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Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.125 by root, Sat Sep 16 22:17:43 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
28 */ 28 */
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
66 int i; 69 int i;
67 object *tmp; 70 object *tmp;
68 71
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92/* Will generate a monster according to content 95static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 96generate_monster (object *gen)
97{ 97{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 98 if (!gen->map)
153 return; 99 return;
154 100
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 102 return;
158 103
159 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (gen->flag [FLAG_CONTENT_ON_GEN])
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 132 }
161 op = arch_to_object (at); 133 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
163 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
164 139
165 if (head) 140 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 141 }
142 else
143 return;
167 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
168 if (rndm (0, 9)) 151 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
170 153
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 154 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 156
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 157 return;
158 }
192 159
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 161}
199 162
200void 163static void
201remove_force (object *op) 164remove_force (object *op)
202{ 165{
203 if (--op->duration > 0) 166 if (--op->duration > 0)
204 return; 167 return;
205 168
206 if (op->env) 169 if (op->env)
207 switch (op->subtype) 170 switch (op->subtype)
208 { 171 {
209 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
212 175
213 default: 176 default:
214 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
215 change_abil (op->env, op); 178 change_abil (op->env, op);
216 op->env->update_stats (); 179 op->env->update_stats ();
217 } 180 }
218 181
219 op->destroy (); 182 op->destroy ();
220} 183}
221 184
222void 185static void
223remove_blindness (object *op) 186remove_blindness (object *op)
224{ 187{
225 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
226 return; 189 return;
227 190
228 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
229 192
230 if (op->env) 193 if (op->env)
231 { 194 {
232 change_abil (op->env, op); 195 change_abil (op->env, op);
233 op->env->update_stats (); 196 op->env->update_stats ();
234 } 197 }
235 198
236 op->destroy (); 199 op->destroy ();
237} 200}
238 201
239void 202static void
240poison_more (object *op) 203poison_more (object *op)
241{ 204{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
243 { 206 {
244 op->destroy (); 207 op->destroy ();
245 return; 208 return;
246 } 209 }
247 210
248 if (op->stats.food == 1) 211 if (op->stats.food == 1)
249 { 212 {
250 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 214 * will not do anything.
252 */ 215 */
253 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
254 { 217 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
256 op->env->update_stats (); 219 op->env->update_stats ();
257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258 } 221 }
259 222
260 op->destroy (); 223 op->destroy ();
269 232
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 234}
272 235
273 236
274void 237static void
275move_gate (object *op) 238move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
277 object *tmp; 240 object *tmp;
278 241
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 243 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
282 op->stats.wc = 0; 245 op->stats.wc = 0;
283 } 246 }
284 247
285 /* We're going down */ 248 /* We're going down */
286 if (op->value) 249 if (op->value)
287 { 250 {
288 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 253 op->stats.wc = 0;
291 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
292 op->value = 0; 255 op->value = 0;
293 else 256 else
294 op->set_speed (0); 257 op->set_speed (0);
295 } 258 }
296 259
297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298 { 261 {
299 op->move_block = 0; 262 op->move_block = 0;
300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
301 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
302 } 265 }
303 266
304 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
305 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
309 /* We're going up */ 272 /* We're going up */
310 273
311 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 { 276 {
314
315 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
316 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 280 * the gate slightly.
319 */ 281 */
320 282
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
323 break; 285 break;
324 286
325 if (tmp == NULL) 287 if (!tmp)
326 { 288 {
327 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
328 op->value = 1; 290 op->value = 1;
329 else 291 else
330 op->set_speed (0); 292 op->set_speed (0);
331 293
332 return; 294 return;
343 } 305 }
344 else 306 else
345 { /* The gate is still going up */ 307 { /* The gate is still going up */
346 op->stats.wc++; 308 op->stats.wc++;
347 309
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 312
351 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
353 */ 315 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 317 {
356 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 321 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
363 { 326 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
365 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 332 }
368 else
369 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
371 * off the gate. 335 * off the gate.
372 */ 336 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
374 { 338 {
375 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 341
378 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
379 if (i != -1) 343 if (i > 0)
380 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
381 tmp->remove (); 348 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 349 }
385 } 350 }
386 } 351 }
387 352
388 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
391 break; 356 break;
392 357
393 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
394 if (tmp) 359 if (tmp)
395 {
396 op->stats.food = 1; 360 op->stats.food = 1;
397 }
398 else 361 else
399 { 362 {
400 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
401 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
404 } 368 }
405 } /* gate is halfway up */ 369 } /* gate is halfway up */
406 370
407 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
411 375
412/* hp : how long door is open/closed 376/* hp : how long door is open/closed
413 * maxhp : initial value for hp 377 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
415 */ 379 */
416void 380static void
417move_timed_gate (object *op) 381move_timed_gate (object *op)
418{ 382{
419 int v = op->value; 383 int v = op->value;
420 384
421 if (op->stats.sp) 385 if (op->stats.sp)
422 { 386 {
423 move_gate (op); 387 move_gate (op);
388
424 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 390 op->stats.sp = 0;
426 return; 391 return;
427 } 392 }
393
428 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 395 { /* keep gate down */
430 move_gate (op); 396 move_gate (op);
397
431 if (op->value != v) 398 if (op->value != v)
432 op->set_speed (0); 399 op->set_speed (0);
433 } 400 }
434} 401}
435 402
437 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
438 * connected: connected value of detector 405 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
441 */ 408 */
442 409static void
443void
444move_detector (object *op) 410move_detector (object *op)
445{ 411{
446 object *tmp; 412 object *tmp;
447 int last = op->value; 413 int last = op->value;
448 int detected; 414 int detected;
449 415
450 detected = 0; 416 detected = 0;
451 417
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 419 {
454 object *tmp2; 420 object *tmp2;
455 421
456 if (op->stats.hp) 422 if (op->stats.hp)
457 { 423 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 425 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 427 detected = 1;
428
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 430 detected = 1;
464 } 431 }
465 } 432 }
433
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 434 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 435 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 437 detected = 1;
472 } 438 }
473 439
474 /* the detector sets the button if detection is found */ 440 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
476 { 442 {
477 if (detected && last == 0) 443 if (detected && last == 0)
478 { 444 {
479 op->value = 1; 445 op->value = 1;
480 push_button (op); 446 push_button (op, tmp);
481 } 447 }
448
482 if (!detected && last == 1) 449 if (!detected && last == 1)
483 { 450 {
484 op->value = 0; 451 op->value = 0;
485 push_button (op); 452 push_button (op, tmp);
486 } 453 }
487 } 454 }
488 else 455 else
489 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
490 if (detected && last == 1) 457 if (detected && last == 1)
491 { 458 {
492 op->value = 0; 459 op->value = 0;
493 push_button (op); 460 push_button (op, tmp);
494 } 461 }
462
495 if (!detected && last == 0) 463 if (!detected && last == 0)
496 { 464 {
497 op->value = 1; 465 op->value = 1;
498 push_button (op); 466 push_button (op, tmp);
499 } 467 }
500 } 468 }
501} 469}
502
503 470
504void 471void
505animate_trigger (object *op) 472animate_trigger (object *op)
506{ 473{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
514 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
516 } 483 }
517} 484}
518 485
519void 486static void
520move_hole (object *op) 487move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 489 if (op->value)
525 { /* We're opening */ 490 { /* We're opening */
526 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
528 op->stats.wc = 0; 493 op->stats.wc = 0;
529 op->set_speed (0); 494 op->set_speed (0);
530 495
531 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 499 {
535 next = tmp->above; 500 next = tmp->above;
536 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
537 } 502 }
538 } 503 }
539 504
540 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
542 return; 507 return;
543 } 508 }
509
544 /* We're closing */ 510 /* We're closing */
545 op->move_on = 0; 511 op->move_on = 0;
546 512
547 op->stats.wc++; 513 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
549 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
550 516
551 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
554 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
555} 521}
556 522
557 523
558/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
579 { 545 {
580 object *payload = op->inv; 546 object *payload = op->inv;
581 547
582 if (payload == NULL) 548 if (payload == NULL)
583 return NULL; 549 return NULL;
550
584 payload->remove (); 551 payload->remove ();
585 op->destroy (); 552 op->destroy ();
586 return payload; 553 return payload;
587 } 554 }
588 555
604void 571void
605fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
606{ 573{
607 if (map == NULL) 574 if (map == NULL)
608 return; 575 return;
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 576
577 if (op->flag [FLAG_REMOVED])
610 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 579 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
613} 581}
614 582
615
616object * 583object *
617fix_stopped_arrow (object *op) 584fix_stopped_arrow (object *op)
618{ 585{
619 if (rndm (0, 99) < op->stats.food) 586 if (rndm (0, 99) < op->stats.food)
620 { 587 {
623 return NULL; 590 return NULL;
624 } 591 }
625 592
626 op->set_speed (0); 593 op->set_speed (0);
627 op->direction = 0; 594 op->direction = 0;
628 op->move_on = 0; 595 op->move_on = 0;
629 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
633 op->slaying = 0; 603 op->slaying = op->custom_name;
634 op->skill = 0;
635 604
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 606 op->custom_name = 0;
647 op->stats.sp = 0; 607 op->stats.sp = 0;
648 op->stats.hp = 0; 608 op->stats.hp = 0;
649 op->stats.grace = 0; 609 op->stats.grace = 0;
650 op->level = 0; 610 op->level = 0;
651 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
653 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
654 return op; 618 return op;
655} 619}
656 620
657/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
668 return; 632 return;
669 633
670 if (op->inv) 634 if (op->inv)
671 { 635 {
636 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 637 object *payload = op->inv;
673 638
674 payload->remove ();
675 payload->owner = 0; 639 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 641 op->destroy ();
678 } 642 }
679 else 643 else
680 { 644 {
681 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
682 if (op) 647 if (op)
683 merge_ob (op, NULL); 648 merge_ob (op, 0);
684 } 649 }
685} 650}
686 651
687/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
688 */ 653 */
689
690void 654void
691move_arrow (object *op) 655move_arrow (object *op)
692{ 656{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 657 int was_reflected;
696 maptile *m;
697 658
698 if (op->map == NULL) 659 if (!op->map)
699 { 660 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
701 op->destroy (); 662 op->destroy ();
702 return; 663 return;
703 } 664 }
704 665
705 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
711 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
712 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
713 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
715 */ 676 */
716 if (op->inv == NULL) 677 if (!op->inv)
717 { 678 {
718 op->destroy (); 679 op->destroy ();
719 return; 680 return;
720 } 681 }
721 682
724 stop_arrow (op); 685 stop_arrow (op);
725 return; 686 return;
726 } 687 }
727 } 688 }
728 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
729 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
730 values look rediculous. */ 696 values look ridiculous. */
731 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
732 { 698 {
733 stop_arrow (op); 699 stop_arrow (op);
734 return; 700 return;
735 } 701 }
736 702
737 /* Calculate target map square */ 703 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 704 was_reflected = 0;
741 705
742 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 707
745 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
746 { 709 {
747 stop_arrow (op); 710 stop_arrow (op);
748 return; 711 return;
749 } 712 }
750 713
751 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
753 { 716 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
755 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break;
757 718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
721 {
758 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
760 * move into it. 724 * move into it.
761 */ 725 */
762 if (tmp && tmp != op->owner) 726
763 {
764 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
765 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
767 */ 730 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
769 { 732 {
770 int number = op->face->number;
771
772 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
773 op->state = 0; 734 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
786 } 736 }
787 else 737 else
788 { 738 {
789 /* Attack the object. */ 739 /* Attack the object. */
790 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
791 741
792 if (!op) 742 if (!op)
793 return; 743 return;
794 } 744 }
795 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */
797 745
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 break;
747 }
748 }
749
750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 751 {
800 int retry = 0; 752 int retry = 0;
801 753
802 /* if the object doesn't reflect, stop the arrow from moving 754 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
804 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
805 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
806 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
807 */ 759 */
808 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
809 { 761 {
810 stop_arrow (op); 762 stop_arrow (op);
811 return; 763 return;
812 } 764 }
813 else 765 else
816 if (op->direction & 1) 768 if (op->direction & 1)
817 { 769 {
818 op->direction = absdir (op->direction + 4); 770 op->direction = absdir (op->direction + 4);
819 retry = 1; 771 retry = 1;
820 } 772 }
773
821 /* There were two blocks with identical code - 774 /* There were two blocks with identical code -
822 * use this retry here to make this one block 775 * use this retry here to make this one block
823 * that did the same thing. 776 * that did the same thing.
824 */ 777 */
825 while (retry < 2) 778 while (retry < 2)
826 { 779 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 780 retry++;
832 781
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 782 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 783 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 784 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 785 * op->direction-1 or op->direction+1 does not exist.
837 */ 786 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 788 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 789
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 791 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 792
846 if (left == right) 793 if (left == right)
847 op->direction = absdir (op->direction + 4); 794 op->direction = absdir (op->direction + 4);
848 else if (left) 795 else if (left)
849 op->direction = absdir (op->direction + 2); 796 op->direction = absdir (op->direction + 2);
850 else if (right) 797 else if (right)
851 op->direction = absdir (op->direction - 2); 798 op->direction = absdir (op->direction - 2);
852 799
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 800 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 801 * don't need to retry again.
857 */ 802 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 805 break;
860
861 } 806 }
807
862 /* Couldn't find a direction to move the arrow to - just 808 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 809 * stop it from moving.
864 */ 810 */
865 if (retry == 2) 811 if (retry == 2)
866 { 812 {
867 stop_arrow (op); 813 stop_arrow (op);
868 return; 814 return;
869 } 815 }
816
870 /* update object image for new facing */ 817 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 819 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 820 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 821 } /* object is reflected */
875 } /* object ran into a wall */ 822 } /* object ran into a wall */
876 823
877 /* Move the arrow. */ 824 /* Move the arrow. */
878 op->remove (); 825 op->move_to (pos);
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed.
884 */
885 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887} 826}
888 827
889/* This routine doesnt seem to work for "inanimate" objects that 828static void
890 * are being carried, ie a held torch leaps from your hands!.
891 * Modified this routine to allow held objects. b.t. */
892
893void
894change_object (object *op) 829change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
896 int i, j;
897
898 if (op->other_arch == NULL) 831 if (!op->other_arch)
899 { 832 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 834 return;
902 } 835 }
903 836
904 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
906 { 839 {
907 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
908 return; 841 return;
842
843 op->stats.food = 1; /* so 1 other_arch is made */
844 }
845
846 object *env = op->env;
847
848 op->remove ();
849 for (int i = 0; i < op->stats.food; i++)
850 {
851 object *tmp = op->other_arch->instance ();
852
853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
854
855 if (env)
856 env->insert (tmp);
909 else 857 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 } 858 {
940 else
941 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
943 if (j == -1) /* No free spot */ 861 if (j < 0) /* No free spot */
944 tmp->destroy (); 862 tmp->destroy ();
945 else 863 else
946 { 864 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 865 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 866
867 if (pos.normalise ())
868 pos.insert (tmp, op);
949 } 869 }
950 } 870 }
951 } 871 }
952 872
953 op->destroy (); 873 op->destroy ();
969 move_teleporter (op->more); 889 move_teleporter (op->more);
970 890
971 if (op->head) 891 if (op->head)
972 head = op->head; 892 head = op->head;
973 893
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
976 break; 896 break;
977 897
978 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
980 return; 900 return;
981 901
982 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
983 { 903 {
984 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
1009 else 929 else
1010 { 930 {
1011 /* Random teleporter */ 931 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 933 return;
934
1014 teleport (head, TELEPORTER, tmp); 935 teleport (head, TELEPORTER, tmp);
1015 } 936 }
1016} 937}
1017
1018 938
1019/* This object will teleport someone to a different map 939/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 940 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 941 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 942 can't be generalized.
1023*/ 943*/
1024void 944static void
1025move_player_changer (object *op) 945move_player_changer (object *op)
1026{ 946{
1027 object *player;
1028 object *walk;
1029
1030 if (!op->above || !EXIT_PATH (op)) 947 if (!op->above || !EXIT_PATH (op))
1031 return; 948 return;
1032 949
1033 /* This isn't all that great - means that the player_mover 950 /* This isn't all that great - means that the player_mover
1034 * needs to be on top. 951 * needs to be on top.
1035 */ 952 */
1036 if (op->above->type == PLAYER) 953 if (op->above->type == PLAYER)
1037 { 954 {
955 object *player = op->above;
956
1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1039 return; 958 return;
1040 959
1041 player = op->above;
1042
1043 for (walk = op->inv; walk; walk = walk->below) 960 for (object *walk = op->inv; walk; walk = walk->below)
1044 apply_changes_to_player (player, walk); 961 apply_changes_to_player (player, walk);
1045 962
1046 player->update_stats (); 963 player->update_stats ();
1047 964
1048 esrv_send_inventory (op->above, op->above); 965 esrv_send_inventory (op->above, op->above);
1075 return; /* dm has created a firewall in his inventory */ 992 return; /* dm has created a firewall in his inventory */
1076 993
1077 spell = op->inv; 994 spell = op->inv;
1078 995
1079 if (!spell || spell->type != SPELL) 996 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 997 spell = op->other_arch;
1081 998
1082 if (!spell) 999 if (!spell)
1083 { 1000 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1001 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1002 return;
1086 } 1003 }
1087 1004
1088 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1089} 1006}
1090 1007
1091/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1092 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1093 * 1010 *
1094 * a player mover finds any players that are sitting on it. It 1011 * a player mover finds any players that are sitting on it. It
1095 * moves them in the op->stats.sp direction. speed is how often it'll move. 1012 * moves them in the op->stats.sp direction. speed is how often it'll move.
1096 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1013 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1097 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1014 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1098 * it'll paralyze the victim for hp*his speed/op->speed 1015 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1016 */
1100void 1017static void
1101move_player_mover (object *op) 1018move_player_mover (object *op)
1102{ 1019{
1103 object *victim, *nextmover; 1020 int dir = 0;
1104 int dir = op->stats.sp;
1105 sint16 nx, ny;
1106 maptile *m;
1107 1021
1108 /* Determine direction now for random movers so we do the right thing */ 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1109 if (!dir)
1110 dir = rndm (1, 8);
1111
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1113 { 1023 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1115 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1116 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + DIRX (dir);
1040 sint16 ny = op->y + DIRY (dir);
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1117 1047
1118 if (victim->head) 1048 if (victim->head)
1119 victim = victim->head; 1049 victim = victim->head;
1120 1050
1121 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1122 {
1123 op->remove ();
1124 return;
1125 }
1126
1127 nx = op->x + freearr_x[dir];
1128 ny = op->y + freearr_y[dir];
1129 m = op->map;
1130 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1131 {
1132 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1133 return;
1134 }
1135
1136 if (should_director_abort (op, victim)) 1051 if (should_director_abort (op, victim))
1137 return; 1052 return;
1138 1053
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1055 {
1141 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1057 nextmover->speed_left = -.99f;
1058
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1061 }
1148 1062
1149 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1150 { 1064 {
1151 /* only level >=1 movers move people */ 1065 /* only level >=1 movers move people */
1152 if (op->level) 1066 if (op->level)
1153 { 1067 {
1154 /* Following is a bit of hack. We need to make sure it 1068 /* Following is a bit of hack. We need to make sure it
1155 * is cleared, otherwise the player will get stuck in 1069 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1070 * place. This can happen if the player used a spell to
1157 * get to this space. 1071 * get to this space.
1158 */ 1072 */
1159 victim->contr->fire_on = 0; 1073 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1074 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1075 move_player (victim, dir);
1162 } 1076 }
1163 else 1077 else
1164 return; 1078 return;
1165 } 1079 }
1166 else 1080 else
1167 move_object (victim, dir); 1081 victim->move (dir);
1168 1082
1169 if (!op->stats.maxsp && op->attacktype) 1083 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1084 op->stats.maxsp = 2;
1171 1085
1172 if (op->attacktype) 1086 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1087 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1089 }
1185 } 1090 }
1186 } 1091 }
1187} 1092}
1188 1093
1204 return; 1109 return;
1205 } 1110 }
1206 1111
1207 if (op->above == NULL) 1112 if (op->above == NULL)
1208 return; 1113 return;
1114
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1115 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1116 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1117 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1118 {
1213 if (op->level <= 0) 1119 if (op->level <= 0)
1214 tmp->destroy (); 1120 tmp->destroy ();
1215 else 1121 else
1216 { 1122 {
1225 break; 1131 break;
1226 } 1132 }
1227 } 1133 }
1228} 1134}
1229 1135
1230/* move_creator (by peterm) 1136/* move_creator (by peterm)
1231 * it has the creator object create it's other_arch right on top of it. 1137 * it has the creator object create it's other_arch right on top of it.
1232 * connected: what will trigger it 1138 * connected: what will trigger it
1233 * hp: how many times it may create before stopping 1139 * hp: how many times it may create before stopping
1234 * lifesave: if set, it'll never disappear but will go on creating 1140 * lifesave: if set, it'll never disappear but will go on creating
1235 * everytime it's triggered 1141 * everytime it's triggered
1238 * has to make sure that there is in fact space for the object. 1144 * has to make sure that there is in fact space for the object.
1239 * It should really do this for small objects also, but there is 1145 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1146 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1147 * outside of the map which would cause the server to crash
1242*/ 1148*/
1243
1244void 1149void
1245move_creator (object *creator) 1150move_creator (object *creator)
1246{ 1151{
1247 object *new_ob; 1152 object *new_ob;
1248 1153
1249 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1250 { 1155 {
1251 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1252 return; 1157 return;
1253 } 1158 }
1254 1159
1255 if (creator->inv != NULL) 1160 if (creator->inv)
1256 { 1161 {
1257 object *ob; 1162 object *ob;
1258 int i; 1163 int i;
1259 object *ob_to_copy; 1164 object *ob_to_copy;
1260 1165
1261 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1262 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1263 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1264 { 1169 {
1265 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1266 { 1171 {
1267 ob_to_copy = ob; 1172 ob_to_copy = ob;
1268 } 1173 }
1269 } 1174 }
1270 new_ob = object_create_clone (ob_to_copy); 1175
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1176 new_ob = ob_to_copy->deep_clone ();
1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1179 }
1274 else 1180 else
1275 { 1181 {
1276 if (creator->other_arch == NULL) 1182 if (!creator->other_arch)
1277 { 1183 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1184 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1279 &creator->name, &creator->map->path, creator->x, creator->y); 1185 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1186 return;
1281 } 1187 }
1283 new_ob = object_create_arch (creator->other_arch); 1189 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1190 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1191 }
1286 1192
1287 /* Make sure this multipart object fits */ 1193 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1194 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1195 {
1290 new_ob->destroy (); 1196 new_ob->destroy ();
1291 return; 1197 return;
1292 } 1198 }
1293 1199
1200 // for now lets try to identify everything generated here, it mostly
1201 // happens automated, so this will at least fix many identify-experience holes
1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1296 return; 1207 return;
1297 1208
1298 if (creator->slaying) 1209 if (creator->slaying)
1299 {
1300 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1301 }
1302} 1211}
1303 1212
1304/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1305 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1306 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1307 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1311 unless hp was zero to start with, in which case it is infinite.*/ 1220 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1221void
1314move_marker (object *op) 1222move_marker (object *op)
1315{ 1223{
1316 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1317 { 1225 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1323 { 1231 {
1324 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1233
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg) 1234 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1236
1358 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1359 { 1238 {
1360 op->stats.hp--; 1239 op->stats.hp--;
1240
1361 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1362 { 1242 {
1363 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1364 op->destroy (); 1244 op->destroy ();
1365 return; 1245 return;
1367 } 1247 }
1368 } 1248 }
1369 } 1249 }
1370} 1250}
1371 1251
1372int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1373process_object (object *op) 1299process_object (object *op)
1374{ 1300{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1376 return 0; 1302 return;
1377 1303
1378 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1305 return;
1380 1306
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1383 return 1; 1309 return;
1384 1310
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1386 { 1312 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1391 1314
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1393 make_sure_seen (op); 1316 make_sure_seen (op);
1394 } 1317 }
1395 1318
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1397 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1398 change_object (op); 1327 change_object (op);
1399 return 1; 1328 return;
1400 } 1329 }
1401 1330
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1403 generate_monster (op); 1332 generate_monster (op);
1404 1333
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1406 { 1335 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1408 remove_force (op); 1337 remove_force (op);
1409 else 1338 else
1410 { 1339 {
1411 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1341
1414 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1421 1344
1422 op->destroy (); 1345 op->drop_and_destroy ();
1423 } 1346 }
1424 1347
1425 return 1; 1348 return;
1349 }
1426 } 1350 }
1427 1351
1428 switch (op->type) 1352 switch (op->type)
1429 { 1353 {
1430 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1431 move_spell_effect (op); 1355 move_spell_effect (op);
1432 return 1; 1356 break;
1433 1357
1434 case ROD: 1358 case ROD:
1435 case HORN: 1359 case HORN:
1436 regenerate_rod (op); 1360 regenerate_rod (op);
1437 return 1; 1361 break;
1438 1362
1439 case FORCE: 1363 case FORCE:
1440 case POTION_EFFECT: 1364 case POTION_EFFECT:
1441 remove_force (op); 1365 remove_force (op);
1442 return 1; 1366 break;
1443 1367
1444 case BLINDNESS: 1368 case BLINDNESS:
1445 remove_blindness (op); 1369 remove_blindness (op);
1446 return 0; 1370 break;
1447 1371
1448 case POISONING: 1372 case POISONING:
1449 poison_more (op); 1373 poison_more (op);
1450 return 0; 1374 break;
1451 1375
1452 case DISEASE: 1376 case DISEASE:
1453 move_disease (op); 1377 move_disease (op);
1454 return 0; 1378 break;
1455 1379
1456 case SYMPTOM: 1380 case SYMPTOM:
1457 move_symptom (op); 1381 move_symptom (op);
1458 return 0; 1382 break;
1459 1383
1460 case THROWN_OBJ: 1384 case THROWN_OBJ:
1461 case ARROW: 1385 case ARROW:
1462 move_arrow (op); 1386 move_arrow (op);
1463 return 0; 1387 break;
1464 1388
1465 case DOOR: 1389 case DOOR:
1466 remove_door (op); 1390 remove_door (op);
1467 return 0; 1391 break;
1468 1392
1469 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1470 remove_door2 (op); 1394 remove_door2 (op);
1471 return 0; 1395 break;
1472 1396
1473 case TELEPORTER: 1397 case TELEPORTER:
1474 move_teleporter (op); 1398 move_teleporter (op);
1475 return 0; 1399 break;
1476 1400
1477 case GOLEM: 1401 case GOLEM:
1478 move_golem (op); 1402 move_golem (op);
1479 return 0; 1403 break;
1480 1404
1481 case EARTHWALL: 1405 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1407 break;
1484 1408
1485 case FIREWALL: 1409 case FIREWALL:
1486 move_firewall (op); 1410 move_firewall (op);
1487 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1488 animate_turning (op); 1412 animate_turning (op);
1489 return 0; 1413 break;
1490 1414
1491 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1492 do_mood_floor (op); 1416 do_mood_floor (op);
1493 return 0; 1417 break;
1494 1418
1495 case GATE: 1419 case GATE:
1496 move_gate (op); 1420 move_gate (op);
1497 return 0; 1421 break;
1498 1422
1499 case TIMED_GATE: 1423 case TIMED_GATE:
1500 move_timed_gate (op); 1424 move_timed_gate (op);
1501 return 0; 1425 break;
1502 1426
1503 case TRIGGER: 1427 case TRIGGER:
1504 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1431 animate_trigger (op);
1508 return 0; 1432 break;
1509 1433
1510 case DETECTOR: 1434 case DETECTOR:
1511 move_detector (op); 1435 move_detector (op);
1512 1436
1513 case DIRECTOR: 1437 case DIRECTOR:
1514 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1515 animate_turning (op); 1439 animate_turning (op);
1516 return 0; 1440 break;
1517 1441
1518 case HOLE: 1442 case HOLE:
1519 move_hole (op); 1443 move_hole (op);
1520 return 0; 1444 break;
1521 1445
1522 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1447 move_deep_swamp (op);
1524 return 0; 1448 break;
1525 1449
1526 case RUNE: 1450 case RUNE:
1527 case TRAP: 1451 case TRAP:
1528 move_rune (op); 1452 move_rune (op);
1529 return 0; 1453 break;
1530 1454
1531 case PLAYERMOVER: 1455 case PLAYERMOVER:
1532 move_player_mover (op); 1456 move_player_mover (op);
1533 return 0; 1457 break;
1534 1458
1535 case CREATOR: 1459 case CREATOR:
1536 move_creator (op); 1460 move_creator (op);
1537 return 0; 1461 break;
1538 1462
1539 case MARKER: 1463 case MARKER:
1540 move_marker (op); 1464 move_marker (op);
1541 return 0; 1465 break;
1542 1466
1543 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1544 move_player_changer (op); 1468 move_player_changer (op);
1545 return 0; 1469 break;
1546 1470
1547 case PEACEMAKER: 1471 case PEACEMAKER:
1548 move_peacemaker (op); 1472 move_peacemaker (op);
1549 return 0; 1473 break;
1550 }
1551 1474
1552 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1553} 1493}
1494

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