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Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.56 by root, Mon Jun 4 13:04:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
56 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
91 } 87 }
92 88
93 op->destroy (); 89 op->destroy ();
94} 90}
95 91
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 92void
100generate_monster_inv (object *gen) 93generate_monster (object *gen)
101{ 94{
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) 95 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; 96 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
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;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 97
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 99 return;
100
101 object *op;
102
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
197 else 120 else
198 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
199 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
200} 147}
201 148
202void 149void
203remove_force (object *op) 150remove_force (object *op)
204{ 151{
205 if (--op->duration > 0) 152 if (--op->duration > 0)
206 return; 153 return;
207 154
155 if (op->env)
208 switch (op->subtype) 156 switch (op->subtype)
209 { 157 {
210 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 161
217 default: 162 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 164 change_abil (op->env, op);
222 fix_player (op->env); 165 op->env->update_stats ();
223 }
224 } 166 }
225 167
226 op->destroy (); 168 op->destroy ();
227} 169}
228 170
229void 171void
232 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
233 return; 175 return;
234 176
235 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
236 178
237 if (op->env != NULL) 179 if (op->env)
238 { 180 {
239 change_abil (op->env, op); 181 change_abil (op->env, op);
240 fix_player (op->env); 182 op->env->update_stats ();
241 } 183 }
242 184
243 op->destroy (); 185 op->destroy ();
244} 186}
245 187
252 return; 194 return;
253 } 195 }
254 196
255 if (op->stats.food == 1) 197 if (op->stats.food == 1)
256 { 198 {
257 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 200 * will not do anything.
259 */ 201 */
260 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
261 { 203 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 205 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 207 }
266 208
267 op->destroy (); 209 op->destroy ();
268 return; 210 return;
271 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
272 { 214 {
273 op->env->stats.food--; 215 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 217 }
218
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 220}
278 221
279 222
280void 223void
281move_gate (object *op) 224move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
283 object *tmp; 226 object *tmp;
284 227
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 229 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 235 if (op->value)
293 { 236 {
294 if (--op->stats.wc <= 0) 237 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 239 op->stats.wc = 0;
297 if (op->arch->clone.speed) 240 if (op->arch->speed)
298 op->value = 0; 241 op->value = 0;
299 else 242 else
300 {
301 op->speed = 0; 243 op->set_speed (0);
302 update_ob_speed (op);
303 } 244 }
304 } 245
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 247 {
307 op->move_block = 0; 248 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
310 } 251 }
252
311 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
313 return; 255 return;
314 } 256 }
315 257
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 272 break;
331 273
332 if (tmp == NULL) 274 if (tmp == NULL)
333 { 275 {
334 if (op->arch->clone.speed) 276 if (op->arch->speed)
335 op->value = 1; 277 op->value = 1;
336 else 278 else
337 {
338 op->speed = 0; 279 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 280
340 }
341 return; 281 return;
342 } 282 }
343 } 283 }
344 284
345 if (op->stats.food) 285 if (op->stats.food)
362 */ 302 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 304 {
365 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
368 309
369 if (tmp != NULL) 310 if (tmp)
370 { 311 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 313 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
374 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 318 }
377 else 319 else
378 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
405 op->stats.food = 1; 347 op->stats.food = 1;
406 } 348 }
407 else 349 else
408 { 350 {
409 op->move_block = MOVE_ALL; 351 op->move_block = MOVE_ALL;
410 if (!op->arch->clone.stats.ac) 352 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 353 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 354 update_all_los (op->map, op->x, op->y);
413 } 355 }
414 } /* gate is halfway up */ 356 } /* gate is halfway up */
415 357
436 } 378 }
437 if (--op->stats.hp <= 0) 379 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 380 { /* keep gate down */
439 move_gate (op); 381 move_gate (op);
440 if (op->value != v) 382 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 383 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 384 }
446} 385}
447 386
448/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
467 406
468 if (op->stats.hp) 407 if (op->stats.hp)
469 { 408 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 410 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 412 detected = 1;
413
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 415 detected = 1;
476 } 416 }
477 } 417 }
418
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 420 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 422 detected = 1;
484 } 423 }
485 424
486 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
536 if (op->value) 475 if (op->value)
537 { /* We're opening */ 476 { /* We're opening */
538 if (--op->stats.wc <= 0) 477 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 478 { /* Opened, let's stop */
540 op->stats.wc = 0; 479 op->stats.wc = 0;
541 op->speed = 0; 480 op->set_speed (0);
542 update_ob_speed (op);
543 481
544 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 484 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 485 {
548 next = tmp->above; 486 next = tmp->above;
549 move_apply (op, tmp, tmp); 487 move_apply (op, tmp, tmp);
550 } 488 }
551 } 489 }
490
552 SET_ANIMATION (op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
554 return; 493 return;
555 } 494 }
556 /* We're closing */ 495 /* We're closing */
557 op->move_on = 0; 496 op->move_on = 0;
558 497
559 op->stats.wc++; 498 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
562 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 505 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 506}
571 507
572 508
573/* stop_item() returns a pointer to the stopped object. The stopped object 509/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 510 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 536 op->destroy ();
601 return payload; 537 return payload;
602 } 538 }
603 539
604 case ARROW: 540 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
607 return op; 543 return op;
608 544
609 default: 545 default:
610 return op; 546 return op;
619void 555void
620fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
621{ 557{
622 if (map == NULL) 558 if (map == NULL)
623 return; 559 return;
560
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 563 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
628} 565}
629 566
630
631object * 567object *
632fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
633{ 569{
634 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
635 { 571 {
636 /* Small chance of breaking */ 572 /* Small chance of breaking */
637 op->destroy (); 573 op->destroy ();
638 return NULL; 574 return NULL;
639 } 575 }
640 576
577 op->set_speed (0);
641 op->direction = 0; 578 op->direction = 0;
642 op->move_on = 0; 579 op->move_on = 0;
643 op->move_type = 0; 580 op->move_type = 0;
644 op->speed = 0; 581 op->skill = 0; // really?
645 update_ob_speed (op); 582
583 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 587
652 if (op->spellarg != NULL) 588 if (op->spellarg)
653 { 589 {
654 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
655 free (op->spellarg); 591 free (op->spellarg);
656 op->spellarg = NULL; 592 op->spellarg = 0;
657 } 593 }
658 else 594 else
659 op->slaying = NULL; 595 op->slaying = 0;
660 596
661 /* Reset these to zero, so that object::can_merge will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 598 op->spellarg = NULL;
663 op->stats.sp = 0; 599 op->stats.sp = 0;
664 op->stats.hp = 0; 600 op->stats.hp = 0;
665 op->stats.grace = 0; 601 op->stats.grace = 0;
666 op->level = 0; 602 op->level = 0;
667 op->face = op->arch->clone.face; 603 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
670 return op; 606 return op;
671} 607}
672 608
673/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 611 * here too. -b.t.
676 * 612 *
677 * Returns a pointer to the stopped object (which will have been removed 613 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 614 * from maps or inventories), or NULL if was destroyed.
679 */ 615 */
680
681static void 616static void
682stop_arrow (object *op) 617stop_arrow (object *op)
683{ 618{
684 if (INVOKE_OBJECT (STOP, op)) 619 if (INVOKE_OBJECT (STOP, op))
685 return; 620 return;
694 op->destroy (); 629 op->destroy ();
695 } 630 }
696 else 631 else
697 { 632 {
698 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
699 if (op) 635 if (op)
700 merge_ob (op, NULL); 636 merge_ob (op, 0);
701 } 637 }
702} 638}
703 639
704/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 641 */
706
707void 642void
708move_arrow (object *op) 643move_arrow (object *op)
709{ 644{
710 object *tmp; 645 object *tmp;
711 sint16 new_x, new_y; 646 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
784 */ 719 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 721 {
787 int number = op->face->number; 722 int number = op->face;
788 723
789 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
790 op->state = 0; 725 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
803 } 727 }
804 else 728 else
805 { 729 {
806 /* Attack the object. */ 730 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 904 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 905 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 906 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 907 * N times without the speed check.
984 */ 908 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 909 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 910 move_teleporter (op->more);
987 911
988 if (op->head) 912 if (op->head)
989 head = op->head; 913 head = op->head;
990 914
1001 if (tmp->type == PLAYER) 925 if (tmp->type == PLAYER)
1002 { 926 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 928 return;
1005 929
1006 enter_exit (tmp, head); 930 tmp->enter_exit (head);
1007 } 931 }
1008 else 932 else
1009 /* Currently only players can transfer maps */ 933 /* Currently only players can transfer maps */
1010 return; 934 return;
1011 } 935 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 954 return;
1031 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1032 } 956 }
1033} 957}
1034
1035 958
1036/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 961 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 962 can't be generalized.
1040*/ 963*/
1041
1042void 964void
1043move_player_changer (object *op) 965move_player_changer (object *op)
1044{ 966{
1045 object *player; 967 object *player;
1046 object *walk; 968 object *walk;
1047 char c;
1048 969
1049 if (!op->above || !EXIT_PATH (op)) 970 if (!op->above || !EXIT_PATH (op))
1050 return; 971 return;
1051 972
1052 /* This isn't all that great - means that the player_mover 973 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 974 * needs to be on top.
1054 */ 975 */
1055 if (op->above->type == PLAYER) 976 if (op->above->type == PLAYER)
1056 { 977 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 978 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 979 return;
980
1059 player = op->above; 981 player = op->above;
1060 982
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 983 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 984 apply_changes_to_player (player, walk);
1063 985
1064 fix_player (player); 986 player->update_stats ();
1065 987
1066 esrv_send_inventory (op->above, op->above); 988 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 989 esrv_update_item (UPD_FACE, op->above, op->above);
1068 990
1069 /* update players death & WoR home-position */ 991 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 992 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 993 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 994 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 995 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 996 player->contr->bed_y = EXIT_Y (op);
1076 } 997 }
1077 else 998 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 999 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 1000
1080 enter_exit (op->above, op); 1001 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1002 }
1083} 1003}
1084 1004
1085/* firewalls fire other spells. 1005/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1006 * The direction of the wall is stored in op->stats.sp.
1093 1013
1094 if (!op->map) 1014 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1015 return; /* dm has created a firewall in his inventory */
1096 1016
1097 spell = op->inv; 1017 spell = op->inv;
1018
1098 if (!spell || spell->type != SPELL) 1019 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1020 spell = op->other_arch;
1021
1100 if (!spell) 1022 if (!spell)
1101 { 1023 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1024 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1025 return;
1104 } 1026 }
1105 1027
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1028 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1029}
1108
1109 1030
1110/* move_player_mover: this function takes a "player mover" as an 1031/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1032 * argument, and performs the function of a player mover, which is:
1112 * 1033 *
1113 * a player mover finds any players that are sitting on it. It 1034 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1039 */
1119void 1040void
1120move_player_mover (object *op) 1041move_player_mover (object *op)
1121{ 1042{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1124 sint16 nx, ny; 1044 sint16 nx, ny;
1125 maptile *m; 1045 maptile *m;
1126 1046
1127 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1048 if (!dir)
1129 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1130 1050
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1051 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1052 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1055 {
1136 1056
1146 nx = op->x + freearr_x[dir]; 1066 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1067 ny = op->y + freearr_y[dir];
1148 m = op->map; 1068 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1070 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1072 return;
1153 } 1073 }
1154 1074
1155 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1156 return; 1076 return;
1157 1077
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1079 {
1160 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1085 }
1167 1086
1168 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1169 { 1088 {
1170 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1176 * get to this space. 1095 * get to this space.
1177 */ 1096 */
1178 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1099 move_player (victim, dir);
1181 } 1100 }
1182 else 1101 else
1183 return; 1102 return;
1184 } 1103 }
1188 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1190 1109
1191 if (op->attacktype) 1110 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1195 /* Not sure why, but for some chars on metalforge, they
1196 * would sometimes get -inf speed_left, and from the
1197 * description, it could only happen here, so just put
1198 * a lower sanity limit. My only guess is that the
1199 * mover has 0 speed.
1200 */
1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1203 } 1113 }
1204 } 1114 }
1205 } 1115 }
1206} 1116}
1207 1117
1217{ 1127{
1218 object *tmp; 1128 object *tmp;
1219 1129
1220 if (!op->other_arch) 1130 if (!op->other_arch)
1221 { 1131 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1132 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1133 return;
1224 } 1134 }
1225 1135
1226 if (op->above == NULL) 1136 if (op->above == NULL)
1227 return; 1137 return;
1138
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1140 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1141 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1142 {
1232 if (op->level <= 0) 1143 if (op->level <= 0)
1233 tmp->destroy (); 1144 tmp->destroy ();
1234 else 1145 else
1235 { 1146 {
1292 } 1203 }
1293 else 1204 else
1294 { 1205 {
1295 if (creator->other_arch == NULL) 1206 if (creator->other_arch == NULL)
1296 { 1207 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1208 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1209 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1210 return;
1300 } 1211 }
1301 1212
1302 new_ob = object_create_arch (creator->other_arch); 1213 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1214 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1326 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1242void
1333move_marker (object *op) 1243move_marker (object *op)
1334{ 1244{
1245 if (object *tmp = op->ms ().player ())
1246 {
1335 object *tmp, *tmp2; 1247 object *tmp2;
1336 1248
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1250 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1251 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1344 { 1252 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1346 break;
1347 }
1348
1349 if (tmp2)
1350 tmp2->destroy (); 1253 tmp2->destroy ();
1254 break;
1255 }
1351 1256
1352 /* cycle through his inventory to look for the MARK we want to 1257 /* cycle through his inventory to look for the MARK we want to
1353 * place 1258 * place
1354 */ 1259 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1358 break; 1262 break;
1359 }
1360 1263
1361 /* if we didn't find our own MARK */ 1264 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL) 1265 if (!tmp2)
1363 { 1266 {
1364 object *force = get_archetype (FORCE_NAME); 1267 object *force = get_archetype (FORCE_NAME);
1365 1268
1366 force->speed = 0;
1367 if (op->stats.food) 1269 if (op->stats.food)
1270 {
1271 force->set_speed (0.01);
1272 force->speed_left = -op->stats.food;
1273 }
1274 else
1275 force->set_speed (0);
1276
1277 /* put in the lock code */
1278 force->slaying = op->slaying;
1279
1280 if (op->lore)
1281 force->lore = op->lore;
1282
1283 insert_ob_in_ob (force, tmp);
1284 if (op->msg)
1285 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1286
1287 if (op->stats.hp > 0)
1288 {
1289 op->stats.hp--;
1290 if (op->stats.hp == 0)
1368 { 1291 {
1369 force->speed = 0.01; 1292 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1293 op->destroy ();
1294 return;
1371 } 1295 }
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 op->destroy ();
1390 return;
1391 }
1392 } 1296 }
1393 } /* if tmp2 == NULL */ 1297 }
1394 } /* if tmp->type == PLAYER */ 1298 }
1395 } /* For all objects on this space */
1396} 1299}
1397 1300
1398int 1301void
1399process_object (object *op) 1302process_object (object *op)
1400{ 1303{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1305 return;
1403 1306
1404 if (INVOKE_OBJECT (TICK, op)) 1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1308 return;
1406 1309
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1312 return;
1410 1313
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1315 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1417 1317
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1319 make_sure_seen (op);
1420 } 1320 }
1421 1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1329 {
1424 change_object (op); 1330 change_object (op);
1425 return 1; 1331 return;
1426 } 1332 }
1427 1333
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1335 generate_monster (op);
1430 1336
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1338 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1340 remove_force (op);
1435 else 1341 else
1436 { 1342 {
1437 /* IF necessary, delete the item from the players inventory */ 1343 /* If necessary, delete the item from the players inventory */
1438 object *pl = op->in_player (); 1344 object *pl = op->in_player ();
1439 1345
1440 if (pl) 1346 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1347 esrv_del_item (pl->contr, op->count);
1442 1348
1443 op->remove (); 1349 op->remove ();
1444 1350
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1352 make_sure_not_seen (op);
1447 1353
1448 op->destroy (); 1354 op->destroy ();
1449 } 1355 }
1450 1356
1451 return 1; 1357 return;
1358 }
1452 } 1359 }
1453 1360
1454 switch (op->type) 1361 switch (op->type)
1455 { 1362 {
1456 case SPELL_EFFECT: 1363 case SPELL_EFFECT:
1457 move_spell_effect (op); 1364 move_spell_effect (op);
1458 return 1; 1365 break;
1459 1366
1460 case ROD: 1367 case ROD:
1461 case HORN: 1368 case HORN:
1462 regenerate_rod (op); 1369 regenerate_rod (op);
1463 return 1; 1370 break;
1464 1371
1465 case FORCE: 1372 case FORCE:
1466 case POTION_EFFECT: 1373 case POTION_EFFECT:
1467 remove_force (op); 1374 remove_force (op);
1468 return 1; 1375 break;
1469 1376
1470 case BLINDNESS: 1377 case BLINDNESS:
1471 remove_blindness (op); 1378 remove_blindness (op);
1472 return 0; 1379 break;
1473 1380
1474 case POISONING: 1381 case POISONING:
1475 poison_more (op); 1382 poison_more (op);
1476 return 0; 1383 break;
1477 1384
1478 case DISEASE: 1385 case DISEASE:
1479 move_disease (op); 1386 move_disease (op);
1480 return 0; 1387 break;
1481 1388
1482 case SYMPTOM: 1389 case SYMPTOM:
1483 move_symptom (op); 1390 move_symptom (op);
1484 return 0; 1391 break;
1485 1392
1486 case THROWN_OBJ: 1393 case THROWN_OBJ:
1487 case ARROW: 1394 case ARROW:
1488 move_arrow (op); 1395 move_arrow (op);
1489 return 0; 1396 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1397
1495 case DOOR: 1398 case DOOR:
1496 remove_door (op); 1399 remove_door (op);
1497 return 0; 1400 break;
1498 1401
1499 case LOCKED_DOOR: 1402 case LOCKED_DOOR:
1500 remove_door2 (op); 1403 remove_door2 (op);
1501 return 0; 1404 break;
1502 1405
1503 case TELEPORTER: 1406 case TELEPORTER:
1504 move_teleporter (op); 1407 move_teleporter (op);
1505 return 0; 1408 break;
1506 1409
1507 case GOLEM: 1410 case GOLEM:
1508 move_golem (op); 1411 move_golem (op);
1509 return 0; 1412 break;
1510 1413
1511 case EARTHWALL: 1414 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1415 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1416 break;
1514 1417
1515 case FIREWALL: 1418 case FIREWALL:
1516 move_firewall (op); 1419 move_firewall (op);
1517 if (op->stats.maxsp) 1420 if (op->stats.maxsp)
1518 animate_turning (op); 1421 animate_turning (op);
1519 return 0; 1422 break;
1520 1423
1521 case MOOD_FLOOR: 1424 case MOOD_FLOOR:
1522 do_mood_floor (op); 1425 do_mood_floor (op);
1523 return 0; 1426 break;
1524 1427
1525 case GATE: 1428 case GATE:
1526 move_gate (op); 1429 move_gate (op);
1527 return 0; 1430 break;
1528 1431
1529 case TIMED_GATE: 1432 case TIMED_GATE:
1530 move_timed_gate (op); 1433 move_timed_gate (op);
1531 return 0; 1434 break;
1532 1435
1533 case TRIGGER: 1436 case TRIGGER:
1534 case TRIGGER_BUTTON: 1437 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1438 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1439 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1440 animate_trigger (op);
1538 return 0; 1441 break;
1539 1442
1540 case DETECTOR: 1443 case DETECTOR:
1541 move_detector (op); 1444 move_detector (op);
1542 1445
1543 case DIRECTOR: 1446 case DIRECTOR:
1544 if (op->stats.maxsp) 1447 if (op->stats.maxsp)
1545 animate_turning (op); 1448 animate_turning (op);
1546 return 0; 1449 break;
1547 1450
1548 case HOLE: 1451 case HOLE:
1549 move_hole (op); 1452 move_hole (op);
1550 return 0; 1453 break;
1551 1454
1552 case DEEP_SWAMP: 1455 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1456 move_deep_swamp (op);
1554 return 0; 1457 break;
1555 1458
1556 case RUNE: 1459 case RUNE:
1557 case TRAP: 1460 case TRAP:
1558 move_rune (op); 1461 move_rune (op);
1559 return 0; 1462 break;
1560 1463
1561 case PLAYERMOVER: 1464 case PLAYERMOVER:
1562 move_player_mover (op); 1465 move_player_mover (op);
1563 return 0; 1466 break;
1564 1467
1565 case CREATOR: 1468 case CREATOR:
1566 move_creator (op); 1469 move_creator (op);
1567 return 0; 1470 break;
1568 1471
1569 case MARKER: 1472 case MARKER:
1570 move_marker (op); 1473 move_marker (op);
1571 return 0; 1474 break;
1572 1475
1573 case PLAYER_CHANGER: 1476 case PLAYER_CHANGER:
1574 move_player_changer (op); 1477 move_player_changer (op);
1575 return 0; 1478 break;
1576 1479
1577 case PEACEMAKER: 1480 case PEACEMAKER:
1578 move_peacemaker (op); 1481 move_peacemaker (op);
1579 return 0; 1482 break;
1580 }
1581 1483
1582 return 0; 1484 case PLAYER:
1485 // players have their own speed-management, so undo the --speed_left
1486 ++op->speed_left;
1487 break;
1488 }
1583} 1489}
1490

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