 { 216 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 218 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 220 }
264 remove_ob (op); 221
265 free_object (op); 222 op->destroy ();
266 return; 223 return;
267 } 224 }
225
268 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
269 { 227 {
270 op->env->stats.food--; 228 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 230 }
231
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 233}
275 234
276 235
277void 236void
278move_gate (object *op) 237move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
280 object *tmp; 239 object *tmp;
281 240
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 242 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 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; 244 op->stats.wc = 0;
288 } 245 }
289 246
290 /* We're going down */ 247 /* We're going down */
291 if (op->value) 248 if (op->value)
292 { 249 {
293 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
295 op->stats.wc = 0; 252 op->stats.wc = 0;
296 if (op->arch->clone.speed) 253 if (op->arch->speed)
297 op->value = 0; 254 op->value = 0;
298 else 255 else
299 {
300 op->speed = 0; 256 op->set_speed (0);
301 update_ob_speed (op);
302 } 257 }
303 } 258
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 { 260 {
306 op->move_block = 0; 261 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
309 } 264 }
265
310 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
312 return; 268 return;
313 } 269 }
314 270
322 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
324 * the gate slightly. 280 * the gate slightly.
325 */ 281 */
326 282
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break; 285 break;
330 286
331 if (tmp == NULL) 287 if (!tmp)
332 { 288 {
333 if (op->arch->clone.speed) 289 if (op->arch->speed)
334 op->value = 1; 290 op->value = 1;
335 else 291 else
336 {
337 op->speed = 0; 292 op->set_speed (0);
338 update_ob_speed (op); /* Reached top, let's stop */ 293
339 }
340 return; 294 return;
341 } 295 }
342 } 296 }
343 297
344 if (op->stats.food) 298 if (op->stats.food)
351 } 305 }
352 else 306 else
353 { /* The gate is still going up */ 307 { /* The gate is still going up */
354 op->stats.wc++; 308 op->stats.wc++;
355 309
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
358 312
359 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
361 */ 315 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 { 317 {
364 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
367 322
368 if (tmp != NULL) 323 if (tmp)
369 { 324 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 { 326 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
373 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 } 332 }
376 else
377 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
379 * off the gate. 335 * off the gate.
380 */ 336 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 { 338 {
383 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
385 341
386 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
387 if (i != -1) 343 if (i > 0)
388 { 344 {
345 mapxy pos (tmp);
389 remove_ob (tmp); 346 pos.move (i);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 347 if (pos.normalise ())
391 insert_ob_in_map (tmp, op->map, op, 0); 348 tmp->move_to (pos);
392 } 349 }
393 } 350 }
394 } 351 }
395 352
396 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
399 break; 356 break;
400 357
401 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
402 if (tmp) 359 if (tmp)
403 {
404 op->stats.food = 1; 360 op->stats.food = 1;
405 }
406 else 361 else
407 { 362 {
408 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
409 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
412 } 368 }
413 } /* gate is halfway up */ 369 } /* gate is halfway up */
414 370
427 int v = op->value; 383 int v = op->value;
428 384
429 if (op->stats.sp) 385 if (op->stats.sp)
430 { 386 {
431 move_gate (op); 387 move_gate (op);
388
432 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0; 390 op->stats.sp = 0;
434 return; 391 return;
435 } 392 }
393
436 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
437 { /* keep gate down */ 395 { /* keep gate down */
438 move_gate (op); 396 move_gate (op);
397
439 if (op->value != v) 398 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0; 399 op->set_speed (0);
442 update_ob_speed (op);
443 }
444 } 400 }
445} 401}
446 402
447/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
458 int last = op->value; 414 int last = op->value;
459 int detected; 415 int detected;
460 416
461 detected = 0; 417 detected = 0;
462 418
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
464 { 420 {
465 object *tmp2; 421 object *tmp2;
466 422
467 if (op->stats.hp) 423 if (op->stats.hp)
468 { 424 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 { 426 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
472 detected = 1; 428 detected = 1;
429
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
474 detected = 1; 431 detected = 1;
475 } 432 }
476 } 433 }
434
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
478 {
479 detected = 1; 436 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1; 438 detected = 1;
483 } 439 }
484 440
485 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
487 { 443 {
488 if (detected && last == 0) 444 if (detected && last == 0)
489 { 445 {
490 op->value = 1; 446 op->value = 1;
491 push_button (op); 447 push_button (op, tmp);
492 } 448 }
449
493 if (!detected && last == 1) 450 if (!detected && last == 1)
494 { 451 {
495 op->value = 0; 452 op->value = 0;
496 push_button (op); 453 push_button (op, tmp);
497 } 454 }
498 } 455 }
499 else 456 else
500 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
501 if (detected && last == 1) 458 if (detected && last == 1)
502 { 459 {
503 op->value = 0; 460 op->value = 0;
504 push_button (op); 461 push_button (op, tmp);
505 } 462 }
463
506 if (!detected && last == 0) 464 if (!detected && last == 0)
507 { 465 {
508 op->value = 1; 466 op->value = 1;
509 push_button (op); 467 push_button (op, tmp);
510 } 468 }
511 } 469 }
512} 470}
513
514 471
515void 472void
516animate_trigger (object *op) 473animate_trigger (object *op)
517{ 474{
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
528} 485}
529 486
530void 487void
531move_hole (object *op) 488move_hole (object *op)
532{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value) 490 if (op->value)
536 { /* We're opening */ 491 { /* We're opening */
537 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
539 op->stats.wc = 0; 494 op->stats.wc = 0;
540 op->speed = 0; 495 op->set_speed (0);
541 update_ob_speed (op);
542 496
543 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
546 { 500 {
547 next = tmp->above; 501 next = tmp->above;
548 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
549 } 503 }
550 } 504 }
505
551 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
553 return; 508 return;
554 } 509 }
510
555 /* We're closing */ 511 /* We're closing */
556 op->move_on = 0; 512 op->move_on = 0;
557 513
558 op->stats.wc++; 514 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
561 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
567 return;
568 }
569} 522}
570 523
571 524
572/* stop_item() returns a pointer to the stopped object. The stopped object 525/* 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 526 * may or may not have been removed from maps or inventories. It will not
593 { 546 {
594 object *payload = op->inv; 547 object *payload = op->inv;
595 548
596 if (payload == NULL) 549 if (payload == NULL)
597 return NULL; 550 return NULL;
598 remove_ob (payload); 551
599 remove_ob (op); 552 payload->remove ();
600 free_object (op); 553 op->destroy ();
601 return payload; 554 return payload;
602 } 555 }
603 556
604 case ARROW: 557 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
607 return op; 560 return op;
608 561
609 default: 562 default:
610 return op; 563 return op;
619void 572void
620fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
621{ 574{
622 if (map == NULL) 575 if (map == NULL)
623 return; 576 return;
577
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 580 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
628} 582}
629 583
630
631object * 584object *
632fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
633{ 586{
634 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
635 { 588 {
636 /* Small chance of breaking */ 589 /* Small chance of breaking */
637 remove_ob (op); 590 op->destroy ();
638 free_object (op);
639 return NULL; 591 return NULL;
640 } 592 }
641 593
594 op->set_speed (0);
642 op->direction = 0; 595 op->direction = 0;
643 op->move_on = 0; 596 op->move_on = 0;
644 op->move_type = 0; 597 op->move_type = 0;
645 op->speed = 0; 598 op->skill = 0; // really?
646 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
647 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652 604
653 if (op->spellarg != NULL) 605 if (op->spellarg)
654 { 606 {
655 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
656 free (op->spellarg); 608 free (op->spellarg);
657 op->spellarg = NULL; 609 op->spellarg = 0;
658 } 610 }
659 else 611 else
660 op->slaying = NULL; 612 op->slaying = 0;
661 613
662 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
663 op->spellarg = NULL; 615 op->spellarg = NULL;
664 op->stats.sp = 0; 616 op->stats.sp = 0;
665 op->stats.hp = 0; 617 op->stats.hp = 0;
666 op->stats.grace = 0; 618 op->stats.grace = 0;
667 op->level = 0; 619 op->level = 0;
668 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
669 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
671 return op; 623 return op;
672} 624}
673 625
674/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in 627 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t. 628 * here too. -b.t.
677 * 629 *
678 * Returns a pointer to the stopped object (which will have been removed 630 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
680 */ 632 */
681
682static void 633static void
683stop_arrow (object *op) 634stop_arrow (object *op)
684{ 635{
685 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
686 return; 637 return;
687 638
688 if (op->inv) 639 if (op->inv)
689 { 640 {
641 // replace this by straightforward drop to ground?
690 object *payload = op->inv; 642 object *payload = op->inv;
691 643
692 remove_ob (payload); 644 payload->owner = 0;
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op); 646 op->destroy ();
696 free_object (op);
697 } 647 }
698 else 648 else
699 { 649 {
700 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
701 if (op) 652 if (op)
702 merge_ob (op, NULL); 653 merge_ob (op, 0);
703 } 654 }
704} 655}
705 656
706/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
707 */ 658 */
708
709void 659void
710move_arrow (object *op) 660move_arrow (object *op)
711{ 661{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 662 int was_reflected;
715 maptile *m;
716 663
717 if (op->map == NULL) 664 if (!op->map)
718 { 665 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op); 667 op->destroy ();
721 free_object (op);
722 return; 668 return;
723 } 669 }
724 670
725 /* we need to stop thrown objects at some point. Like here. */ 671 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ) 672 if (op->type == THROWN_OBJ)
731 * is if the player throws a bomb - the bomb explodes on its own, 677 * 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 678 * 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, 679 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
735 */ 681 */
736 if (op->inv == NULL) 682 if (!op->inv)
737 { 683 {
738 remove_ob (op); 684 op->destroy ();
739 free_object (op);
740 return; 685 return;
741 } 686 }
687
742 if (op->last_sp-- < 0) 688 if (op->last_sp-- < 0)
743 { 689 {
744 stop_arrow (op); 690 stop_arrow (op);
745 return; 691 return;
746 } 692 }
753 stop_arrow (op); 699 stop_arrow (op);
754 return; 700 return;
755 } 701 }
756 702
757 /* Calculate target map square */ 703 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0; 704 was_reflected = 0;
761 705
762 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764 707
765 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
766 { 709 {
767 stop_arrow (op); 710 stop_arrow (op);
768 return; 711 return;
769 } 712 }
770 713
771 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
773 { 716 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break; 721 break;
777
778 722
779 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
781 * move into it. 725 * move into it.
782 */ 726 */
783
784 if (tmp != NULL && tmp != op->owner) 727 if (tmp && tmp != op->owner)
785 { 728 {
786 /* Found living object, but it is reflecting the missile. Update 729 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
789 */ 732 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 { 734 {
793
794 int number = op->face->number; 735 int number = op->face;
795 736
796 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
797 op->state = 0; 738 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 */ 739 was_reflected = 1; /* skip normal movement calculations */
806 } 740 }
807 else 741 else
808 { 742 {
809 /* Attack the object. */ 743 /* Attack the object. */
810 op = hit_with_arrow (op, tmp); 744 op = hit_with_arrow (op, tmp);
745
811 if (op == NULL) 746 if (!op)
812 return; 747 return;
813 } 748 }
814 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
816 751
817 752 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 { 753 {
820 int retry = 0; 754 int retry = 0;
821 755
822 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
836 if (op->direction & 1) 770 if (op->direction & 1)
837 { 771 {
838 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
839 retry = 1; 773 retry = 1;
840 } 774 }
775
841 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
842 * use this retry here to make this one block 777 * use this retry here to make this one block
843 * that did the same thing. 778 * that did the same thing.
844 */ 779 */
845 while (retry < 2) 780 while (retry < 2)
846 { 781 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++; 782 retry++;
852 783
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* 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 785 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
857 */ 788 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 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)));
861 791
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 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)));
865 794
866 if (left == right) 795 if (left == right)
867 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
868 else if (left) 797 else if (left)
869 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
870 else if (right) 799 else if (right)
871 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
872 801
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 - 802 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again. 803 * don't need to retry again.
877 */ 804 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
879 break; 807 break;
880
881 } 808 }
809
882 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving. 811 * stop it from moving.
884 */ 812 */
885 if (retry == 2) 813 if (retry == 2)
886 { 814 {
887 stop_arrow (op); 815 stop_arrow (op);
888 return; 816 return;
889 } 817 }
818
890 /* update object image for new facing */ 819 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
893 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */ 823 } /* object is reflected */
895 } /* object ran into a wall */ 824 } /* object ran into a wall */
896 825
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 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
904 */ 828 */
905 op->speed -= 0.05; 829 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907}
908 830
909/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
910 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
911 * Modified this routine to allow held objects. b.t. */ 833}
912 834
913void 835void
914change_object (object *op) 836change_object (object *op)
915{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j; 838 int i, j;
918 839
919 if (op->other_arch == NULL) 840 if (!op->other_arch)
920 { 841 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
922 return; 843 return;
923 } 844 }
924 845
925 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
927 { 848 {
928 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
929 return; 850 return;
930 else 851
931 op->stats.food = 1; /* so 1 other_arch is made */ 852 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 { 853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
937 tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
861
938 if (op->type == LAMP) 862 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
864
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866
941 if (env) 867 if (env)
942 { 868 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 869 else
956 { 870 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 871 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */ 872 if (j < 0) /* No free spot */
959 free_object (tmp); 873 tmp->destroy ();
960 else 874 else
961 { 875 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 876 mapxy pos (op); pos.move (j);
963 insert_ob_in_map (tmp, op->map, op, 0); 877
964 } 878 if (pos.normalise ())
879 pos.insert (tmp, op);
965 } 880 }
881 }
966 } 882 }
967 free_object (op); 883
884 op->destroy ();
968} 885}
969 886
970void 887void
971move_teleporter (object *op) 888move_teleporter (object *op)
972{ 889{
977 * there is an old multipart teleporter in which the other parts 894 * 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 895 * 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 896 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 897 * N times without the speed check.
981 */ 898 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 899 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 900 move_teleporter (op->more);
984 901
985 if (op->head) 902 if (op->head)
986 head = op->head; 903 head = op->head;
987 904
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 905 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 906 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 907 break;
991 908
992 /* If nothing above us to move, nothing to do */ 909 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 910 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 915 if (tmp->type == PLAYER)
999 { 916 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 917 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 918 return;
1002 919
1003 enter_exit (tmp, head); 920 tmp->enter_exit (head);
1004 } 921 }
1005 else 922 else
1006 /* Currently only players can transfer maps */ 923 /* Currently only players can transfer maps */
1007 return; 924 return;
1008 } 925 }
1009 else if (EXIT_X (head) || EXIT_Y (head)) 926 else if (EXIT_X (head) || EXIT_Y (head))
1010 { 927 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 928 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 { 929 {
1013 LOG (llevError, "Removed illegal teleporter.\n"); 930 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head); 931 head->destroy ();
1015 free_object (head);
1016 return; 932 return;
1017 } 933 }
934
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return; 936 return;
937
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 938 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 } 939 }
1022 else 940 else
1023 { 941 {
1024 /* Random teleporter */ 942 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return; 944 return;
945
1027 teleport (head, TELEPORTER, tmp); 946 teleport (head, TELEPORTER, tmp);
1028 } 947 }
1029} 948}
1030
1031 949
1032/* This object will teleport someone to a different map 950/* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory. 951 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it 952 This was invented for giving classes, but there's no reason it
1035 can't be generalized. 953 can't be generalized.
1036*/ 954*/
1037
1038void 955void
1039move_player_changer (object *op) 956move_player_changer (object *op)
1040{ 957{
1041 object *player; 958 object *player;
1042 object *walk; 959 object *walk;
1043 char c;
1044 960
1045 if (!op->above || !EXIT_PATH (op)) 961 if (!op->above || !EXIT_PATH (op))
1046 return; 962 return;
1047 963
1048 /* This isn't all that great - means that the player_mover 964 /* This isn't all that great - means that the player_mover
1049 * needs to be on top. 965 * needs to be on top.
1050 */ 966 */
1051 if (op->above->type == PLAYER) 967 if (op->above->type == PLAYER)
1052 { 968 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 969 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return; 970 return;
971
1055 player = op->above; 972 player = op->above;
1056 973
1057 for (walk = op->inv; walk != NULL; walk = walk->below) 974 for (walk = op->inv; walk; walk = walk->below)
1058 apply_changes_to_player (player, walk); 975 apply_changes_to_player (player, walk);
1059 976
1060 fix_player (player); 977 player->update_stats ();
1061 978
1062 esrv_send_inventory (op->above, op->above); 979 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above); 980 esrv_update_item (UPD_FACE, op->above, op->above);
1064 981
1065 /* update players death & WoR home-position */ 982 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c); 983 if (*EXIT_PATH (op) == '/')
1067 if (c == '/')
1068 { 984 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 985 player->contr->savebed_map = EXIT_PATH (op);
1070 player->contr->bed_x = EXIT_X (op); 986 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op); 987 player->contr->bed_y = EXIT_Y (op);
1072 } 988 }
1073 else 989 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 990 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075 991
1076 enter_exit (op->above, op); 992 op->above->enter_exit (op);
1077 save_player (player, 1);
1078 } 993 }
1079} 994}
1080 995
1081/* firewalls fire other spells. 996/* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp. 997 * The direction of the wall is stored in op->stats.sp.
1089 1004
1090 if (!op->map) 1005 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */ 1006 return; /* dm has created a firewall in his inventory */
1092 1007
1093 spell = op->inv; 1008 spell = op->inv;
1009
1094 if (!spell || spell->type != SPELL) 1010 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone; 1011 spell = op->other_arch;
1012
1096 if (!spell) 1013 if (!spell)
1097 { 1014 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1015 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1099 return; 1016 return;
1100 } 1017 }
1101 1018
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1019 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103} 1020}
1104
1105 1021
1106/* move_player_mover: this function takes a "player mover" as an 1022/* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is: 1023 * argument, and performs the function of a player mover, which is:
1108 * 1024 *
1109 * a player mover finds any players that are sitting on it. It 1025 * a player mover finds any players that are sitting on it. It
1113 * it'll paralyze the victim for hp*his speed/op->speed 1029 * it'll paralyze the victim for hp*his speed/op->speed
1114 */ 1030 */
1115void 1031void
1116move_player_mover (object *op) 1032move_player_mover (object *op)
1117{ 1033{
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp; 1034 int dir = op->stats.sp;
1120 sint16 nx, ny; 1035 sint16 nx, ny;
1121 maptile *m; 1036 maptile *m;
1122 1037
1123 /* Determine direction now for random movers so we do the right thing */ 1038 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir) 1039 if (!dir)
1125 dir = rndm (1, 8); 1040 dir = rndm (1, 8);
1126 1041
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1042 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1128 { 1043 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1044 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type)) 1045 (victim->move_type & op->move_type || !victim->move_type))
1131 { 1046 {
1132 1047
1133 if (victim->head) 1048 if (victim->head)
1134 victim = victim->head; 1049 victim = victim->head;
1135 1050
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1051 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 { 1052 {
1138 remove_ob (op); 1053 op->remove ();
1139 free_object (op);
1140 return; 1054 return;
1141 } 1055 }
1056
1142 nx = op->x + freearr_x[dir]; 1057 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir]; 1058 ny = op->y + freearr_y[dir];
1144 m = op->map; 1059 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1060 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 { 1061 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1062 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; 1063 return;
1149 } 1064 }
1150 1065
1151 if (should_director_abort (op, victim)) 1066 if (should_director_abort (op, victim))
1152 return; 1067 return;
1153 1068
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1069 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1155 { 1070 {
1156 if (nextmover->type == PLAYERMOVER) 1071 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99; 1072 nextmover->speed_left = -.99f;
1073
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1074 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1075 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1161 }
1162 } 1076 }
1163 1077
1164 if (victim->type == PLAYER) 1078 if (victim->type == PLAYER)
1165 { 1079 {
1166 /* only level >=1 movers move people */ 1080 /* only level >=1 movers move people */
1170 * is cleared, otherwise the player will get stuck in 1084 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to 1085 * place. This can happen if the player used a spell to
1172 * get to this space. 1086 * get to this space.
1173 */ 1087 */
1174 victim->contr->fire_on = 0; 1088 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed); 1089 victim->speed_left = 1.f;
1176 move_player (victim, dir); 1090 move_player (victim, dir);
1177 } 1091 }
1178 else 1092 else
1179 return; 1093 return;
1180 } 1094 }
1184 if (!op->stats.maxsp && op->attacktype) 1098 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2; 1099 op->stats.maxsp = 2;
1186 1100
1187 if (op->attacktype) 1101 if (op->attacktype)
1188 { /* flag to paralyze the player */ 1102 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1103 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 } 1104 }
1200 } 1105 }
1201 } 1106 }
1202} 1107}
1203 1108
1213{ 1118{
1214 object *tmp; 1119 object *tmp;
1215 1120
1216 if (!op->other_arch) 1121 if (!op->other_arch)
1217 { 1122 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1123 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1219 return; 1124 return;
1220 } 1125 }
1221 1126
1222 if (op->above == NULL) 1127 if (op->above == NULL)
1223 return; 1128 return;
1129
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1130 for (tmp = op->above; tmp; tmp = tmp->above)
1225 { 1131 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1132 if (op->other_arch->archname == tmp->arch->archname)
1227 { 1133 {
1228 if (op->level <= 0) 1134 if (op->level <= 0)
1229 { 1135 tmp->destroy ();
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else 1136 else
1234 { 1137 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1138 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236 1139
1237 if (new_nrof >= 1UL << 31) 1140 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31; 1141 new_nrof = 1UL << 31;
1142
1239 tmp->nrof = new_nrof; 1143 tmp->nrof = new_nrof;
1240 } 1144 }
1145
1241 break; 1146 break;
1242 } 1147 }
1243 } 1148 }
1244} 1149}
1245 1150
1254 * has to make sure that there is in fact space for the object. 1159 * 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 1160 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed 1161 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash 1162 * outside of the map which would cause the server to crash
1258*/ 1163*/
1259
1260void 1164void
1261move_creator (object *creator) 1165move_creator (object *creator)
1262{ 1166{
1263 object *new_ob; 1167 object *new_ob;
1264 1168
1266 { 1170 {
1267 creator->stats.hp = -1; 1171 creator->stats.hp = -1;
1268 return; 1172 return;
1269 } 1173 }
1270 1174
1271 if (creator->inv != NULL) 1175 if (creator->inv)
1272 { 1176 {
1273 object *ob; 1177 object *ob;
1274 int i; 1178 int i;
1275 object *ob_to_copy; 1179 object *ob_to_copy;
1276 1180
1281 if (rndm (0, i) == 0) 1185 if (rndm (0, i) == 0)
1282 { 1186 {
1283 ob_to_copy = ob; 1187 ob_to_copy = ob;
1284 } 1188 }
1285 } 1189 }
1286 new_ob = object_create_clone (ob_to_copy); 1190 new_ob = ob_to_copy->deep_clone ();
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1191 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1192 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 } 1193 }
1290 else 1194 else
1291 { 1195 {
1292 if (creator->other_arch == NULL) 1196 if (!creator->other_arch)
1293 { 1197 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1198 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1295 creator->x, creator->y); 1199 &creator->name, &creator->map->path, creator->x, creator->y);
1296 return; 1200 return;
1297 } 1201 }
1298 1202
1299 new_ob = object_create_arch (creator->other_arch); 1203 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1204 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 } 1205 }
1302 1206
1303 /* Make sure this multipart object fits */ 1207 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1208 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1305 { 1209 {
1306 free_object (new_ob); 1210 new_ob->destroy ();
1307 return; 1211 return;
1308 } 1212 }
1213
1214 // for now lets try to identify everything generated here, it mostly
1215 // happens automated, so this will at least fix many identify-experience holes
1216 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1309 1217
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1218 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1219 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return; 1220 return;
1313 1221
1314 if (creator->slaying) 1222 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying; 1223 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318} 1224}
1319 1225
1320/* move_marker --peterm@soda.csua.berkeley.edu 1226/* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above 1227 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him 1228 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field. 1229 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message 1230 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to 1231 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark. 1232 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.*/ 1233 unless hp was zero to start with, in which case it is infinite.*/
1328
1329void 1234void
1330move_marker (object *op) 1235move_marker (object *op)
1331{ 1236{
1332 object *tmp, *tmp2; 1237 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 { 1238 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */ 1239 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1240 if (object *force = tmp->force_find (op->name))
1241 force->destroy ();
1242
1243 if (!tmp->force_find (op->slaying))
1341 { 1244 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1245 tmp->force_add (op->slaying, op->stats.food);
1343 break; 1246
1247 if (op->msg)
1248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1249
1250 if (op->stats.hp > 0)
1344 } 1251 {
1252 op->stats.hp--;
1345 1253
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) 1254 if (op->stats.hp == 0)
1368 { 1255 {
1369 force->speed = 0.01; 1256 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1257 op->destroy ();
1258 return;
1371 } 1259 }
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 } 1260 }
1394 } /* if tmp2 == NULL */ 1261 }
1395 } /* if tmp->type == PLAYER */ 1262 }
1396 } /* For all objects on this space */
1397} 1263}
1398 1264
1399int 1265// mapscript objects activate themselves (only) then their timer fires
1266// TODO: maybe they should simply trigger the link like any other object?
1267void
1268move_mapscript (object *op)
1269{
1270 op->set_speed (0);
1271 cfperl_mapscript_activate (op, true, op, 0);
1272}
1273
1274void
1400process_object (object *op) 1275process_object (object *op)
1401{ 1276{
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1277 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1403 return 0; 1278 return;
1404 1279
1405 if (INVOKE_OBJECT (TICK, op)) 1280 if (expect_false (INVOKE_OBJECT (TICK, op)))
1406 return 0; 1281 return;
1407 1282
1408 if (QUERY_FLAG (op, FLAG_MONSTER)) 1283 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1284 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1; 1285 return;
1411 1286
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1287 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 { 1288 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction); 1289 animate_object (op, op->contr ? op->facing : op->direction);
1418 1290
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1291 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op); 1292 make_sure_seen (op);
1421 } 1293 }
1422 1294
1295 if (expect_false (
1296 op->flag [FLAG_GENERATOR]
1297 || op->flag [FLAG_CHANGING]
1298 || op->flag [FLAG_IS_USED_UP]
1299 ))
1300 {
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1301 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 { 1302 {
1425 change_object (op); 1303 change_object (op);
1426 return 1; 1304 return;
1427 } 1305 }
1428 1306
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1307 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op); 1308 generate_monster (op);
1431 1309
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1310 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 { 1311 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED)) 1312 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op); 1313 remove_force (op);
1436 else 1314 else
1437 { 1315 {
1438 /* IF necessary, delete the item from the players inventory */ 1316 op->remove (); // TODO: really necessary?
1439 object *pl = is_player_inv (op);
1440 1317
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)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op); 1319 make_sure_not_seen (op);
1448 1320
1449 free_object (op); 1321 op->drop_and_destroy ();
1450 } 1322 }
1451 1323
1452 return 1; 1324 return;
1325 }
1453 } 1326 }
1454 1327
1455 switch (op->type) 1328 switch (op->type)
1456 { 1329 {
1457 case SPELL_EFFECT: 1330 case SPELL_EFFECT:
1458 move_spell_effect (op); 1331 move_spell_effect (op);
1459 return 1; 1332 break;
1460 1333
1461 case ROD: 1334 case ROD:
1462 case HORN: 1335 case HORN:
1463 regenerate_rod (op); 1336 regenerate_rod (op);
1464 return 1; 1337 break;
1465 1338
1466 case FORCE: 1339 case FORCE:
1467 case POTION_EFFECT: 1340 case POTION_EFFECT:
1468 remove_force (op); 1341 remove_force (op);
1469 return 1; 1342 break;
1470 1343
1471 case BLINDNESS: 1344 case BLINDNESS:
1472 remove_blindness (op); 1345 remove_blindness (op);
1473 return 0; 1346 break;
1474 1347
1475 case POISONING: 1348 case POISONING:
1476 poison_more (op); 1349 poison_more (op);
1477 return 0; 1350 break;
1478 1351
1479 case DISEASE: 1352 case DISEASE:
1480 move_disease (op); 1353 move_disease (op);
1481 return 0; 1354 break;
1482 1355
1483 case SYMPTOM: 1356 case SYMPTOM:
1484 move_symptom (op); 1357 move_symptom (op);
1485 return 0; 1358 break;
1486 1359
1487 case THROWN_OBJ: 1360 case THROWN_OBJ:
1488 case ARROW: 1361 case ARROW:
1489 move_arrow (op); 1362 move_arrow (op);
1490 return 0; 1363 break;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495 1364
1496 case DOOR: 1365 case DOOR:
1497 remove_door (op); 1366 remove_door (op);
1498 return 0; 1367 break;
1499 1368
1500 case LOCKED_DOOR: 1369 case LOCKED_DOOR:
1501 remove_door2 (op); 1370 remove_door2 (op);
1502 return 0; 1371 break;
1503 1372
1504 case TELEPORTER: 1373 case TELEPORTER:
1505 move_teleporter (op); 1374 move_teleporter (op);
1506 return 0; 1375 break;
1507 1376
1508 case GOLEM: 1377 case GOLEM:
1509 move_golem (op); 1378 move_golem (op);
1510 return 0; 1379 break;
1511 1380
1512 case EARTHWALL: 1381 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1); 1382 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0; 1383 break;
1515 1384
1516 case FIREWALL: 1385 case FIREWALL:
1517 move_firewall (op); 1386 move_firewall (op);
1518 if (op->stats.maxsp) 1387 if (op->stats.maxsp)
1519 animate_turning (op); 1388 animate_turning (op);
1520 return 0; 1389 break;
1521 1390
1522 case MOOD_FLOOR: 1391 case MOOD_FLOOR:
1523 do_mood_floor (op); 1392 do_mood_floor (op);
1524 return 0; 1393 break;
1525 1394
1526 case GATE: 1395 case GATE:
1527 move_gate (op); 1396 move_gate (op);
1528 return 0; 1397 break;
1529 1398
1530 case TIMED_GATE: 1399 case TIMED_GATE:
1531 move_timed_gate (op); 1400 move_timed_gate (op);
1532 return 0; 1401 break;
1533 1402
1534 case TRIGGER: 1403 case TRIGGER:
1535 case TRIGGER_BUTTON: 1404 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL: 1405 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR: 1406 case TRIGGER_ALTAR:
1538 animate_trigger (op); 1407 animate_trigger (op);
1539 return 0; 1408 break;
1540 1409
1541 case DETECTOR: 1410 case DETECTOR:
1542 move_detector (op); 1411 move_detector (op);
1543 1412
1544 case DIRECTOR: 1413 case DIRECTOR:
1545 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1546 animate_turning (op); 1415 animate_turning (op);
1547 return 0; 1416 break;
1548 1417
1549 case HOLE: 1418 case HOLE:
1550 move_hole (op); 1419 move_hole (op);
1551 return 0; 1420 break;
1552 1421
1553 case DEEP_SWAMP: 1422 case DEEP_SWAMP:
1554 move_deep_swamp (op); 1423 move_deep_swamp (op);
1555 return 0; 1424 break;
1556 1425
1557 case RUNE: 1426 case RUNE:
1558 case TRAP: 1427 case TRAP:
1559 move_rune (op); 1428 move_rune (op);
1560 return 0; 1429 break;
1561 1430
1562 case PLAYERMOVER: 1431 case PLAYERMOVER:
1563 move_player_mover (op); 1432 move_player_mover (op);
1564 return 0; 1433 break;
1565 1434
1566 case CREATOR: 1435 case CREATOR:
1567 move_creator (op); 1436 move_creator (op);
1568 return 0; 1437 break;
1569 1438
1570 case MARKER: 1439 case MARKER:
1571 move_marker (op); 1440 move_marker (op);
1572 return 0; 1441 break;
1573 1442
1574 case PLAYER_CHANGER: 1443 case PLAYER_CHANGER:
1575 move_player_changer (op); 1444 move_player_changer (op);
1576 return 0; 1445 break;
1577 1446
1578 case PEACEMAKER: 1447 case PEACEMAKER:
1579 move_peacemaker (op); 1448 move_peacemaker (op);
1580 return 0; 1449 break;
1581 }
1582 1450
1583 return 0; 1451 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left;
1454 break;
1455
1456 case MAPSCRIPT:
1457 move_mapscript (op);
1458 break;
1459 }
1584} 1460}
1461

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