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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 1.126 by root, Sat Nov 17 23:40:05 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* 26/*
26 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 28 * collected in this file.
28 */ 29 */
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* The following removes doors. The functions check to see if similar 34/* 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 35 * 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.) 36 * so those will be removed shortly (in a cascade like fashion.)
36 */ 37 */
37void 38void
38remove_door (object *op) 39remove_door (object *op)
39{ 40{
40 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
41 object *tmp; 43 object *tmp;
42 44 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 45 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 48 {
46 tmp->set_speed (0.1); 49 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
48 } 51 }
52 }
49 53
50 if (op->other_arch) 54 if (op->other_arch)
51 { 55 {
52 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 57 tmp->x = op->x;
54 tmp->y = op->y; 58 tmp->y = op->y;
55 tmp->map = op->map; 59 tmp->map = op->map;
56 tmp->level = op->level; 60 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
58 } 62 }
59 63
60 op->destroy (); 64 op->drop_and_destroy ();
61} 65}
62 66
63void 67void
64remove_door2 (object *op) 68remove_door2 (object *op)
65{ 69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
68 72
69 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
70 { 74 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
72 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 77 { /* same key both doors */
74 tmp->set_speed (0.1); 78 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
76 } 80 }
77 } 81 }
78 82
79 if (op->other_arch) 83 if (op->other_arch)
80 { 84 {
81 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 86 tmp->x = op->x;
83 tmp->y = op->y; 87 tmp->y = op->y;
84 tmp->map = op->map; 88 tmp->map = op->map;
85 tmp->level = op->level; 89 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
87 } 91 }
88 92
89 op->destroy (); 93 op->drop_and_destroy ();
90} 94}
91 95
92/* Will generate a monster according to content 96static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 97generate_monster (object *gen)
97{ 98{
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) 99 if (!gen->map)
153 return; 100 return;
154 101
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 103 return;
158 104
159 while (at) 105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
110 object *op;
111 int dir;
112
113 if (gen->flag [FLAG_CONTENT_ON_GEN])
114 {
115 // either copy one item from the inventory...
116 if (!gen->inv)
117 return;
118
119 // first select one item from the inventory
120 int index = 0;
121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
122 if (!rndm (++index))
123 op = tmp;
124
125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
128
129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 133 }
161 op = arch_to_object (at); 134 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
163 op->y = gen->y + freearr_y[i] + at->clone.y; 136 // ...or use other_arch
137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
138 if (dir < 0)
139 return;
164 140
165 if (head) 141 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 142 }
143 else
144 return;
167 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
168 if (rndm (0, 9)) 152 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
170 154
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 ()) 155 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 157
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; 158 return;
159 }
192 160
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 161 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 162}
199 163
200void 164static void
201remove_force (object *op) 165remove_force (object *op)
202{ 166{
203 if (--op->duration > 0) 167 if (--op->duration > 0)
204 return; 168 return;
205 169
206 if (op->env) 170 if (op->env)
207 switch (op->subtype) 171 switch (op->subtype)
208 { 172 {
209 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
212 176
213 default: 177 default:
214 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
215 change_abil (op->env, op); 179 change_abil (op->env, op);
216 op->env->update_stats (); 180 op->env->update_stats ();
217 } 181 }
218 182
219 op->destroy (); 183 op->destroy ();
220} 184}
221 185
222void 186static void
223remove_blindness (object *op) 187remove_blindness (object *op)
224{ 188{
225 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
226 return; 190 return;
227 191
228 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
229 193
230 if (op->env) 194 if (op->env)
231 { 195 {
232 change_abil (op->env, op); 196 change_abil (op->env, op);
233 op->env->update_stats (); 197 op->env->update_stats ();
234 } 198 }
235 199
236 op->destroy (); 200 op->destroy ();
237} 201}
238 202
239void 203static void
240poison_more (object *op) 204poison_more (object *op)
241{ 205{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
243 { 207 {
244 op->destroy (); 208 op->destroy ();
245 return; 209 return;
246 } 210 }
247 211
248 if (op->stats.food == 1) 212 if (op->stats.food == 1)
249 { 213 {
250 /* need to remove the object before fix_player is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 215 * will not do anything.
252 */ 216 */
253 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
254 { 218 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
256 op->env->update_stats (); 220 op->env->update_stats ();
257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258 } 222 }
259 223
260 op->destroy (); 224 op->destroy ();
269 233
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 235}
272 236
273 237
274void 238static void
275move_gate (object *op) 239move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
277 object *tmp; 241 object *tmp;
278 242
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 244 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 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; 246 op->stats.wc = 0;
283 } 247 }
284 248
285 /* We're going down */ 249 /* We're going down */
286 if (op->value) 250 if (op->value)
287 { 251 {
288 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 254 op->stats.wc = 0;
291 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
292 op->value = 0; 256 op->value = 0;
293 else 257 else
294 op->set_speed (0); 258 op->set_speed (0);
295 } 259 }
296 260
297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298 { 262 {
299 op->move_block = 0; 263 op->move_block = 0;
300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
301 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
302 } 266 }
303 267
304 SET_ANIMATION (op, op->stats.wc); 268 SET_ANIMATION (op, op->stats.wc);
305 update_object (op, UP_OBJ_CHANGE); 269 update_object (op, UP_OBJ_CHANGE);
309 /* We're going up */ 273 /* We're going up */
310 274
311 /* First, lets see if we are already at the top */ 275 /* First, lets see if we are already at the top */
312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 276 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 { 277 {
314
315 /* Check to make sure that only non pickable and non rollable 278 /* Check to make sure that only non pickable and non rollable
316 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 281 * the gate slightly.
319 */ 282 */
320 283
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
323 break; 286 break;
324 287
325 if (tmp == NULL) 288 if (!tmp)
326 { 289 {
327 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
328 op->value = 1; 291 op->value = 1;
329 else 292 else
330 op->set_speed (0); 293 op->set_speed (0);
331 294
332 return; 295 return;
343 } 306 }
344 else 307 else
345 { /* The gate is still going up */ 308 { /* The gate is still going up */
346 op->stats.wc++; 309 op->stats.wc++;
347 310
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 313
351 /* If there is something on top of the gate, we try to roll it off. 314 /* 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 315 * If a player/monster, we don't roll, we just hit them with damage
353 */ 316 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 318 {
356 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 322 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
363 { 327 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
365 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 333 }
368 else
369 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
371 * off the gate. 336 * off the gate.
372 */ 337 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
374 { 339 {
375 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 342
378 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
379 if (i != -1) 344 if (i > 0)
380 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
381 tmp->remove (); 349 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 } 350 }
385 } 351 }
386 } 352 }
387 353
388 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 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)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
391 break; 357 break;
392 358
393 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
394 if (tmp) 360 if (tmp)
395 {
396 op->stats.food = 1; 361 op->stats.food = 1;
397 }
398 else 362 else
399 { 363 {
400 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
401 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
404 } 369 }
405 } /* gate is halfway up */ 370 } /* gate is halfway up */
406 371
407 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
411 376
412/* hp : how long door is open/closed 377/* hp : how long door is open/closed
413 * maxhp : initial value for hp 378 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
415 */ 380 */
416void 381static void
417move_timed_gate (object *op) 382move_timed_gate (object *op)
418{ 383{
419 int v = op->value; 384 int v = op->value;
420 385
421 if (op->stats.sp) 386 if (op->stats.sp)
422 { 387 {
423 move_gate (op); 388 move_gate (op);
389
424 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 391 op->stats.sp = 0;
426 return; 392 return;
427 } 393 }
394
428 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 396 { /* keep gate down */
430 move_gate (op); 397 move_gate (op);
398
431 if (op->value != v) 399 if (op->value != v)
432 op->set_speed (0); 400 op->set_speed (0);
433 } 401 }
434} 402}
435 403
437 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
438 * connected: connected value of detector 406 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
441 */ 409 */
442 410static void
443void
444move_detector (object *op) 411move_detector (object *op)
445{ 412{
446 object *tmp; 413 object *tmp;
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 426 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 428 detected = 1;
429
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 431 detected = 1;
464 } 432 }
465 } 433 }
434
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 436 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 438 detected = 1;
472 } 439 }
473 440
474 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
514 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
516 } 484 }
517} 485}
518 486
519void 487static void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_CHANGE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if (op->stats.wc >= NUM_ANIMATIONS (op))
549 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
550 517
551 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_CHANGE);
553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
554 op->set_speed (0); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
555} 522}
556 523
557 524
558/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
604void 572void
605fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
606{ 574{
607 if (map == NULL) 575 if (map == NULL)
608 return; 576 return;
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
610 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 580 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
613} 582}
614 583
615
616object * 584object *
617fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
618{ 586{
619 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
620 { 588 {
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0; 604 op->slaying = op->custom_name;
634 op->skill = 0;
635 605
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 */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 607 op->custom_name = 0;
647 op->stats.sp = 0; 608 op->stats.sp = 0;
648 op->stats.hp = 0; 609 op->stats.hp = 0;
649 op->stats.grace = 0; 610 op->stats.grace = 0;
650 op->level = 0; 611 op->level = 0;
651 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
615 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
616
653 update_object (op, UP_OBJ_FACE); 617 update_object (op, UP_OBJ_CHANGE);
618
654 return op; 619 return op;
655} 620}
656 621
657/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 623 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 632 if (INVOKE_OBJECT (STOP, op))
668 return; 633 return;
669 634
670 if (op->inv) 635 if (op->inv)
671 { 636 {
637 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 638 object *payload = op->inv;
673 639
674 payload->remove ();
675 payload->owner = 0; 640 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 641 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 642 op->destroy ();
678 } 643 }
679 else 644 else
680 { 645 {
681 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
682 if (op) 648 if (op)
683 merge_ob (op, NULL); 649 merge_ob (op, 0);
684 } 650 }
685} 651}
686 652
687/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
688 */ 654 */
689
690void 655void
691move_arrow (object *op) 656move_arrow (object *op)
692{ 657{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 658 int was_reflected;
696 maptile *m;
697 659
698 if (op->map == NULL) 660 if (!op->map)
699 { 661 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
701 op->destroy (); 663 op->destroy ();
702 return; 664 return;
703 } 665 }
704 666
705 /* we need to stop thrown objects at some point. Like here. */ 667 /* 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, 673 * 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 674 * 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, 675 * bomb code, but there are potential other cases where that could happen,
714 * and it is easy enough to clean it up here. 676 * and it is easy enough to clean it up here.
715 */ 677 */
716 if (op->inv == NULL) 678 if (!op->inv)
717 { 679 {
718 op->destroy (); 680 op->destroy ();
719 return; 681 return;
720 } 682 }
721 683
724 stop_arrow (op); 686 stop_arrow (op);
725 return; 687 return;
726 } 688 }
727 } 689 }
728 690
691 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
692 * about 17 squares. Tune as needed.
693 */
694 op->set_speed (op->speed - 0.05);
695
729 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 696 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
730 values look rediculous. */ 697 values look ridiculous. */
731 if (op->speed < 0.5 && op->type == ARROW) 698 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
732 { 699 {
733 stop_arrow (op); 700 stop_arrow (op);
734 return; 701 return;
735 } 702 }
736 703
737 /* Calculate target map square */ 704 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 705 was_reflected = 0;
741 706
742 m = op->map; 707 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 708
745 if (mflags & P_OUT_OF_MAP) 709 if (!pos.normalise ())
746 { 710 {
747 stop_arrow (op); 711 stop_arrow (op);
748 return; 712 return;
749 } 713 }
750 714
751 /* only need to look for living creatures if this flag is set */ 715 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 716 if (pos->flags () & P_IS_ALIVE)
753 { 717 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 718 object *tmp;
755 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break;
757 719
720 for (tmp = pos->bot; tmp; tmp = tmp->above)
721 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
722 {
758 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
760 * move into it. 725 * move into it.
761 */ 726 */
762 if (tmp && tmp != op->owner) 727
763 {
764 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
765 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
767 */ 731 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
769 { 733 {
770 int number = op->face->number;
771
772 op->direction = absdir (op->direction + 4); 734 op->direction = absdir (op->direction + 4);
773 op->state = 0; 735 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 */ 736 was_reflected = 1; /* skip normal movement calculations */
786 } 737 }
787 else 738 else
788 { 739 {
789 /* Attack the object. */ 740 /* Attack the object. */
790 op = hit_with_arrow (op, tmp); 741 op = hit_with_arrow (op, tmp);
791 742
792 if (!op) 743 if (!op)
793 return; 744 return;
794 } 745 }
795 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */
797 746
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 break;
748 }
749 }
750
751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 752 {
800 int retry = 0; 753 int retry = 0;
801 754
802 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
804 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
805 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
806 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
807 */ 760 */
808 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
809 { 762 {
810 stop_arrow (op); 763 stop_arrow (op);
811 return; 764 return;
812 } 765 }
813 else 766 else
816 if (op->direction & 1) 769 if (op->direction & 1)
817 { 770 {
818 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
819 retry = 1; 772 retry = 1;
820 } 773 }
774
821 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
822 * use this retry here to make this one block 776 * use this retry here to make this one block
823 * that did the same thing. 777 * that did the same thing.
824 */ 778 */
825 while (retry < 2) 779 while (retry < 2)
826 { 780 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 781 retry++;
832 782
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 783 /* 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 784 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
837 */ 787 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 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)));
841 790
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 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)));
845 793
846 if (left == right) 794 if (left == right)
847 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
848 else if (left) 796 else if (left)
849 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
850 else if (right) 798 else if (right)
851 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
852 800
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 - 801 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 802 * don't need to retry again.
857 */ 803 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 806 break;
860
861 } 807 }
808
862 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 810 * stop it from moving.
864 */ 811 */
865 if (retry == 2) 812 if (retry == 2)
866 { 813 {
867 stop_arrow (op); 814 stop_arrow (op);
868 return; 815 return;
869 } 816 }
817
870 /* update object image for new facing */ 818 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 822 } /* object is reflected */
875 } /* object ran into a wall */ 823 } /* object ran into a wall */
876 824
877 /* Move the arrow. */ 825 /* Move the arrow. */
878 op->remove (); 826 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} 827}
888 828
889/* This routine doesnt seem to work for "inanimate" objects that 829static 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) 830change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
896 int i, j;
897
898 if (op->other_arch == NULL) 832 if (!op->other_arch)
899 { 833 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 835 return;
902 } 836 }
903 837
904 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
906 { 840 {
907 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
908 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
909 else 858 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 } 859 {
940 else
941 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
943 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
944 tmp->destroy (); 863 tmp->destroy ();
945 else 864 else
946 { 865 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
949 } 870 }
950 } 871 }
951 } 872 }
952 873
953 op->destroy (); 874 op->destroy ();
969 move_teleporter (op->more); 890 move_teleporter (op->more);
970 891
971 if (op->head) 892 if (op->head)
972 head = op->head; 893 head = op->head;
973 894
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
976 break; 897 break;
977 898
978 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
980 return; 901 return;
981 902
982 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
983 { 904 {
984 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
1009 else 930 else
1010 { 931 {
1011 /* Random teleporter */ 932 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 934 return;
935
1014 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1015 } 937 }
1016} 938}
1017
1018 939
1019/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 943 can't be generalized.
1023*/ 944*/
1024void 945static void
1025move_player_changer (object *op) 946move_player_changer (object *op)
1026{ 947{
1027 object *player;
1028 object *walk;
1029
1030 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1031 return; 949 return;
1032 950
1033 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1034 * needs to be on top. 952 * needs to be on top.
1035 */ 953 */
1036 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1037 { 955 {
956 object *player = op->above;
957
1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1039 return; 959 return;
1040 960
1041 player = op->above;
1042
1043 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1044 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1045 963
1046 player->update_stats (); 964 player->update_stats ();
1047 965
1048 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1075 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1076 994
1077 spell = op->inv; 995 spell = op->inv;
1078 996
1079 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1081 999
1082 if (!spell) 1000 if (!spell)
1083 { 1001 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1003 return;
1086 } 1004 }
1087 1005
1088 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1089} 1007}
1090 1008
1091/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1092 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1093 * 1011 *
1094 * a player mover finds any players that are sitting on it. It 1012 * 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. 1013 * 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, 1014 * 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, 1015 * 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 1016 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1017 */
1100void 1018static void
1101move_player_mover (object *op) 1019move_player_mover (object *op)
1102{ 1020{
1103 object *victim, *nextmover; 1021 int dir = 0;
1104 int dir = op->stats.sp;
1105 sint16 nx, ny;
1106 maptile *m;
1107 1022
1108 /* Determine direction now for random movers so we do the right thing */ 1023 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 { 1024 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1025 if (victim->flag [FLAG_ALIVE]
1026 && !victim->flag [FLAG_WIZPASS]
1115 (victim->move_type & op->move_type || !victim->move_type)) 1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1116 { 1030 {
1031 op->destroy ();
1032 return;
1033 }
1034
1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1039
1040 sint16 nx = op->x + DIRX (dir);
1041 sint16 ny = op->y + DIRY (dir);
1042 maptile *m = op->map;
1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1045 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1046 return;
1047 }
1117 1048
1118 if (victim->head) 1049 if (victim->head)
1119 victim = victim->head; 1050 victim = victim->head;
1120 1051
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)) 1052 if (should_director_abort (op, victim))
1137 return; 1053 return;
1138 1054
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1056 {
1141 if (nextmover->type == PLAYERMOVER) 1057 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1058 nextmover->speed_left = -.99f;
1059
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1060 if (nextmover->flag [FLAG_ALIVE])
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1061 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1062 }
1148 1063
1149 if (victim->type == PLAYER) 1064 if (victim->type == PLAYER)
1150 { 1065 {
1151 /* only level >=1 movers move people */ 1066 /* only level >=1 movers move people */
1152 if (op->level) 1067 if (op->level)
1153 { 1068 {
1154 /* Following is a bit of hack. We need to make sure it 1069 /* Following is a bit of hack. We need to make sure it
1155 * is cleared, otherwise the player will get stuck in 1070 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1071 * place. This can happen if the player used a spell to
1157 * get to this space. 1072 * get to this space.
1158 */ 1073 */
1159 victim->contr->fire_on = 0; 1074 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1075 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1076 move_player (victim, dir);
1162 } 1077 }
1163 else 1078 else
1164 return; 1079 return;
1165 } 1080 }
1166 else 1081 else
1167 move_object (victim, dir); 1082 victim->move (dir);
1168 1083
1169 if (!op->stats.maxsp && op->attacktype) 1084 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1085 op->stats.maxsp = 2;
1171 1086
1172 if (op->attacktype) 1087 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1088 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1089 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 } 1090 }
1185 } 1091 }
1186 } 1092 }
1187} 1093}
1188 1094
1204 return; 1110 return;
1205 } 1111 }
1206 1112
1207 if (op->above == NULL) 1113 if (op->above == NULL)
1208 return; 1114 return;
1115
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1116 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1117 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1118 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1119 {
1213 if (op->level <= 0) 1120 if (op->level <= 0)
1214 tmp->destroy (); 1121 tmp->destroy ();
1215 else 1122 else
1216 { 1123 {
1225 break; 1132 break;
1226 } 1133 }
1227 } 1134 }
1228} 1135}
1229 1136
1230/* move_creator (by peterm) 1137/* move_creator (by peterm)
1231 * it has the creator object create it's other_arch right on top of it. 1138 * it has the creator object create it's other_arch right on top of it.
1232 * connected: what will trigger it 1139 * connected: what will trigger it
1233 * hp: how many times it may create before stopping 1140 * hp: how many times it may create before stopping
1234 * lifesave: if set, it'll never disappear but will go on creating 1141 * lifesave: if set, it'll never disappear but will go on creating
1235 * everytime it's triggered 1142 * everytime it's triggered
1238 * has to make sure that there is in fact space for the object. 1145 * 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 1146 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1147 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1148 * outside of the map which would cause the server to crash
1242*/ 1149*/
1243
1244void 1150void
1245move_creator (object *creator) 1151move_creator (object *creator)
1246{ 1152{
1247 object *new_ob; 1153 object *new_ob;
1248 1154
1249 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1155 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1250 { 1156 {
1251 creator->stats.hp = -1; 1157 creator->stats.hp = -1;
1252 return; 1158 return;
1253 } 1159 }
1254 1160
1255 if (creator->inv != NULL) 1161 if (creator->inv)
1256 { 1162 {
1257 object *ob; 1163 object *ob;
1258 int i; 1164 int i;
1259 object *ob_to_copy; 1165 object *ob_to_copy;
1260 1166
1261 /* select random object from inventory to copy */ 1167 /* select random object from inventory to copy */
1262 ob_to_copy = creator->inv; 1168 ob_to_copy = creator->inv;
1263 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1264 { 1170 {
1265 if (rndm (0, i) == 0) 1171 if (rndm (0, i) == 0)
1266 { 1172 {
1267 ob_to_copy = ob; 1173 ob_to_copy = ob;
1268 } 1174 }
1269 } 1175 }
1270 new_ob = object_create_clone (ob_to_copy); 1176
1271 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1177 new_ob = ob_to_copy->deep_clone ();
1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1272 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1273 } 1180 }
1274 else 1181 else
1275 { 1182 {
1276 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1277 { 1184 {
1278 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 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); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1280 return; 1187 return;
1281 } 1188 }
1283 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1192 }
1286 1193
1287 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1196 {
1290 new_ob->destroy (); 1197 new_ob->destroy ();
1291 return; 1198 return;
1292 } 1199 }
1293 1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 if (new_ob->need_identify ())
1204 new_ob->set_flag (FLAG_IDENTIFIED);
1205
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1207 if (new_ob->flag [FLAG_FREED])
1296 return; 1208 return;
1297 1209
1298 if (creator->slaying) 1210 if (creator->slaying)
1299 {
1300 new_ob->name = new_ob->title = creator->slaying; 1211 new_ob->name = new_ob->title = creator->slaying;
1301 }
1302} 1212}
1303 1213
1304/* move_marker --peterm@soda.csua.berkeley.edu 1214/* move_marker --peterm@soda.csua.berkeley.edu
1305 when moved, a marker will search for a player sitting above 1215 when moved, a marker will search for a player sitting above
1306 it, and insert an invisible, weightless force into him 1216 it, and insert an invisible, weightless force into him
1307 with a specific code as the slaying field. 1217 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1218 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1219 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1220 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.*/ 1221 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1222void
1314move_marker (object *op) 1223move_marker (object *op)
1315{ 1224{
1316 if (object *tmp = op->ms ().player ()) 1225 if (object *tmp = op->ms ().player ())
1317 { 1226 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1228 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1229 force->destroy ();
1230
1231 if (op->slaying && !tmp->force_find (op->slaying))
1323 { 1232 {
1324 tmp2->destroy (); 1233 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1234
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) 1235 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1237
1358 if (op->stats.hp > 0) 1238 if (op->stats.hp > 0)
1359 { 1239 {
1360 op->stats.hp--; 1240 op->stats.hp--;
1241
1361 if (op->stats.hp == 0) 1242 if (op->stats.hp == 0)
1362 { 1243 {
1363 /* marker expires--granted mark number limit */ 1244 /* marker expires--granted mark number limit */
1364 op->destroy (); 1245 op->destroy ();
1365 return; 1246 return;
1367 } 1248 }
1368 } 1249 }
1369 } 1250 }
1370} 1251}
1371 1252
1372int 1253// mapscript objects activate themselves (only) then their timer fires
1254// TODO: maybe they should simply trigger the link like any other object?
1255static void
1256move_mapscript (object *op)
1257{
1258 op->set_speed (0);
1259 cfperl_mapscript_activate (op, true, op, 0);
1260}
1261
1262static void
1263move_lamp (object *op)
1264{
1265 // if the lamp/torch is off, we should disable it.
1266 if (!op->glow_radius)
1267 {
1268 op->set_speed (0);
1269 return;
1270 }
1271 else
1272 {
1273 // check whether the face might need to be updated
1274 // (currently this is needed to have already switched on torches
1275 // on maps, as they just set the glow_radius in the archetype)
1276 if (op->other_arch
1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1279 || (op->flag [FLAG_ANIMATE]
1280 ? (op->animation_id != op->other_arch->animation_id)
1281 : (op->face != op->other_arch->face))
1282 ))
1283 get_animation_from_arch (op, op->other_arch);
1284 }
1285
1286 // lamps and torches on maps don't use up their fuel
1287 if (op->is_on_map ())
1288 return;
1289
1290 if (op->stats.food > 0)
1291 {
1292 op->stats.food--;
1293 return;
1294 }
1295
1296 apply_lamp (op, false);
1297}
1298
1299void
1373process_object (object *op) 1300process_object (object *op)
1374{ 1301{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1302 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1376 return 0; 1303 return;
1377 1304
1378 if (INVOKE_OBJECT (TICK, op)) 1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1306 return;
1380 1307
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1308 if (op->flag [FLAG_MONSTER])
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1309 if (move_monster (op) || op->flag [FLAG_FREED])
1383 return 1; 1310 return;
1384 1311
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1312 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1386 { 1313 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1314 animate_object (op, op->contr ? op->facing : op->direction);
1391 1315
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1316 if (op->flag [FLAG_SEE_ANYWHERE])
1393 make_sure_seen (op); 1317 make_sure_seen (op);
1394 } 1318 }
1395 1319
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1320 if (expect_false (
1321 op->flag [FLAG_GENERATOR]
1322 || op->flag [FLAG_CHANGING]
1323 || op->flag [FLAG_IS_USED_UP]
1324 ))
1397 { 1325 {
1326 if (op->flag [FLAG_CHANGING] && !op->state)
1327 {
1398 change_object (op); 1328 change_object (op);
1399 return 1; 1329 return;
1400 } 1330 }
1401 1331
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1403 generate_monster (op); 1333 generate_monster (op);
1404 1334
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1406 { 1336 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (op->flag [FLAG_APPLIED])
1408 remove_force (op); 1338 remove_force (op);
1409 else 1339 else
1410 { 1340 {
1411 /* IF necessary, delete the item from the players inventory */ 1341 op->remove (); // TODO: really necessary?
1412 object *pl = op->in_player ();
1413 1342
1414 if (pl) 1343 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); 1344 make_sure_not_seen (op);
1421 1345
1422 op->destroy (); 1346 op->drop_and_destroy ();
1423 } 1347 }
1424 1348
1425 return 1; 1349 return;
1350 }
1426 } 1351 }
1427 1352
1428 switch (op->type) 1353 switch (op->type)
1429 { 1354 {
1430 case SPELL_EFFECT: 1355 case SPELL_EFFECT:
1431 move_spell_effect (op); 1356 move_spell_effect (op);
1432 return 1; 1357 break;
1433 1358
1434 case ROD: 1359 case ROD:
1435 case HORN: 1360 case HORN:
1436 regenerate_rod (op); 1361 regenerate_rod (op);
1437 return 1; 1362 break;
1438 1363
1439 case FORCE: 1364 case FORCE:
1440 case POTION_EFFECT: 1365 case POTION_EFFECT:
1441 remove_force (op); 1366 remove_force (op);
1442 return 1; 1367 break;
1443 1368
1444 case BLINDNESS: 1369 case BLINDNESS:
1445 remove_blindness (op); 1370 remove_blindness (op);
1446 return 0; 1371 break;
1447 1372
1448 case POISONING: 1373 case POISONING:
1449 poison_more (op); 1374 poison_more (op);
1450 return 0; 1375 break;
1451 1376
1452 case DISEASE: 1377 case DISEASE:
1453 move_disease (op); 1378 move_disease (op);
1454 return 0; 1379 break;
1455 1380
1456 case SYMPTOM: 1381 case SYMPTOM:
1457 move_symptom (op); 1382 move_symptom (op);
1458 return 0; 1383 break;
1459 1384
1460 case THROWN_OBJ: 1385 case THROWN_OBJ:
1461 case ARROW: 1386 case ARROW:
1462 move_arrow (op); 1387 move_arrow (op);
1463 return 0; 1388 break;
1464 1389
1465 case DOOR: 1390 case DOOR:
1466 remove_door (op); 1391 remove_door (op);
1467 return 0; 1392 break;
1468 1393
1469 case LOCKED_DOOR: 1394 case LOCKED_DOOR:
1470 remove_door2 (op); 1395 remove_door2 (op);
1471 return 0; 1396 break;
1472 1397
1473 case TELEPORTER: 1398 case TELEPORTER:
1474 move_teleporter (op); 1399 move_teleporter (op);
1475 return 0; 1400 break;
1476 1401
1477 case GOLEM: 1402 case GOLEM:
1478 move_golem (op); 1403 move_golem (op);
1479 return 0; 1404 break;
1480 1405
1481 case EARTHWALL: 1406 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1407 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1408 break;
1484 1409
1485 case FIREWALL: 1410 case FIREWALL:
1486 move_firewall (op); 1411 move_firewall (op);
1487 if (op->stats.maxsp) 1412 if (op->stats.maxsp)
1488 animate_turning (op); 1413 animate_turning (op);
1489 return 0; 1414 break;
1490 1415
1491 case MOOD_FLOOR: 1416 case MOOD_FLOOR:
1492 do_mood_floor (op); 1417 do_mood_floor (op);
1493 return 0; 1418 break;
1494 1419
1495 case GATE: 1420 case GATE:
1496 move_gate (op); 1421 move_gate (op);
1497 return 0; 1422 break;
1498 1423
1499 case TIMED_GATE: 1424 case TIMED_GATE:
1500 move_timed_gate (op); 1425 move_timed_gate (op);
1501 return 0; 1426 break;
1502 1427
1503 case TRIGGER: 1428 case TRIGGER:
1504 case TRIGGER_BUTTON: 1429 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1430 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1431 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1432 animate_trigger (op);
1508 return 0; 1433 break;
1509 1434
1510 case DETECTOR: 1435 case DETECTOR:
1511 move_detector (op); 1436 move_detector (op);
1512 1437
1513 case DIRECTOR: 1438 case DIRECTOR:
1514 if (op->stats.maxsp) 1439 if (op->stats.maxsp)
1515 animate_turning (op); 1440 animate_turning (op);
1516 return 0; 1441 break;
1517 1442
1518 case HOLE: 1443 case HOLE:
1519 move_hole (op); 1444 move_hole (op);
1520 return 0; 1445 break;
1521 1446
1522 case DEEP_SWAMP: 1447 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1448 move_deep_swamp (op);
1524 return 0; 1449 break;
1525 1450
1526 case RUNE: 1451 case RUNE:
1527 case TRAP: 1452 case TRAP:
1528 move_rune (op); 1453 move_rune (op);
1529 return 0; 1454 break;
1530 1455
1531 case PLAYERMOVER: 1456 case PLAYERMOVER:
1532 move_player_mover (op); 1457 move_player_mover (op);
1533 return 0; 1458 break;
1534 1459
1535 case CREATOR: 1460 case CREATOR:
1536 move_creator (op); 1461 move_creator (op);
1537 return 0; 1462 break;
1538 1463
1539 case MARKER: 1464 case MARKER:
1540 move_marker (op); 1465 move_marker (op);
1541 return 0; 1466 break;
1542 1467
1543 case PLAYER_CHANGER: 1468 case PLAYER_CHANGER:
1544 move_player_changer (op); 1469 move_player_changer (op);
1545 return 0; 1470 break;
1546 1471
1547 case PEACEMAKER: 1472 case PEACEMAKER:
1548 move_peacemaker (op); 1473 move_peacemaker (op);
1549 return 0; 1474 break;
1550 }
1551 1475
1552 return 0; 1476 case PLAYER:
1477 // players have their own speed-management, so undo the --speed_left
1478 ++op->speed_left;
1479 break;
1480
1481 case MAPSCRIPT:
1482 move_mapscript (op);
1483 break;
1484
1485 case LAMP:
1486 case TORCH:
1487 move_lamp (op);
1488 break;
1489
1490 case PHYSICS: // hmm, bad naming
1491 move_physics (op);
1492 break;
1493 }
1553} 1494}
1495

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