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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 1.61 by root, Thu Jul 12 19:42:14 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{
205 if (--op->duration > 0) 150 if (--op->duration > 0)
206 return; 151 return;
207 152
153 if (op->env)
208 switch (op->subtype) 154 switch (op->subtype)
209 { 155 {
210 case FORCE_CONFUSION: 156 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 157 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 158 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 159
217 default: 160 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 161 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 162 change_abil (op->env, op);
222 fix_player (op->env); 163 op->env->update_stats ();
223 }
224 } 164 }
225 165
226 op->destroy (); 166 op->destroy ();
227} 167}
228 168
229void 169void
232 if (--op->stats.food > 0) 172 if (--op->stats.food > 0)
233 return; 173 return;
234 174
235 CLEAR_FLAG (op, FLAG_APPLIED); 175 CLEAR_FLAG (op, FLAG_APPLIED);
236 176
237 if (op->env != NULL) 177 if (op->env)
238 { 178 {
239 change_abil (op->env, op); 179 change_abil (op->env, op);
240 fix_player (op->env); 180 op->env->update_stats ();
241 } 181 }
242 182
243 op->destroy (); 183 op->destroy ();
244} 184}
245 185
252 return; 192 return;
253 } 193 }
254 194
255 if (op->stats.food == 1) 195 if (op->stats.food == 1)
256 { 196 {
257 /* need to remove the object before fix_player is called, else fix_player 197 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 198 * will not do anything.
259 */ 199 */
260 if (op->env->type == PLAYER) 200 if (op->env->type == PLAYER)
261 { 201 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 202 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 203 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 204 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 205 }
266 206
267 op->destroy (); 207 op->destroy ();
268 return; 208 return;
271 if (op->env->type == PLAYER) 211 if (op->env->type == PLAYER)
272 { 212 {
273 op->env->stats.food--; 213 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 215 }
216
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 217 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 218}
278 219
279 220
280void 221void
281move_gate (object *op) 222move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 223{ /* 1 = going down, 0 = going up */
283 object *tmp; 224 object *tmp;
284 225
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 227 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 228 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 233 if (op->value)
293 { 234 {
294 if (--op->stats.wc <= 0) 235 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 236 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 237 op->stats.wc = 0;
297 if (op->arch->clone.speed) 238 if (op->arch->speed)
298 op->value = 0; 239 op->value = 0;
299 else 240 else
300 {
301 op->speed = 0; 241 op->set_speed (0);
302 update_ob_speed (op);
303 } 242 }
304 } 243
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 244 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 245 {
307 op->move_block = 0; 246 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 247 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 248 update_all_los (op->map, op->x, op->y);
310 } 249 }
250
311 SET_ANIMATION (op, op->stats.wc); 251 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 252 update_object (op, UP_OBJ_CHANGE);
313 return; 253 return;
314 } 254 }
315 255
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 269 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 270 break;
331 271
332 if (tmp == NULL) 272 if (tmp == NULL)
333 { 273 {
334 if (op->arch->clone.speed) 274 if (op->arch->speed)
335 op->value = 1; 275 op->value = 1;
336 else 276 else
337 {
338 op->speed = 0; 277 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 278
340 }
341 return; 279 return;
342 } 280 }
343 } 281 }
344 282
345 if (op->stats.food) 283 if (op->stats.food)
362 */ 300 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 302 {
365 /* Halfway or further, check blocks */ 303 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 304 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ;
368 307
369 if (tmp != NULL) 308 if (tmp)
370 { 309 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 311 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
313
374 if (tmp->type == PLAYER) 314 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 316 }
377 else 317 else
378 /* If the object is not alive, and the object either can 318 /* If the object is not alive, and the object either can
405 op->stats.food = 1; 345 op->stats.food = 1;
406 } 346 }
407 else 347 else
408 { 348 {
409 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
410 if (!op->arch->clone.stats.ac) 350 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
413 } 353 }
414 } /* gate is halfway up */ 354 } /* gate is halfway up */
415 355
436 } 376 }
437 if (--op->stats.hp <= 0) 377 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 378 { /* keep gate down */
439 move_gate (op); 379 move_gate (op);
440 if (op->value != v) 380 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 381 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 382 }
446} 383}
447 384
448/* slaying: name of the thing the detector is to look for 385/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 386 * speed: frequency of 'glances'
467 404
468 if (op->stats.hp) 405 if (op->stats.hp)
469 { 406 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 408 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 409 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 410 detected = 1;
411
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 413 detected = 1;
476 } 414 }
477 } 415 }
416
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 417 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 418 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 420 detected = 1;
484 } 421 }
485 422
486 /* the detector sets the button if detection is found */ 423 /* the detector sets the button if detection is found */
536 if (op->value) 473 if (op->value)
537 { /* We're opening */ 474 { /* We're opening */
538 if (--op->stats.wc <= 0) 475 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 476 { /* Opened, let's stop */
540 op->stats.wc = 0; 477 op->stats.wc = 0;
541 op->speed = 0; 478 op->set_speed (0);
542 update_ob_speed (op);
543 479
544 /* Hard coding this makes sense for holes I suppose */ 480 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 481 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 482 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 483 {
548 next = tmp->above; 484 next = tmp->above;
549 move_apply (op, tmp, tmp); 485 move_apply (op, tmp, tmp);
550 } 486 }
551 } 487 }
488
552 SET_ANIMATION (op, op->stats.wc); 489 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 490 update_object (op, UP_OBJ_FACE);
554 return; 491 return;
555 } 492 }
556 /* We're closing */ 493 /* We're closing */
557 op->move_on = 0; 494 op->move_on = 0;
558 495
559 op->stats.wc++; 496 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
562 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 503 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 504}
571 505
572 506
573/* stop_item() returns a pointer to the stopped object. The stopped object 507/* 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 508 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 534 op->destroy ();
601 return payload; 535 return payload;
602 } 536 }
603 537
604 case ARROW: 538 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 539 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 540 op = fix_stopped_arrow (op);
607 return op; 541 return op;
608 542
609 default: 543 default:
610 return op; 544 return op;
619void 553void
620fix_stopped_item (object *op, maptile *map, object *originator) 554fix_stopped_item (object *op, maptile *map, object *originator)
621{ 555{
622 if (map == NULL) 556 if (map == NULL)
623 return; 557 return;
558
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 559 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 560 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 561 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 562 merge_ob (op, NULL); /* only some arrows actually need this */
628} 563}
629 564
630
631object * 565object *
632fix_stopped_arrow (object *op) 566fix_stopped_arrow (object *op)
633{ 567{
634 if (rndm (0, 99) < op->stats.food) 568 if (rndm (0, 99) < op->stats.food)
635 { 569 {
636 /* Small chance of breaking */ 570 /* Small chance of breaking */
637 op->destroy (); 571 op->destroy ();
638 return NULL; 572 return NULL;
639 } 573 }
640 574
575 op->set_speed (0);
641 op->direction = 0; 576 op->direction = 0;
642 op->move_on = 0; 577 op->move_on = 0;
643 op->move_type = 0; 578 op->move_type = 0;
644 op->speed = 0; 579 op->skill = 0; // really?
645 update_ob_speed (op); 580
581 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 582 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 583 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 584 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 585
652 if (op->spellarg != NULL) 586 if (op->spellarg)
653 { 587 {
654 op->slaying = op->spellarg; 588 op->slaying = op->spellarg;
655 free (op->spellarg); 589 free (op->spellarg);
656 op->spellarg = NULL; 590 op->spellarg = 0;
657 } 591 }
658 else 592 else
659 op->slaying = NULL; 593 op->slaying = 0;
660 594
661 /* Reset these to zero, so that object::can_merge will work properly */ 595 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 596 op->spellarg = NULL;
663 op->stats.sp = 0; 597 op->stats.sp = 0;
664 op->stats.hp = 0; 598 op->stats.hp = 0;
665 op->stats.grace = 0; 599 op->stats.grace = 0;
666 op->level = 0; 600 op->level = 0;
667 op->face = op->arch->clone.face; 601 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 602 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 603 update_object (op, UP_OBJ_CHANGE);
670 return op; 604 return op;
671} 605}
672 606
673/* stop_arrow() - what to do when a non-living flying object 607/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 608 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 609 * here too. -b.t.
676 * 610 *
677 * Returns a pointer to the stopped object (which will have been removed 611 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 612 * from maps or inventories), or NULL if was destroyed.
679 */ 613 */
680
681static void 614static void
682stop_arrow (object *op) 615stop_arrow (object *op)
683{ 616{
684 if (INVOKE_OBJECT (STOP, op)) 617 if (INVOKE_OBJECT (STOP, op))
685 return; 618 return;
694 op->destroy (); 627 op->destroy ();
695 } 628 }
696 else 629 else
697 { 630 {
698 op = fix_stopped_arrow (op); 631 op = fix_stopped_arrow (op);
632
699 if (op) 633 if (op)
700 merge_ob (op, NULL); 634 merge_ob (op, 0);
701 } 635 }
702} 636}
703 637
704/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 639 */
706
707void 640void
708move_arrow (object *op) 641move_arrow (object *op)
709{ 642{
710 object *tmp; 643 object *tmp;
711 sint16 new_x, new_y; 644 sint16 new_x, new_y;
782 * as below. (Note that for living creatures there is a small 715 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 716 * chance that reflect_missile fails.)
784 */ 717 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 719 {
787 int number = op->face->number; 720 int number = op->face;
788 721
789 op->direction = absdir (op->direction + 4); 722 op->direction = absdir (op->direction + 4);
790 op->state = 0; 723 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 */ 724 was_reflected = 1; /* skip normal movement calculations */
803 } 725 }
804 else 726 else
805 { 727 {
806 /* Attack the object. */ 728 /* Attack the object. */
980 * there is an old multipart teleporter in which the other parts 902 * 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 903 * 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 904 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 905 * N times without the speed check.
984 */ 906 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 907 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 908 move_teleporter (op->more);
987 909
988 if (op->head) 910 if (op->head)
989 head = op->head; 911 head = op->head;
990 912
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 913 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 915 break;
994 916
995 /* If nothing above us to move, nothing to do */ 917 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 923 if (tmp->type == PLAYER)
1002 { 924 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 926 return;
1005 927
1006 enter_exit (tmp, head); 928 tmp->enter_exit (head);
1007 } 929 }
1008 else 930 else
1009 /* Currently only players can transfer maps */ 931 /* Currently only players can transfer maps */
1010 return; 932 return;
1011 } 933 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 952 return;
1031 teleport (head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
1032 } 954 }
1033} 955}
1034
1035 956
1036/* This object will teleport someone to a different map 957/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 958 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 959 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 960 can't be generalized.
1040*/ 961*/
1041
1042void 962void
1043move_player_changer (object *op) 963move_player_changer (object *op)
1044{ 964{
1045 object *player; 965 object *player;
1046 object *walk; 966 object *walk;
1047 char c;
1048 967
1049 if (!op->above || !EXIT_PATH (op)) 968 if (!op->above || !EXIT_PATH (op))
1050 return; 969 return;
1051 970
1052 /* This isn't all that great - means that the player_mover 971 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 972 * needs to be on top.
1054 */ 973 */
1055 if (op->above->type == PLAYER) 974 if (op->above->type == PLAYER)
1056 { 975 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 976 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 977 return;
978
1059 player = op->above; 979 player = op->above;
1060 980
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 981 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 982 apply_changes_to_player (player, walk);
1063 983
1064 fix_player (player); 984 player->update_stats ();
1065 985
1066 esrv_send_inventory (op->above, op->above); 986 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 987 esrv_update_item (UPD_FACE, op->above, op->above);
1068 988
1069 /* update players death & WoR home-position */ 989 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 990 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 991 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 992 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 993 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 994 player->contr->bed_y = EXIT_Y (op);
1076 } 995 }
1077 else 996 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 997 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 998
1080 enter_exit (op->above, op); 999 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 1000 }
1083} 1001}
1084 1002
1085/* firewalls fire other spells. 1003/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1004 * The direction of the wall is stored in op->stats.sp.
1093 1011
1094 if (!op->map) 1012 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1013 return; /* dm has created a firewall in his inventory */
1096 1014
1097 spell = op->inv; 1015 spell = op->inv;
1016
1098 if (!spell || spell->type != SPELL) 1017 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1018 spell = op->other_arch;
1019
1100 if (!spell) 1020 if (!spell)
1101 { 1021 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1022 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1023 return;
1104 } 1024 }
1105 1025
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1026 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1027}
1108
1109 1028
1110/* move_player_mover: this function takes a "player mover" as an 1029/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1030 * argument, and performs the function of a player mover, which is:
1112 * 1031 *
1113 * a player mover finds any players that are sitting on it. It 1032 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1036 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1037 */
1119void 1038void
1120move_player_mover (object *op) 1039move_player_mover (object *op)
1121{ 1040{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
1124 sint16 nx, ny; 1042 sint16 nx, ny;
1125 maptile *m; 1043 maptile *m;
1126 1044
1127 /* Determine direction now for random movers so we do the right thing */ 1045 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1046 if (!dir)
1129 dir = rndm (1, 8); 1047 dir = rndm (1, 8);
1130 1048
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1049 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1050 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1052 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1053 {
1136 1054
1146 nx = op->x + freearr_x[dir]; 1064 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1065 ny = op->y + freearr_y[dir];
1148 m = op->map; 1066 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1068 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1069 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; 1070 return;
1153 } 1071 }
1154 1072
1155 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1156 return; 1074 return;
1157 1075
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1076 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1077 {
1160 if (nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1079 nextmover->speed_left = -.99f;
1080
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1082 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1083 }
1167 1084
1168 if (victim->type == PLAYER) 1085 if (victim->type == PLAYER)
1169 { 1086 {
1170 /* only level >=1 movers move people */ 1087 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1091 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1092 * place. This can happen if the player used a spell to
1176 * get to this space. 1093 * get to this space.
1177 */ 1094 */
1178 victim->contr->fire_on = 0; 1095 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1096 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1097 move_player (victim, dir);
1181 } 1098 }
1182 else 1099 else
1183 return; 1100 return;
1184 } 1101 }
1188 if (!op->stats.maxsp && op->attacktype) 1105 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1106 op->stats.maxsp = 2;
1190 1107
1191 if (op->attacktype) 1108 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1109 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1110 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 } 1111 }
1204 } 1112 }
1205 } 1113 }
1206} 1114}
1207 1115
1217{ 1125{
1218 object *tmp; 1126 object *tmp;
1219 1127
1220 if (!op->other_arch) 1128 if (!op->other_arch)
1221 { 1129 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1130 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1131 return;
1224 } 1132 }
1225 1133
1226 if (op->above == NULL) 1134 if (op->above == NULL)
1227 return; 1135 return;
1136
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1137 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1138 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1139 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1140 {
1232 if (op->level <= 0) 1141 if (op->level <= 0)
1233 tmp->destroy (); 1142 tmp->destroy ();
1234 else 1143 else
1235 { 1144 {
1292 } 1201 }
1293 else 1202 else
1294 { 1203 {
1295 if (creator->other_arch == NULL) 1204 if (creator->other_arch == NULL)
1296 { 1205 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1206 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1207 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1208 return;
1300 } 1209 }
1301 1210
1302 new_ob = object_create_arch (creator->other_arch); 1211 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1326 with a specific code as the slaying field. 1235 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1236 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1237 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1238 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.*/ 1239 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1240void
1333move_marker (object *op) 1241move_marker (object *op)
1334{ 1242{
1335 object *tmp, *tmp2; 1243 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 { 1244 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1245 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1246 if (object *force = tmp->force_find (op->name))
1247 force->destroy ();
1248
1249 if (!tmp->force_find (op->slaying))
1344 { 1250 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1251 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1252
1253 if (op->msg)
1254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1255
1256 if (op->stats.hp > 0)
1347 } 1257 {
1258 op->stats.hp--;
1348 1259
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) 1260 if (op->stats.hp == 0)
1368 { 1261 {
1369 force->speed = 0.01; 1262 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1263 op->destroy ();
1264 return;
1371 } 1265 }
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 } 1266 }
1393 } /* if tmp2 == NULL */ 1267 }
1394 } /* if tmp->type == PLAYER */ 1268 }
1395 } /* For all objects on this space */
1396} 1269}
1397 1270
1398int 1271void
1399process_object (object *op) 1272process_object (object *op)
1400{ 1273{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1274 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1275 return;
1403 1276
1404 if (INVOKE_OBJECT (TICK, op)) 1277 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1278 return;
1406 1279
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1280 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1281 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1282 return;
1410 1283
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1284 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1285 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1286 animate_object (op, op->contr ? op->facing : op->direction);
1417 1287
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1288 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1289 make_sure_seen (op);
1420 } 1290 }
1421 1291
1292 if (expect_false (
1293 op->flag [FLAG_GENERATOR]
1294 || op->flag [FLAG_CHANGING]
1295 || op->flag [FLAG_IS_USED_UP]
1296 ))
1297 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1298 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1299 {
1424 change_object (op); 1300 change_object (op);
1425 return 1; 1301 return;
1426 } 1302 }
1427 1303
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1304 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1305 generate_monster (op);
1430 1306
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1307 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1308 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1309 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1310 remove_force (op);
1435 else 1311 else
1436 { 1312 {
1437 /* IF necessary, delete the item from the players inventory */ 1313 /* If necessary, delete the item from the players inventory */
1438 object *pl = op->in_player (); 1314 object *pl = op->in_player ();
1439 1315
1440 if (pl) 1316 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1442 1318
1443 op->remove (); 1319 op->remove ();
1444 1320
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1447 1323
1448 op->destroy (); 1324 op->destroy ();
1449 } 1325 }
1450 1326
1451 return 1; 1327 return;
1328 }
1452 } 1329 }
1453 1330
1454 switch (op->type) 1331 switch (op->type)
1455 { 1332 {
1456 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1457 move_spell_effect (op); 1334 move_spell_effect (op);
1458 return 1; 1335 break;
1459 1336
1460 case ROD: 1337 case ROD:
1461 case HORN: 1338 case HORN:
1462 regenerate_rod (op); 1339 regenerate_rod (op);
1463 return 1; 1340 break;
1464 1341
1465 case FORCE: 1342 case FORCE:
1466 case POTION_EFFECT: 1343 case POTION_EFFECT:
1467 remove_force (op); 1344 remove_force (op);
1468 return 1; 1345 break;
1469 1346
1470 case BLINDNESS: 1347 case BLINDNESS:
1471 remove_blindness (op); 1348 remove_blindness (op);
1472 return 0; 1349 break;
1473 1350
1474 case POISONING: 1351 case POISONING:
1475 poison_more (op); 1352 poison_more (op);
1476 return 0; 1353 break;
1477 1354
1478 case DISEASE: 1355 case DISEASE:
1479 move_disease (op); 1356 move_disease (op);
1480 return 0; 1357 break;
1481 1358
1482 case SYMPTOM: 1359 case SYMPTOM:
1483 move_symptom (op); 1360 move_symptom (op);
1484 return 0; 1361 break;
1485 1362
1486 case THROWN_OBJ: 1363 case THROWN_OBJ:
1487 case ARROW: 1364 case ARROW:
1488 move_arrow (op); 1365 move_arrow (op);
1489 return 0; 1366 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1367
1495 case DOOR: 1368 case DOOR:
1496 remove_door (op); 1369 remove_door (op);
1497 return 0; 1370 break;
1498 1371
1499 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1500 remove_door2 (op); 1373 remove_door2 (op);
1501 return 0; 1374 break;
1502 1375
1503 case TELEPORTER: 1376 case TELEPORTER:
1504 move_teleporter (op); 1377 move_teleporter (op);
1505 return 0; 1378 break;
1506 1379
1507 case GOLEM: 1380 case GOLEM:
1508 move_golem (op); 1381 move_golem (op);
1509 return 0; 1382 break;
1510 1383
1511 case EARTHWALL: 1384 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1386 break;
1514 1387
1515 case FIREWALL: 1388 case FIREWALL:
1516 move_firewall (op); 1389 move_firewall (op);
1517 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1518 animate_turning (op); 1391 animate_turning (op);
1519 return 0; 1392 break;
1520 1393
1521 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1522 do_mood_floor (op); 1395 do_mood_floor (op);
1523 return 0; 1396 break;
1524 1397
1525 case GATE: 1398 case GATE:
1526 move_gate (op); 1399 move_gate (op);
1527 return 0; 1400 break;
1528 1401
1529 case TIMED_GATE: 1402 case TIMED_GATE:
1530 move_timed_gate (op); 1403 move_timed_gate (op);
1531 return 0; 1404 break;
1532 1405
1533 case TRIGGER: 1406 case TRIGGER:
1534 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1410 animate_trigger (op);
1538 return 0; 1411 break;
1539 1412
1540 case DETECTOR: 1413 case DETECTOR:
1541 move_detector (op); 1414 move_detector (op);
1542 1415
1543 case DIRECTOR: 1416 case DIRECTOR:
1544 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1545 animate_turning (op); 1418 animate_turning (op);
1546 return 0; 1419 break;
1547 1420
1548 case HOLE: 1421 case HOLE:
1549 move_hole (op); 1422 move_hole (op);
1550 return 0; 1423 break;
1551 1424
1552 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1426 move_deep_swamp (op);
1554 return 0; 1427 break;
1555 1428
1556 case RUNE: 1429 case RUNE:
1557 case TRAP: 1430 case TRAP:
1558 move_rune (op); 1431 move_rune (op);
1559 return 0; 1432 break;
1560 1433
1561 case PLAYERMOVER: 1434 case PLAYERMOVER:
1562 move_player_mover (op); 1435 move_player_mover (op);
1563 return 0; 1436 break;
1564 1437
1565 case CREATOR: 1438 case CREATOR:
1566 move_creator (op); 1439 move_creator (op);
1567 return 0; 1440 break;
1568 1441
1569 case MARKER: 1442 case MARKER:
1570 move_marker (op); 1443 move_marker (op);
1571 return 0; 1444 break;
1572 1445
1573 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1574 move_player_changer (op); 1447 move_player_changer (op);
1575 return 0; 1448 break;
1576 1449
1577 case PEACEMAKER: 1450 case PEACEMAKER:
1578 move_peacemaker (op); 1451 move_peacemaker (op);
1579 return 0; 1452 break;
1580 }
1581 1453
1582 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1583} 1459}
1460

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