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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 1.60 by root, Thu Jul 5 08:10:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 33 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
42{ 38{
43 int i; 39 int i;
44 object *tmp; 40 object *tmp;
45 41
46 for (i = 1; i < 9; i += 2) 42 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 44 {
49 tmp->speed = 0.1; 45 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
52 } 47 }
53 48
54 if (op->other_arch) 49 if (op->other_arch)
55 { 50 {
56 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
73 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
74 { 69 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 72 { /* same key both doors */
78 tmp->speed = 0.1; 73 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
81 } 75 }
82 } 76 }
77
83 if (op->other_arch) 78 if (op->other_arch)
84 { 79 {
85 tmp = arch_to_object (op->other_arch); 80 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 81 tmp->x = op->x;
87 tmp->y = op->y; 82 tmp->y = op->y;
91 } 86 }
92 87
93 op->destroy (); 88 op->destroy ();
94} 89}
95 90
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 91void
100generate_monster_inv (object *gen) 92generate_monster (object *gen)
101{ 93{
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) 94 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; 95 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 96
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 98 return;
99
100 object *op;
101
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 103 {
104 // either copy one item from the inventory...
105 if (!gen->inv)
106 return;
107
108 // first select one item from the inventory
109 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index))
112 op = tmp;
113
114 op = object_create_clone (op);
115
116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 }
119 else if (gen->other_arch)
120 {
121 // ...or use other_arch
122 op = arch_to_object (gen->other_arch);
123 }
197 else 124 else
198 generate_monster_arch (gen); 125 return;
199 126
127 op->expand_tail ();
128
129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
130 if (i >= 0)
131 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty);
136
137 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139
140 return;
141 }
142 }
143
144 op->destroy ();
200} 145}
201 146
202void 147void
203remove_force (object *op) 148remove_force (object *op)
204{ 149{
150 fprintf (stderr, "duration %s %d\n", &op->name, op->duration);//D
205 if (--op->duration > 0) 151 if (--op->duration > 0)
206 return; 152 return;
207 153
154 if (op->env)
208 switch (op->subtype) 155 switch (op->subtype)
209 { 156 {
210 case FORCE_CONFUSION: 157 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 158 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 159 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 160
217 default: 161 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 162 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 163 change_abil (op->env, op);
222 fix_player (op->env); 164 op->env->update_stats ();
223 }
224 } 165 }
225 166
226 op->destroy (); 167 op->destroy ();
227} 168}
228 169
229void 170void
232 if (--op->stats.food > 0) 173 if (--op->stats.food > 0)
233 return; 174 return;
234 175
235 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
236 177
237 if (op->env != NULL) 178 if (op->env)
238 { 179 {
239 change_abil (op->env, op); 180 change_abil (op->env, op);
240 fix_player (op->env); 181 op->env->update_stats ();
241 } 182 }
242 183
243 op->destroy (); 184 op->destroy ();
244} 185}
245 186
252 return; 193 return;
253 } 194 }
254 195
255 if (op->stats.food == 1) 196 if (op->stats.food == 1)
256 { 197 {
257 /* need to remove the object before fix_player is called, else fix_player 198 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 199 * will not do anything.
259 */ 200 */
260 if (op->env->type == PLAYER) 201 if (op->env->type == PLAYER)
261 { 202 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 203 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 204 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 205 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 206 }
266 207
267 op->destroy (); 208 op->destroy ();
268 return; 209 return;
271 if (op->env->type == PLAYER) 212 if (op->env->type == PLAYER)
272 { 213 {
273 op->env->stats.food--; 214 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 215 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 216 }
217
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 218 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 219}
278 220
279 221
280void 222void
281move_gate (object *op) 223move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 224{ /* 1 = going down, 0 = going up */
283 object *tmp; 225 object *tmp;
284 226
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 227 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 228 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 229 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 234 if (op->value)
293 { 235 {
294 if (--op->stats.wc <= 0) 236 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 237 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 238 op->stats.wc = 0;
297 if (op->arch->clone.speed) 239 if (op->arch->speed)
298 op->value = 0; 240 op->value = 0;
299 else 241 else
300 {
301 op->speed = 0; 242 op->set_speed (0);
302 update_ob_speed (op);
303 } 243 }
304 } 244
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 245 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 246 {
307 op->move_block = 0; 247 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 248 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 249 update_all_los (op->map, op->x, op->y);
310 } 250 }
251
311 SET_ANIMATION (op, op->stats.wc); 252 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 253 update_object (op, UP_OBJ_CHANGE);
313 return; 254 return;
314 } 255 }
315 256
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 270 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 271 break;
331 272
332 if (tmp == NULL) 273 if (tmp == NULL)
333 { 274 {
334 if (op->arch->clone.speed) 275 if (op->arch->speed)
335 op->value = 1; 276 op->value = 1;
336 else 277 else
337 {
338 op->speed = 0; 278 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 279
340 }
341 return; 280 return;
342 } 281 }
343 } 282 }
344 283
345 if (op->stats.food) 284 if (op->stats.food)
362 */ 301 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 302 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 303 {
365 /* Halfway or further, check blocks */ 304 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 305 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 306 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
307 ;
368 308
369 if (tmp != NULL) 309 if (tmp)
370 { 310 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 312 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 313 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
314
374 if (tmp->type == PLAYER) 315 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 316 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 317 }
377 else 318 else
378 /* If the object is not alive, and the object either can 319 /* If the object is not alive, and the object either can
405 op->stats.food = 1; 346 op->stats.food = 1;
406 } 347 }
407 else 348 else
408 { 349 {
409 op->move_block = MOVE_ALL; 350 op->move_block = MOVE_ALL;
410 if (!op->arch->clone.stats.ac) 351 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 352 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 353 update_all_los (op->map, op->x, op->y);
413 } 354 }
414 } /* gate is halfway up */ 355 } /* gate is halfway up */
415 356
436 } 377 }
437 if (--op->stats.hp <= 0) 378 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 379 { /* keep gate down */
439 move_gate (op); 380 move_gate (op);
440 if (op->value != v) 381 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 382 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 383 }
446} 384}
447 385
448/* slaying: name of the thing the detector is to look for 386/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 387 * speed: frequency of 'glances'
467 405
468 if (op->stats.hp) 406 if (op->stats.hp)
469 { 407 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 408 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 409 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 410 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 411 detected = 1;
412
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 413 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 414 detected = 1;
476 } 415 }
477 } 416 }
417
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 418 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 419 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 420 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 421 detected = 1;
484 } 422 }
485 423
486 /* the detector sets the button if detection is found */ 424 /* the detector sets the button if detection is found */
536 if (op->value) 474 if (op->value)
537 { /* We're opening */ 475 { /* We're opening */
538 if (--op->stats.wc <= 0) 476 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 477 { /* Opened, let's stop */
540 op->stats.wc = 0; 478 op->stats.wc = 0;
541 op->speed = 0; 479 op->set_speed (0);
542 update_ob_speed (op);
543 480
544 /* Hard coding this makes sense for holes I suppose */ 481 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 482 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 483 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 484 {
548 next = tmp->above; 485 next = tmp->above;
549 move_apply (op, tmp, tmp); 486 move_apply (op, tmp, tmp);
550 } 487 }
551 } 488 }
489
552 SET_ANIMATION (op, op->stats.wc); 490 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 491 update_object (op, UP_OBJ_FACE);
554 return; 492 return;
555 } 493 }
556 /* We're closing */ 494 /* We're closing */
557 op->move_on = 0; 495 op->move_on = 0;
558 496
559 op->stats.wc++; 497 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 498 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 499 op->stats.wc = NUM_ANIMATIONS (op) - 1;
500
562 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 503 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 504 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 505}
571 506
572 507
573/* stop_item() returns a pointer to the stopped object. The stopped object 508/* 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 509 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 535 op->destroy ();
601 return payload; 536 return payload;
602 } 537 }
603 538
604 case ARROW: 539 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 540 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 541 op = fix_stopped_arrow (op);
607 return op; 542 return op;
608 543
609 default: 544 default:
610 return op; 545 return op;
619void 554void
620fix_stopped_item (object *op, maptile *map, object *originator) 555fix_stopped_item (object *op, maptile *map, object *originator)
621{ 556{
622 if (map == NULL) 557 if (map == NULL)
623 return; 558 return;
559
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 560 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 561 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 562 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 563 merge_ob (op, NULL); /* only some arrows actually need this */
628} 564}
629 565
630
631object * 566object *
632fix_stopped_arrow (object *op) 567fix_stopped_arrow (object *op)
633{ 568{
634 if (rndm (0, 99) < op->stats.food) 569 if (rndm (0, 99) < op->stats.food)
635 { 570 {
636 /* Small chance of breaking */ 571 /* Small chance of breaking */
637 op->destroy (); 572 op->destroy ();
638 return NULL; 573 return NULL;
639 } 574 }
640 575
576 op->set_speed (0);
641 op->direction = 0; 577 op->direction = 0;
642 op->move_on = 0; 578 op->move_on = 0;
643 op->move_type = 0; 579 op->move_type = 0;
644 op->speed = 0; 580 op->skill = 0; // really?
645 update_ob_speed (op); 581
582 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 583 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 584 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 585 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 586
652 if (op->spellarg != NULL) 587 if (op->spellarg)
653 { 588 {
654 op->slaying = op->spellarg; 589 op->slaying = op->spellarg;
655 free (op->spellarg); 590 free (op->spellarg);
656 op->spellarg = NULL; 591 op->spellarg = 0;
657 } 592 }
658 else 593 else
659 op->slaying = NULL; 594 op->slaying = 0;
660 595
661 /* Reset these to zero, so that object::can_merge will work properly */ 596 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 597 op->spellarg = NULL;
663 op->stats.sp = 0; 598 op->stats.sp = 0;
664 op->stats.hp = 0; 599 op->stats.hp = 0;
665 op->stats.grace = 0; 600 op->stats.grace = 0;
666 op->level = 0; 601 op->level = 0;
667 op->face = op->arch->clone.face; 602 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 604 update_object (op, UP_OBJ_CHANGE);
670 return op; 605 return op;
671} 606}
672 607
673/* stop_arrow() - what to do when a non-living flying object 608/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 609 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 610 * here too. -b.t.
676 * 611 *
677 * Returns a pointer to the stopped object (which will have been removed 612 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 613 * from maps or inventories), or NULL if was destroyed.
679 */ 614 */
680
681static void 615static void
682stop_arrow (object *op) 616stop_arrow (object *op)
683{ 617{
684 if (INVOKE_OBJECT (STOP, op)) 618 if (INVOKE_OBJECT (STOP, op))
685 return; 619 return;
694 op->destroy (); 628 op->destroy ();
695 } 629 }
696 else 630 else
697 { 631 {
698 op = fix_stopped_arrow (op); 632 op = fix_stopped_arrow (op);
633
699 if (op) 634 if (op)
700 merge_ob (op, NULL); 635 merge_ob (op, 0);
701 } 636 }
702} 637}
703 638
704/* Move an arrow along its course. op is the arrow or thrown object. 639/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 640 */
706
707void 641void
708move_arrow (object *op) 642move_arrow (object *op)
709{ 643{
710 object *tmp; 644 object *tmp;
711 sint16 new_x, new_y; 645 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 716 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 717 * chance that reflect_missile fails.)
784 */ 718 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 719 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 720 {
787 int number = op->face->number; 721 int number = op->face;
788 722
789 op->direction = absdir (op->direction + 4); 723 op->direction = absdir (op->direction + 4);
790 op->state = 0; 724 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 */ 725 was_reflected = 1; /* skip normal movement calculations */
803 } 726 }
804 else 727 else
805 { 728 {
806 /* Attack the object. */ 729 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 903 * 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 904 * 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 905 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 906 * N times without the speed check.
984 */ 907 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 908 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 909 move_teleporter (op->more);
987 910
988 if (op->head) 911 if (op->head)
989 head = op->head; 912 head = op->head;
990 913
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 914 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 916 break;
994 917
995 /* If nothing above us to move, nothing to do */ 918 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 924 if (tmp->type == PLAYER)
1002 { 925 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 927 return;
1005 928
1006 enter_exit (tmp, head); 929 tmp->enter_exit (head);
1007 } 930 }
1008 else 931 else
1009 /* Currently only players can transfer maps */ 932 /* Currently only players can transfer maps */
1010 return; 933 return;
1011 } 934 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 953 return;
1031 teleport (head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
1032 } 955 }
1033} 956}
1034
1035 957
1036/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 961 can't be generalized.
1040*/ 962*/
1041
1042void 963void
1043move_player_changer (object *op) 964move_player_changer (object *op)
1044{ 965{
1045 object *player; 966 object *player;
1046 object *walk; 967 object *walk;
1047 char c;
1048 968
1049 if (!op->above || !EXIT_PATH (op)) 969 if (!op->above || !EXIT_PATH (op))
1050 return; 970 return;
1051 971
1052 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 973 * needs to be on top.
1054 */ 974 */
1055 if (op->above->type == PLAYER) 975 if (op->above->type == PLAYER)
1056 { 976 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 978 return;
979
1059 player = op->above; 980 player = op->above;
1060 981
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 983 apply_changes_to_player (player, walk);
1063 984
1064 fix_player (player); 985 player->update_stats ();
1065 986
1066 esrv_send_inventory (op->above, op->above); 987 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
1068 989
1069 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 992 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 993 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 994 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 995 player->contr->bed_y = EXIT_Y (op);
1076 } 996 }
1077 else 997 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 999
1080 enter_exit (op->above, op); 1000 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1001 }
1083} 1002}
1084 1003
1085/* firewalls fire other spells. 1004/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
1093 1012
1094 if (!op->map) 1013 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1096 1015
1097 spell = op->inv; 1016 spell = op->inv;
1017
1098 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1019 spell = op->other_arch;
1020
1100 if (!spell) 1021 if (!spell)
1101 { 1022 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1024 return;
1104 } 1025 }
1105 1026
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1028}
1108
1109 1029
1110/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
1112 * 1032 *
1113 * a player mover finds any players that are sitting on it. It 1033 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1038 */
1119void 1039void
1120move_player_mover (object *op) 1040move_player_mover (object *op)
1121{ 1041{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
1124 sint16 nx, ny; 1043 sint16 nx, ny;
1125 maptile *m; 1044 maptile *m;
1126 1045
1127 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1047 if (!dir)
1129 dir = rndm (1, 8); 1048 dir = rndm (1, 8);
1130 1049
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1051 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1053 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1054 {
1136 1055
1146 nx = op->x + freearr_x[dir]; 1065 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1066 ny = op->y + freearr_y[dir];
1148 m = op->map; 1067 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1068 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1069 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1070 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1071 return;
1153 } 1072 }
1154 1073
1155 if (should_director_abort (op, victim)) 1074 if (should_director_abort (op, victim))
1156 return; 1075 return;
1157 1076
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1078 {
1160 if (nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1080 nextmover->speed_left = -.99f;
1081
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1084 }
1167 1085
1168 if (victim->type == PLAYER) 1086 if (victim->type == PLAYER)
1169 { 1087 {
1170 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1176 * get to this space. 1094 * get to this space.
1177 */ 1095 */
1178 victim->contr->fire_on = 0; 1096 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1097 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1098 move_player (victim, dir);
1181 } 1099 }
1182 else 1100 else
1183 return; 1101 return;
1184 } 1102 }
1188 if (!op->stats.maxsp && op->attacktype) 1106 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1107 op->stats.maxsp = 2;
1190 1108
1191 if (op->attacktype) 1109 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1110 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1111 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
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 } 1112 }
1204 } 1113 }
1205 } 1114 }
1206} 1115}
1207 1116
1217{ 1126{
1218 object *tmp; 1127 object *tmp;
1219 1128
1220 if (!op->other_arch) 1129 if (!op->other_arch)
1221 { 1130 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1131 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1132 return;
1224 } 1133 }
1225 1134
1226 if (op->above == NULL) 1135 if (op->above == NULL)
1227 return; 1136 return;
1137
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1139 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1140 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1141 {
1232 if (op->level <= 0) 1142 if (op->level <= 0)
1233 tmp->destroy (); 1143 tmp->destroy ();
1234 else 1144 else
1235 { 1145 {
1292 } 1202 }
1293 else 1203 else
1294 { 1204 {
1295 if (creator->other_arch == NULL) 1205 if (creator->other_arch == NULL)
1296 { 1206 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1207 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1208 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1209 return;
1300 } 1210 }
1301 1211
1302 new_ob = object_create_arch (creator->other_arch); 1212 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1213 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1326 with a specific code as the slaying field. 1236 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1237 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1238 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1239 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.*/ 1240 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1241void
1333move_marker (object *op) 1242move_marker (object *op)
1334{ 1243{
1335 object *tmp, *tmp2; 1244 if (object *tmp = op->ms ().player ())
1336
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 { 1245 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1246 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1247 if (object *force = tmp->force_find (op->name))
1248 force->destroy ();
1249
1250 if (!tmp->force_find (op->slaying))
1344 { 1251 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1252 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1253
1254 if (op->msg)
1255 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1256
1257 if (op->stats.hp > 0)
1347 } 1258 {
1259 op->stats.hp--;
1348 1260
1349 if (tmp2)
1350 tmp2->destroy ();
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) 1261 if (op->stats.hp == 0)
1368 { 1262 {
1369 force->speed = 0.01; 1263 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1264 op->destroy ();
1265 return;
1371 } 1266 }
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 } 1267 }
1393 } /* if tmp2 == NULL */ 1268 }
1394 } /* if tmp->type == PLAYER */ 1269 }
1395 } /* For all objects on this space */
1396} 1270}
1397 1271
1398int 1272void
1399process_object (object *op) 1273process_object (object *op)
1400{ 1274{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1275 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1276 return;
1403 1277
1404 if (INVOKE_OBJECT (TICK, op)) 1278 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1279 return;
1406 1280
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1281 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1282 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1283 return;
1410 1284
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1285 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1286 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1287 animate_object (op, op->contr ? op->facing : op->direction);
1417 1288
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1289 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1290 make_sure_seen (op);
1420 } 1291 }
1421 1292
1293 if (expect_false (
1294 op->flag [FLAG_GENERATOR]
1295 || op->flag [FLAG_CHANGING]
1296 || op->flag [FLAG_IS_USED_UP]
1297 ))
1298 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1299 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1300 {
1424 change_object (op); 1301 change_object (op);
1425 return 1; 1302 return;
1426 } 1303 }
1427 1304
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1305 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1306 generate_monster (op);
1430 1307
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1308 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1309 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1310 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1311 remove_force (op);
1435 else 1312 else
1436 { 1313 {
1437 /* IF necessary, delete the item from the players inventory */ 1314 /* If necessary, delete the item from the players inventory */
1438 object *pl = op->in_player (); 1315 object *pl = op->in_player ();
1439 1316
1440 if (pl) 1317 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1318 esrv_del_item (pl->contr, op->count);
1442 1319
1443 op->remove (); 1320 op->remove ();
1444 1321
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1322 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1323 make_sure_not_seen (op);
1447 1324
1448 op->destroy (); 1325 op->destroy ();
1449 } 1326 }
1450 1327
1451 return 1; 1328 return;
1329 }
1452 } 1330 }
1453 1331
1454 switch (op->type) 1332 switch (op->type)
1455 { 1333 {
1456 case SPELL_EFFECT: 1334 case SPELL_EFFECT:
1457 move_spell_effect (op); 1335 move_spell_effect (op);
1458 return 1; 1336 break;
1459 1337
1460 case ROD: 1338 case ROD:
1461 case HORN: 1339 case HORN:
1462 regenerate_rod (op); 1340 regenerate_rod (op);
1463 return 1; 1341 break;
1464 1342
1465 case FORCE: 1343 case FORCE:
1466 case POTION_EFFECT: 1344 case POTION_EFFECT:
1467 remove_force (op); 1345 remove_force (op);
1468 return 1; 1346 break;
1469 1347
1470 case BLINDNESS: 1348 case BLINDNESS:
1471 remove_blindness (op); 1349 remove_blindness (op);
1472 return 0; 1350 break;
1473 1351
1474 case POISONING: 1352 case POISONING:
1475 poison_more (op); 1353 poison_more (op);
1476 return 0; 1354 break;
1477 1355
1478 case DISEASE: 1356 case DISEASE:
1479 move_disease (op); 1357 move_disease (op);
1480 return 0; 1358 break;
1481 1359
1482 case SYMPTOM: 1360 case SYMPTOM:
1483 move_symptom (op); 1361 move_symptom (op);
1484 return 0; 1362 break;
1485 1363
1486 case THROWN_OBJ: 1364 case THROWN_OBJ:
1487 case ARROW: 1365 case ARROW:
1488 move_arrow (op); 1366 move_arrow (op);
1489 return 0; 1367 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1368
1495 case DOOR: 1369 case DOOR:
1496 remove_door (op); 1370 remove_door (op);
1497 return 0; 1371 break;
1498 1372
1499 case LOCKED_DOOR: 1373 case LOCKED_DOOR:
1500 remove_door2 (op); 1374 remove_door2 (op);
1501 return 0; 1375 break;
1502 1376
1503 case TELEPORTER: 1377 case TELEPORTER:
1504 move_teleporter (op); 1378 move_teleporter (op);
1505 return 0; 1379 break;
1506 1380
1507 case GOLEM: 1381 case GOLEM:
1508 move_golem (op); 1382 move_golem (op);
1509 return 0; 1383 break;
1510 1384
1511 case EARTHWALL: 1385 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1386 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1387 break;
1514 1388
1515 case FIREWALL: 1389 case FIREWALL:
1516 move_firewall (op); 1390 move_firewall (op);
1517 if (op->stats.maxsp) 1391 if (op->stats.maxsp)
1518 animate_turning (op); 1392 animate_turning (op);
1519 return 0; 1393 break;
1520 1394
1521 case MOOD_FLOOR: 1395 case MOOD_FLOOR:
1522 do_mood_floor (op); 1396 do_mood_floor (op);
1523 return 0; 1397 break;
1524 1398
1525 case GATE: 1399 case GATE:
1526 move_gate (op); 1400 move_gate (op);
1527 return 0; 1401 break;
1528 1402
1529 case TIMED_GATE: 1403 case TIMED_GATE:
1530 move_timed_gate (op); 1404 move_timed_gate (op);
1531 return 0; 1405 break;
1532 1406
1533 case TRIGGER: 1407 case TRIGGER:
1534 case TRIGGER_BUTTON: 1408 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1409 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1410 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1411 animate_trigger (op);
1538 return 0; 1412 break;
1539 1413
1540 case DETECTOR: 1414 case DETECTOR:
1541 move_detector (op); 1415 move_detector (op);
1542 1416
1543 case DIRECTOR: 1417 case DIRECTOR:
1544 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1545 animate_turning (op); 1419 animate_turning (op);
1546 return 0; 1420 break;
1547 1421
1548 case HOLE: 1422 case HOLE:
1549 move_hole (op); 1423 move_hole (op);
1550 return 0; 1424 break;
1551 1425
1552 case DEEP_SWAMP: 1426 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1427 move_deep_swamp (op);
1554 return 0; 1428 break;
1555 1429
1556 case RUNE: 1430 case RUNE:
1557 case TRAP: 1431 case TRAP:
1558 move_rune (op); 1432 move_rune (op);
1559 return 0; 1433 break;
1560 1434
1561 case PLAYERMOVER: 1435 case PLAYERMOVER:
1562 move_player_mover (op); 1436 move_player_mover (op);
1563 return 0; 1437 break;
1564 1438
1565 case CREATOR: 1439 case CREATOR:
1566 move_creator (op); 1440 move_creator (op);
1567 return 0; 1441 break;
1568 1442
1569 case MARKER: 1443 case MARKER:
1570 move_marker (op); 1444 move_marker (op);
1571 return 0; 1445 break;
1572 1446
1573 case PLAYER_CHANGER: 1447 case PLAYER_CHANGER:
1574 move_player_changer (op); 1448 move_player_changer (op);
1575 return 0; 1449 break;
1576 1450
1577 case PEACEMAKER: 1451 case PEACEMAKER:
1578 move_peacemaker (op); 1452 move_peacemaker (op);
1579 return 0; 1453 break;
1580 }
1581 1454
1582 return 0; 1455 case PLAYER:
1456 // players have their own speed-management, so undo the --speed_left
1457 ++op->speed_left;
1458 break;
1459 }
1583} 1460}
1461

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