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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 1.80 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 33 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy_inv (true); // be explicit about dropping
63 op->destroy (true);
64}
65
66void
67remove_door2 (object *op)
42{ 68{
43 int i; 69 int i;
44 object *tmp; 70 object *tmp;
45 71
46 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
49 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
52 } 79 }
80 }
53 81
54 if (op->other_arch) 82 if (op->other_arch)
55 { 83 {
56 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 85 tmp->x = op->x;
59 tmp->map = op->map; 87 tmp->map = op->map;
60 tmp->level = op->level; 88 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
62 } 90 }
63 91
92 op->destroy_inv (true); // be explicit about dropping
64 op->destroy (); 93 op->destroy (true);
65} 94}
66 95
67void 96void
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92
93 op->destroy ();
94}
95
96/* Will generate a monster according to content
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 97generate_monster (object *gen)
101{ 98{
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) 99 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; 100 return;
130 head = object_create_clone (op); 101
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 103 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 104
142void 105 object *op;
143generate_monster_arch (object *gen)
144{
145 int i; 106 int dir;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148 107
149 if (gen->other_arch == NULL) 108 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
150 { 109 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 110 // either copy one item from the inventory...
111 if (!gen->inv)
152 return; 112 return;
153 } 113
154 /* Code below assumes the generator is on a map, as it tries 114 // first select one item from the inventory
155 * to place the monster on the map. So if the generator 115 int index = 0;
156 * isn't on a map, complain and exit. 116 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
157 */ 117 if (!rndm (++index))
158 if (gen->map == NULL) 118 op = tmp;
159 { 119
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 120 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
121 if (dir < 0)
161 return; 122 return;
123
124 op = op->deep_clone ();
125
126 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
127 unflag_inv (op, FLAG_IS_A_TEMPLATE);
128 }
129 else if (gen->other_arch)
162 } 130 {
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 131 // ...or use other_arch
164 if (i == -1) 132 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
133 if (dir < 0)
134 return;
135
136 op = arch_to_object (gen->other_arch);
137 }
138 else
165 return; 139 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;
171 140
172 if (head != NULL) 141 op->expand_tail ();
173 op->head = head, prev->more = op;
174 142
143 mapxy pos (gen); pos.move (dir);
144
145 if (pos.insert (op, gen))
146 {
175 if (rndm (0, 9)) 147 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 148 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 149
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 150 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 151 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 152
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 153 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 154 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 155
156 op->destroy (true);
200} 157}
201 158
202void 159void
203remove_force (object *op) 160remove_force (object *op)
204{ 161{
205 if (--op->duration > 0) 162 if (--op->duration > 0)
206 return; 163 return;
207 164
165 if (op->env)
208 switch (op->subtype) 166 switch (op->subtype)
209 { 167 {
210 case FORCE_CONFUSION: 168 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 169 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 170 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 171
217 default: 172 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 173 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 174 change_abil (op->env, op);
222 fix_player (op->env); 175 op->env->update_stats ();
223 }
224 } 176 }
225 177
226 op->destroy (); 178 op->destroy (true);
227} 179}
228 180
229void 181void
230remove_blindness (object *op) 182remove_blindness (object *op)
231{ 183{
232 if (--op->stats.food > 0) 184 if (--op->stats.food > 0)
233 return; 185 return;
234 186
235 CLEAR_FLAG (op, FLAG_APPLIED); 187 CLEAR_FLAG (op, FLAG_APPLIED);
236 188
237 if (op->env != NULL) 189 if (op->env)
238 { 190 {
239 change_abil (op->env, op); 191 change_abil (op->env, op);
240 fix_player (op->env); 192 op->env->update_stats ();
241 } 193 }
242 194
243 op->destroy (); 195 op->destroy (true);
244} 196}
245 197
246void 198void
247poison_more (object *op) 199poison_more (object *op)
248{ 200{
249 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 201 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
250 { 202 {
251 op->destroy (); 203 op->destroy (true);
252 return; 204 return;
253 } 205 }
254 206
255 if (op->stats.food == 1) 207 if (op->stats.food == 1)
256 { 208 {
257 /* need to remove the object before fix_player is called, else fix_player 209 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 210 * will not do anything.
259 */ 211 */
260 if (op->env->type == PLAYER) 212 if (op->env->type == PLAYER)
261 { 213 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 214 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 215 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 217 }
266 218
267 op->destroy (); 219 op->destroy (true);
268 return; 220 return;
269 } 221 }
270 222
271 if (op->env->type == PLAYER) 223 if (op->env->type == PLAYER)
272 { 224 {
273 op->env->stats.food--; 225 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 226 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 227 }
228
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 229 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 230}
278 231
279 232
280void 233void
281move_gate (object *op) 234move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 235{ /* 1 = going down, 0 = going up */
283 object *tmp; 236 object *tmp;
284 237
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 238 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 239 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 240 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 245 if (op->value)
293 { 246 {
294 if (--op->stats.wc <= 0) 247 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 248 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 249 op->stats.wc = 0;
297 if (op->arch->clone.speed) 250 if (op->arch->speed)
298 op->value = 0; 251 op->value = 0;
299 else 252 else
300 {
301 op->speed = 0; 253 op->set_speed (0);
302 update_ob_speed (op);
303 } 254 }
304 } 255
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 256 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 257 {
307 op->move_block = 0; 258 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 259 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 260 update_all_los (op->map, op->x, op->y);
310 } 261 }
262
311 SET_ANIMATION (op, op->stats.wc); 263 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 264 update_object (op, UP_OBJ_CHANGE);
313 return; 265 return;
314 } 266 }
315 267
323 * objects are above the gate. If so, we finish closing the gate, 275 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 276 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 277 * the gate slightly.
326 */ 278 */
327 279
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 280 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 281 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 282 break;
331 283
332 if (tmp == NULL) 284 if (!tmp)
333 { 285 {
334 if (op->arch->clone.speed) 286 if (op->arch->speed)
335 op->value = 1; 287 op->value = 1;
336 else 288 else
337 {
338 op->speed = 0; 289 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 290
340 }
341 return; 291 return;
342 } 292 }
343 } 293 }
344 294
345 if (op->stats.food) 295 if (op->stats.food)
352 } 302 }
353 else 303 else
354 { /* The gate is still going up */ 304 { /* The gate is still going up */
355 op->stats.wc++; 305 op->stats.wc++;
356 306
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 307 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 308 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 309
360 /* If there is something on top of the gate, we try to roll it off. 310 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 311 * If a player/monster, we don't roll, we just hit them with damage
362 */ 312 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 313 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 314 {
365 /* Halfway or further, check blocks */ 315 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 316 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 317 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
318 ;
368 319
369 if (tmp != NULL) 320 if (tmp)
370 { 321 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 323 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 324 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
325 op->play_sound (sound_find ("blocked_gate"));
326
374 if (tmp->type == PLAYER) 327 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 329 }
377 else
378 /* If the object is not alive, and the object either can 330 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 331 * be picked up or the object rolls, move the object
380 * off the gate. 332 * off the gate.
381 */ 333 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 334 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 335 {
384 /* If it has speed, it should move itself, otherwise: */ 336 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 337 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 338
387 /* If there is a free spot, move the object someplace */ 339 /* If there is a free spot, move the object someplace */
388 if (i != -1) 340 if (i > 0)
389 { 341 {
342 mapxy pos (tmp);
343 pos.move (i);
344 if (pos.normalise ())
390 tmp->remove (); 345 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 346 }
394 } 347 }
395 } 348 }
396 349
397 /* See if there is still anything blocking the gate */ 350 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 351 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 353 break;
401 354
402 /* IF there is, start putting the gate down */ 355 /* IF there is, start putting the gate down */
403 if (tmp) 356 if (tmp)
404 {
405 op->stats.food = 1; 357 op->stats.food = 1;
406 }
407 else 358 else
408 { 359 {
409 op->move_block = MOVE_ALL; 360 op->move_block = MOVE_ALL;
361
410 if (!op->arch->clone.stats.ac) 362 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 363 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
413 } 365 }
414 } /* gate is halfway up */ 366 } /* gate is halfway up */
415 367
428 int v = op->value; 380 int v = op->value;
429 381
430 if (op->stats.sp) 382 if (op->stats.sp)
431 { 383 {
432 move_gate (op); 384 move_gate (op);
385
433 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 387 op->stats.sp = 0;
435 return; 388 return;
436 } 389 }
390
437 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 392 { /* keep gate down */
439 move_gate (op); 393 move_gate (op);
394
440 if (op->value != v) 395 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 396 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 397 }
446} 398}
447 399
448/* slaying: name of the thing the detector is to look for 400/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
459 int last = op->value; 411 int last = op->value;
460 int detected; 412 int detected;
461 413
462 detected = 0; 414 detected = 0;
463 415
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 416 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 417 {
466 object *tmp2; 418 object *tmp2;
467 419
468 if (op->stats.hp) 420 if (op->stats.hp)
469 { 421 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 422 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 423 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 424 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 425 detected = 1;
426
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 427 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 428 detected = 1;
476 } 429 }
477 } 430 }
431
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 432 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 433 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 434 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 435 detected = 1;
484 } 436 }
485 437
486 /* the detector sets the button if detection is found */ 438 /* the detector sets the button if detection is found */
489 if (detected && last == 0) 441 if (detected && last == 0)
490 { 442 {
491 op->value = 1; 443 op->value = 1;
492 push_button (op); 444 push_button (op);
493 } 445 }
446
494 if (!detected && last == 1) 447 if (!detected && last == 1)
495 { 448 {
496 op->value = 0; 449 op->value = 0;
497 push_button (op); 450 push_button (op);
498 } 451 }
502 if (detected && last == 1) 455 if (detected && last == 1)
503 { 456 {
504 op->value = 0; 457 op->value = 0;
505 push_button (op); 458 push_button (op);
506 } 459 }
460
507 if (!detected && last == 0) 461 if (!detected && last == 0)
508 { 462 {
509 op->value = 1; 463 op->value = 1;
510 push_button (op); 464 push_button (op);
511 } 465 }
512 } 466 }
513} 467}
514 468
515
516void 469void
517animate_trigger (object *op) 470animate_trigger (object *op)
518{ 471{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 472 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
520 { 473 {
529} 482}
530 483
531void 484void
532move_hole (object *op) 485move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 486{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 487 if (op->value)
537 { /* We're opening */ 488 { /* We're opening */
538 if (--op->stats.wc <= 0) 489 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 490 { /* Opened, let's stop */
540 op->stats.wc = 0; 491 op->stats.wc = 0;
541 op->speed = 0; 492 op->set_speed (0);
542 update_ob_speed (op);
543 493
544 /* Hard coding this makes sense for holes I suppose */ 494 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 495 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 496 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 497 {
548 next = tmp->above; 498 next = tmp->above;
549 move_apply (op, tmp, tmp); 499 move_apply (op, tmp, tmp);
550 } 500 }
551 } 501 }
502
552 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
554 return; 505 return;
555 } 506 }
507
556 /* We're closing */ 508 /* We're closing */
557 op->move_on = 0; 509 op->move_on = 0;
558 510
559 op->stats.wc++; 511 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 513 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514
562 SET_ANIMATION (op, op->stats.wc); 515 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 518 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 519}
571 520
572 521
573/* stop_item() returns a pointer to the stopped object. The stopped object 522/* 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 523 * may or may not have been removed from maps or inventories. It will not
594 { 543 {
595 object *payload = op->inv; 544 object *payload = op->inv;
596 545
597 if (payload == NULL) 546 if (payload == NULL)
598 return NULL; 547 return NULL;
548
599 payload->remove (); 549 payload->remove ();
600 op->destroy (); 550 op->destroy (true);
601 return payload; 551 return payload;
602 } 552 }
603 553
604 case ARROW: 554 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 555 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 556 op = fix_stopped_arrow (op);
607 return op; 557 return op;
608 558
609 default: 559 default:
610 return op; 560 return op;
619void 569void
620fix_stopped_item (object *op, maptile *map, object *originator) 570fix_stopped_item (object *op, maptile *map, object *originator)
621{ 571{
622 if (map == NULL) 572 if (map == NULL)
623 return; 573 return;
574
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 575 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 576 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 577 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 578 merge_ob (op, NULL); /* only some arrows actually need this */
628} 579}
629 580
630
631object * 581object *
632fix_stopped_arrow (object *op) 582fix_stopped_arrow (object *op)
633{ 583{
634 if (rndm (0, 99) < op->stats.food) 584 if (rndm (0, 99) < op->stats.food)
635 { 585 {
636 /* Small chance of breaking */ 586 /* Small chance of breaking */
637 op->destroy (); 587 op->destroy (true);
638 return NULL; 588 return NULL;
639 } 589 }
640 590
591 op->set_speed (0);
641 op->direction = 0; 592 op->direction = 0;
642 op->move_on = 0; 593 op->move_on = 0;
643 op->move_type = 0; 594 op->move_type = 0;
644 op->speed = 0; 595 op->skill = 0; // really?
645 update_ob_speed (op); 596
597 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 598 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 599 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 600 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 601
652 if (op->spellarg != NULL) 602 if (op->spellarg)
653 { 603 {
654 op->slaying = op->spellarg; 604 op->slaying = op->spellarg;
655 free (op->spellarg); 605 free (op->spellarg);
656 op->spellarg = NULL; 606 op->spellarg = 0;
657 } 607 }
658 else 608 else
659 op->slaying = NULL; 609 op->slaying = 0;
660 610
661 /* Reset these to zero, so that object::can_merge will work properly */ 611 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 612 op->spellarg = NULL;
663 op->stats.sp = 0; 613 op->stats.sp = 0;
664 op->stats.hp = 0; 614 op->stats.hp = 0;
665 op->stats.grace = 0; 615 op->stats.grace = 0;
666 op->level = 0; 616 op->level = 0;
667 op->face = op->arch->clone.face; 617 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 618 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 619 update_object (op, UP_OBJ_CHANGE);
670 return op; 620 return op;
671} 621}
672 622
673/* stop_arrow() - what to do when a non-living flying object 623/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 624 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 625 * here too. -b.t.
676 * 626 *
677 * Returns a pointer to the stopped object (which will have been removed 627 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 628 * from maps or inventories), or NULL if was destroyed.
679 */ 629 */
680
681static void 630static void
682stop_arrow (object *op) 631stop_arrow (object *op)
683{ 632{
684 if (INVOKE_OBJECT (STOP, op)) 633 if (INVOKE_OBJECT (STOP, op))
685 return; 634 return;
686 635
687 if (op->inv) 636 if (op->inv)
688 { 637 {
638 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 639 object *payload = op->inv;
690 640
691 payload->remove ();
692 payload->owner = 0; 641 payload->owner = 0;
693 insert_ob_in_map (payload, op->map, payload, 0); 642 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 643 op->destroy (true);
695 } 644 }
696 else 645 else
697 { 646 {
698 op = fix_stopped_arrow (op); 647 op = fix_stopped_arrow (op);
648
699 if (op) 649 if (op)
700 merge_ob (op, NULL); 650 merge_ob (op, 0);
701 } 651 }
702} 652}
703 653
704/* Move an arrow along its course. op is the arrow or thrown object. 654/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 655 */
706
707void 656void
708move_arrow (object *op) 657move_arrow (object *op)
709{ 658{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 659 int was_reflected;
713 maptile *m;
714 660
715 if (op->map == NULL) 661 if (!op->map)
716 { 662 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 663 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 664 op->destroy (true);
719 return; 665 return;
720 } 666 }
721 667
722 /* we need to stop thrown objects at some point. Like here. */ 668 /* we need to stop thrown objects at some point. Like here. */
723 if (op->type == THROWN_OBJ) 669 if (op->type == THROWN_OBJ)
728 * is if the player throws a bomb - the bomb explodes on its own, 674 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the 675 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen, 676 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 677 * and it is easy enough to clean it up here.
732 */ 678 */
733 if (op->inv == NULL) 679 if (!op->inv)
734 { 680 {
735 op->destroy (); 681 op->destroy (true);
736 return; 682 return;
737 } 683 }
738 684
739 if (op->last_sp-- < 0) 685 if (op->last_sp-- < 0)
740 { 686 {
750 stop_arrow (op); 696 stop_arrow (op);
751 return; 697 return;
752 } 698 }
753 699
754 /* Calculate target map square */ 700 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 701 was_reflected = 0;
758 702
759 m = op->map; 703 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 704
762 if (mflags & P_OUT_OF_MAP) 705 if (!pos.normalise ())
763 { 706 {
764 stop_arrow (op); 707 stop_arrow (op);
765 return; 708 return;
766 } 709 }
767 710
768 /* only need to look for living creatures if this flag is set */ 711 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 712 if (pos->flags () & P_IS_ALIVE)
770 { 713 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 714 object *tmp;
715
716 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 718 break;
774 719
775 /* Not really fair, but don't let monsters hit themselves with 720 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 721 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 727 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 728 * chance that reflect_missile fails.)
784 */ 729 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 730 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 731 {
787 int number = op->face->number; 732 int number = op->face;
788 733
789 op->direction = absdir (op->direction + 4); 734 op->direction = absdir (op->direction + 4);
790 op->state = 0; 735 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 */ 736 was_reflected = 1; /* skip normal movement calculations */
803 } 737 }
804 else 738 else
805 { 739 {
806 /* Attack the object. */ 740 /* Attack the object. */
810 return; 744 return;
811 } 745 }
812 } /* if this is not hitting its owner */ 746 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 747 } /* if there is something alive on this space */
814 748
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 749 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 750 {
817 int retry = 0; 751 int retry = 0;
818 752
819 /* if the object doesn't reflect, stop the arrow from moving 753 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 754 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 767 if (op->direction & 1)
834 { 768 {
835 op->direction = absdir (op->direction + 4); 769 op->direction = absdir (op->direction + 4);
836 retry = 1; 770 retry = 1;
837 } 771 }
772
838 /* There were two blocks with identical code - 773 /* There were two blocks with identical code -
839 * use this retry here to make this one block 774 * use this retry here to make this one block
840 * that did the same thing. 775 * that did the same thing.
841 */ 776 */
842 while (retry < 2) 777 while (retry < 2)
843 { 778 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 779 retry++;
849 780
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 781 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 782 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 783 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 784 * op->direction-1 or op->direction+1 does not exist.
854 */ 785 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 786 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 787 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 788
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 789 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 790 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 791
863 if (left == right) 792 if (left == right)
864 op->direction = absdir (op->direction + 4); 793 op->direction = absdir (op->direction + 4);
865 else if (left) 794 else if (left)
866 op->direction = absdir (op->direction + 2); 795 op->direction = absdir (op->direction + 2);
867 else if (right) 796 else if (right)
868 op->direction = absdir (op->direction - 2); 797 op->direction = absdir (op->direction - 2);
869 798
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 799 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 800 * don't need to retry again.
874 */ 801 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 802 mapxy pos3 (pos); pos3.move (op->direction);
803 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 804 break;
877
878 } 805 }
806
879 /* Couldn't find a direction to move the arrow to - just 807 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 808 * stop it from moving.
881 */ 809 */
882 if (retry == 2) 810 if (retry == 2)
883 { 811 {
884 stop_arrow (op); 812 stop_arrow (op);
885 return; 813 return;
886 } 814 }
815
887 /* update object image for new facing */ 816 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 817 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 818 if (GET_ANIM_ID (op))
890 SET_ANIMATION (op, op->direction); 819 SET_ANIMATION (op, op->direction);
891 } /* object is reflected */ 820 } /* object is reflected */
892 } /* object ran into a wall */ 821 } /* object ran into a wall */
893 822
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 824 * about 17 squares. Tune as needed.
901 */ 825 */
902 op->speed -= 0.05; 826 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 827
906/* This routine doesnt seem to work for "inanimate" objects that 828 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 829 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 830}
909 831
910void 832void
911change_object (object *op) 833change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 834{ /* Doesn`t handle linked objs yet */
913 int i, j; 835 int i, j;
914 836
915 if (op->other_arch == NULL) 837 if (!op->other_arch)
916 { 838 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 840 return;
919 } 841 }
920 842
921 /* In non-living items only change when food value is 0 */ 843 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 844 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 { 845 {
924 if (op->stats.food-- > 0) 846 if (op->stats.food-- > 0)
925 return; 847 return;
926 else 848
927 op->stats.food = 1; /* so 1 other_arch is made */ 849 op->stats.food = 1; /* so 1 other_arch is made */
928 } 850 }
929 851
930 object *pl = op->in_player ();
931 object *env = op->env; 852 object *env = op->env;
932 853
933 op->remove (); 854 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++) 855 for (i = 0; i < op->stats.food; i++)
935 { 856 {
936 object *tmp = arch_to_object (op->other_arch); 857 object *tmp = arch_to_object (op->other_arch);
937 858
938 if (op->type == LAMP) 859 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 860 tmp->stats.food = op->stats.food - 1;
940 861
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
942 if (env) 864 if (env)
943 { 865 env->insert (tmp);
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env);
946
947 /* If this object is the players inventory, we need to tell the
948 * client of the change. Insert_ob_in_map takes care of the
949 * updating the client, so we don't need to do that below.
950 */
951 if (pl)
952 {
953 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp);
955 }
956 }
957 else 866 else
958 { 867 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
961 tmp->destroy (); 870 tmp->destroy (true);
962 else 871 else
963 { 872 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 874
966 } 875 if (pos.normalise ())
876 pos.insert (tmp, op);
967 } 877 }
878 }
968 } 879 }
969 880
970 op->destroy (); 881 op->destroy (true);
971} 882}
972 883
973void 884void
974move_teleporter (object *op) 885move_teleporter (object *op)
975{ 886{
980 * there is an old multipart teleporter in which the other parts 891 * 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 892 * 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 893 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 894 * N times without the speed check.
984 */ 895 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 897 move_teleporter (op->more);
987 898
988 if (op->head) 899 if (op->head)
989 head = op->head; 900 head = op->head;
990 901
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 904 break;
994 905
995 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
1002 { 913 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 915 return;
1005 916
1006 enter_exit (tmp, head); 917 tmp->enter_exit (head);
1007 } 918 }
1008 else 919 else
1009 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
1010 return; 921 return;
1011 } 922 }
1012 else if (EXIT_X (head) || EXIT_Y (head)) 923 else if (EXIT_X (head) || EXIT_Y (head))
1013 { 924 {
1014 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1015 { 926 {
1016 LOG (llevError, "Removed illegal teleporter.\n"); 927 LOG (llevError, "Removed illegal teleporter.\n");
1017 head->destroy (); 928 head->destroy (true);
1018 return; 929 return;
1019 } 930 }
1020 931
1021 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1022 return; 933 return;
1026 else 937 else
1027 { 938 {
1028 /* Random teleporter */ 939 /* Random teleporter */
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 941 return;
942
1031 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1032 } 944 }
1033} 945}
1034
1035 946
1036/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 950 can't be generalized.
1040*/ 951*/
1041
1042void 952void
1043move_player_changer (object *op) 953move_player_changer (object *op)
1044{ 954{
1045 object *player; 955 object *player;
1046 object *walk; 956 object *walk;
1047 char c;
1048 957
1049 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1050 return; 959 return;
1051 960
1052 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 962 * needs to be on top.
1054 */ 963 */
1055 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1056 { 965 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 967 return;
968
1059 player = op->above; 969 player = op->above;
1060 970
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1063 973
1064 fix_player (player); 974 player->update_stats ();
1065 975
1066 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1068 978
1069 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 981 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1076 } 985 }
1077 else 986 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 988
1080 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 990 }
1083} 991}
1084 992
1085/* firewalls fire other spells. 993/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1093 1001
1094 if (!op->map) 1002 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1096 1004
1097 spell = op->inv; 1005 spell = op->inv;
1006
1098 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1009
1100 if (!spell) 1010 if (!spell)
1101 { 1011 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1013 return;
1104 } 1014 }
1105 1015
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1017}
1108
1109 1018
1110/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
1112 * 1021 *
1113 * a player mover finds any players that are sitting on it. It 1022 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1027 */
1119void 1028void
1120move_player_mover (object *op) 1029move_player_mover (object *op)
1121{ 1030{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1124 sint16 nx, ny; 1032 sint16 nx, ny;
1125 maptile *m; 1033 maptile *m;
1126 1034
1127 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1036 if (!dir)
1129 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1130 1038
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1040 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1043 {
1136 1044
1146 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1148 m = op->map; 1056 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1058 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1059 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; 1060 return;
1153 } 1061 }
1154 1062
1155 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1156 return; 1064 return;
1157 1065
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1067 {
1160 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1073 }
1167 1074
1168 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1169 { 1076 {
1170 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1176 * get to this space. 1083 * get to this space.
1177 */ 1084 */
1178 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1087 move_player (victim, dir);
1181 } 1088 }
1182 else 1089 else
1183 return; 1090 return;
1184 } 1091 }
1188 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1190 1097
1191 if (op->attacktype) 1098 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 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 } 1101 }
1204 } 1102 }
1205 } 1103 }
1206} 1104}
1207 1105
1217{ 1115{
1218 object *tmp; 1116 object *tmp;
1219 1117
1220 if (!op->other_arch) 1118 if (!op->other_arch)
1221 { 1119 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1120 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1121 return;
1224 } 1122 }
1225 1123
1226 if (op->above == NULL) 1124 if (op->above == NULL)
1227 return; 1125 return;
1126
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1128 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1130 {
1232 if (op->level <= 0) 1131 if (op->level <= 0)
1233 tmp->destroy (); 1132 tmp->destroy (true);
1234 else 1133 else
1235 { 1134 {
1236 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1237 1136
1238 if (new_nrof >= 1UL << 31) 1137 if (new_nrof >= 1UL << 31)
1257 * has to make sure that there is in fact space for the object. 1156 * has to make sure that there is in fact space for the object.
1258 * It should really do this for small objects also, but there is 1157 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1261*/ 1160*/
1262
1263void 1161void
1264move_creator (object *creator) 1162move_creator (object *creator)
1265{ 1163{
1266 object *new_ob; 1164 object *new_ob;
1267 1165
1284 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1285 { 1183 {
1286 ob_to_copy = ob; 1184 ob_to_copy = ob;
1287 } 1185 }
1288 } 1186 }
1289 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1292 } 1190 }
1293 else 1191 else
1294 { 1192 {
1295 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1296 { 1194 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1197 return;
1300 } 1198 }
1301 1199
1302 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1202 }
1305 1203
1306 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1206 {
1207 op->destroy_inv (false); // remove when desttroy does this
1309 new_ob->destroy (); 1208 new_ob->destroy (true);
1310 return; 1209 return;
1311 } 1210 }
1211
1212 // for now lets try to identify everything generated here, it mostly
1213 // happens automated, so this will at least fix many identify-experience holes
1214 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1215
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1216 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1217 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1218 return;
1316 1219
1317 if (creator->slaying) 1220 if (creator->slaying)
1318 {
1319 new_ob->name = new_ob->title = creator->slaying; 1221 new_ob->name = new_ob->title = creator->slaying;
1320 }
1321} 1222}
1322 1223
1323/* move_marker --peterm@soda.csua.berkeley.edu 1224/* move_marker --peterm@soda.csua.berkeley.edu
1324 when moved, a marker will search for a player sitting above 1225 when moved, a marker will search for a player sitting above
1325 it, and insert an invisible, weightless force into him 1226 it, and insert an invisible, weightless force into him
1326 with a specific code as the slaying field. 1227 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1228 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1229 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1230 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.*/ 1231 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1232void
1333move_marker (object *op) 1233move_marker (object *op)
1334{ 1234{
1335 object *tmp, *tmp2; 1235 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 { 1236 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1237 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1238 if (object *force = tmp->force_find (op->name))
1239 force->destroy (true);
1240
1241 if (!tmp->force_find (op->slaying))
1344 { 1242 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1243 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1244
1245 if (op->msg)
1246 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1247
1248 if (op->stats.hp > 0)
1347 } 1249 {
1250 op->stats.hp--;
1348 1251
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) 1252 if (op->stats.hp == 0)
1368 { 1253 {
1369 force->speed = 0.01; 1254 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1255 op->destroy (true);
1256 return;
1371 } 1257 }
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 } 1258 }
1393 } /* if tmp2 == NULL */ 1259 }
1394 } /* if tmp->type == PLAYER */ 1260 }
1395 } /* For all objects on this space */
1396} 1261}
1397 1262
1398int 1263void
1399process_object (object *op) 1264process_object (object *op)
1400{ 1265{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1266 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1267 return;
1403 1268
1404 if (INVOKE_OBJECT (TICK, op)) 1269 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1270 return;
1406 1271
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1272 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1273 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1274 return;
1410 1275
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1276 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1277 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1278 animate_object (op, op->contr ? op->facing : op->direction);
1417 1279
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1280 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1281 make_sure_seen (op);
1420 } 1282 }
1421 1283
1284 if (expect_false (
1285 op->flag [FLAG_GENERATOR]
1286 || op->flag [FLAG_CHANGING]
1287 || op->flag [FLAG_IS_USED_UP]
1288 ))
1289 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1290 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1291 {
1424 change_object (op); 1292 change_object (op);
1425 return 1; 1293 return;
1426 } 1294 }
1427 1295
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1296 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1297 generate_monster (op);
1430 1298
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1299 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1300 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1301 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1302 remove_force (op);
1435 else 1303 else
1436 { 1304 {
1437 /* IF necessary, delete the item from the players inventory */ 1305 op->remove (); // TODO: really necessary?
1438 object *pl = op->in_player ();
1439 1306
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1307 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1308 make_sure_not_seen (op);
1447 1309
1310 op->destroy_inv (false); // be explicit about dropping
1448 op->destroy (); 1311 op->destroy (true);
1449 } 1312 }
1450 1313
1451 return 1; 1314 return;
1315 }
1452 } 1316 }
1453 1317
1454 switch (op->type) 1318 switch (op->type)
1455 { 1319 {
1456 case SPELL_EFFECT: 1320 case SPELL_EFFECT:
1457 move_spell_effect (op); 1321 move_spell_effect (op);
1458 return 1; 1322 break;
1459 1323
1460 case ROD: 1324 case ROD:
1461 case HORN: 1325 case HORN:
1462 regenerate_rod (op); 1326 regenerate_rod (op);
1463 return 1; 1327 break;
1464 1328
1465 case FORCE: 1329 case FORCE:
1466 case POTION_EFFECT: 1330 case POTION_EFFECT:
1467 remove_force (op); 1331 remove_force (op);
1468 return 1; 1332 break;
1469 1333
1470 case BLINDNESS: 1334 case BLINDNESS:
1471 remove_blindness (op); 1335 remove_blindness (op);
1472 return 0; 1336 break;
1473 1337
1474 case POISONING: 1338 case POISONING:
1475 poison_more (op); 1339 poison_more (op);
1476 return 0; 1340 break;
1477 1341
1478 case DISEASE: 1342 case DISEASE:
1479 move_disease (op); 1343 move_disease (op);
1480 return 0; 1344 break;
1481 1345
1482 case SYMPTOM: 1346 case SYMPTOM:
1483 move_symptom (op); 1347 move_symptom (op);
1484 return 0; 1348 break;
1485 1349
1486 case THROWN_OBJ: 1350 case THROWN_OBJ:
1487 case ARROW: 1351 case ARROW:
1488 move_arrow (op); 1352 move_arrow (op);
1489 return 0; 1353 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1354
1495 case DOOR: 1355 case DOOR:
1496 remove_door (op); 1356 remove_door (op);
1497 return 0; 1357 break;
1498 1358
1499 case LOCKED_DOOR: 1359 case LOCKED_DOOR:
1500 remove_door2 (op); 1360 remove_door2 (op);
1501 return 0; 1361 break;
1502 1362
1503 case TELEPORTER: 1363 case TELEPORTER:
1504 move_teleporter (op); 1364 move_teleporter (op);
1505 return 0; 1365 break;
1506 1366
1507 case GOLEM: 1367 case GOLEM:
1508 move_golem (op); 1368 move_golem (op);
1509 return 0; 1369 break;
1510 1370
1511 case EARTHWALL: 1371 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1372 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1373 break;
1514 1374
1515 case FIREWALL: 1375 case FIREWALL:
1516 move_firewall (op); 1376 move_firewall (op);
1517 if (op->stats.maxsp) 1377 if (op->stats.maxsp)
1518 animate_turning (op); 1378 animate_turning (op);
1519 return 0; 1379 break;
1520 1380
1521 case MOOD_FLOOR: 1381 case MOOD_FLOOR:
1522 do_mood_floor (op); 1382 do_mood_floor (op);
1523 return 0; 1383 break;
1524 1384
1525 case GATE: 1385 case GATE:
1526 move_gate (op); 1386 move_gate (op);
1527 return 0; 1387 break;
1528 1388
1529 case TIMED_GATE: 1389 case TIMED_GATE:
1530 move_timed_gate (op); 1390 move_timed_gate (op);
1531 return 0; 1391 break;
1532 1392
1533 case TRIGGER: 1393 case TRIGGER:
1534 case TRIGGER_BUTTON: 1394 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1395 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1396 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1397 animate_trigger (op);
1538 return 0; 1398 break;
1539 1399
1540 case DETECTOR: 1400 case DETECTOR:
1541 move_detector (op); 1401 move_detector (op);
1542 1402
1543 case DIRECTOR: 1403 case DIRECTOR:
1544 if (op->stats.maxsp) 1404 if (op->stats.maxsp)
1545 animate_turning (op); 1405 animate_turning (op);
1546 return 0; 1406 break;
1547 1407
1548 case HOLE: 1408 case HOLE:
1549 move_hole (op); 1409 move_hole (op);
1550 return 0; 1410 break;
1551 1411
1552 case DEEP_SWAMP: 1412 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1413 move_deep_swamp (op);
1554 return 0; 1414 break;
1555 1415
1556 case RUNE: 1416 case RUNE:
1557 case TRAP: 1417 case TRAP:
1558 move_rune (op); 1418 move_rune (op);
1559 return 0; 1419 break;
1560 1420
1561 case PLAYERMOVER: 1421 case PLAYERMOVER:
1562 move_player_mover (op); 1422 move_player_mover (op);
1563 return 0; 1423 break;
1564 1424
1565 case CREATOR: 1425 case CREATOR:
1566 move_creator (op); 1426 move_creator (op);
1567 return 0; 1427 break;
1568 1428
1569 case MARKER: 1429 case MARKER:
1570 move_marker (op); 1430 move_marker (op);
1571 return 0; 1431 break;
1572 1432
1573 case PLAYER_CHANGER: 1433 case PLAYER_CHANGER:
1574 move_player_changer (op); 1434 move_player_changer (op);
1575 return 0; 1435 break;
1576 1436
1577 case PEACEMAKER: 1437 case PEACEMAKER:
1578 move_peacemaker (op); 1438 move_peacemaker (op);
1579 return 0; 1439 break;
1580 }
1581 1440
1582 return 0; 1441 case PLAYER:
1442 // players have their own speed-management, so undo the --speed_left
1443 ++op->speed_left;
1444 break;
1445 }
1583} 1446}
1447

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