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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 1.68 by root, Wed Sep 12 11:10:11 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
41 object *tmp; 40 object *tmp;
42 41
43 for (i = 1; i < 9; i += 2) 42 for (i = 1; i < 9; i += 2)
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 44 {
46 tmp->set_speed (0.1); 45 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
48 } 47 }
49 48
50 if (op->other_arch) 49 if (op->other_arch)
51 { 50 {
52 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
70 { 69 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 72 { /* same key both doors */
74 tmp->set_speed (0.1); 73 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
76 } 75 }
77 } 76 }
78 77
79 if (op->other_arch) 78 if (op->other_arch)
80 { 79 {
87 } 86 }
88 87
89 op->destroy (); 88 op->destroy ();
90} 89}
91 90
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 91void
96generate_monster_inv (object *gen) 92generate_monster (object *gen)
97{ 93{
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) 94 if (!gen->map)
153 return; 95 return;
154 96
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 98 return;
158 99
159 while (at) 100 object *op;
101 int dir;
102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 {
105 // either copy one item from the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0)
117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0)
129 return;
130
161 op = arch_to_object (at); 131 op = arch_to_object (gen->other_arch);
162 op->x = gen->x + freearr_x[i] + at->clone.x; 132 }
163 op->y = gen->y + freearr_y[i] + at->clone.y; 133 else
134 return;
164 135
165 if (head) 136 op->expand_tail ();
166 op->head = head, prev->more = op;
167 137
138 mapxy pos (gen); pos.move (dir);
139
140 if (pos.insert (op, gen))
141 {
168 if (rndm (0, 9)) 142 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 143 generate_artifact (op, gen->map->difficulty);
170 144
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 ()) 145 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 146 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 147
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; 148 return;
149 }
192 150
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 151 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 152}
199 153
200void 154void
201remove_force (object *op) 155remove_force (object *op)
202{ 156{
245 return; 199 return;
246 } 200 }
247 201
248 if (op->stats.food == 1) 202 if (op->stats.food == 1)
249 { 203 {
250 /* need to remove the object before fix_player is called, else fix_player 204 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 205 * will not do anything.
252 */ 206 */
253 if (op->env->type == PLAYER) 207 if (op->env->type == PLAYER)
254 { 208 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 209 CLEAR_FLAG (op, FLAG_APPLIED);
271} 225}
272 226
273 227
274void 228void
275move_gate (object *op) 229move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 230{ /* 1 = going down, 0 = going up */
277 object *tmp; 231 object *tmp;
278 232
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 233 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 234 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 235 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
286 if (op->value) 240 if (op->value)
287 { 241 {
288 if (--op->stats.wc <= 0) 242 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 243 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 244 op->stats.wc = 0;
291 if (op->arch->clone.speed) 245 if (op->arch->speed)
292 op->value = 0; 246 op->value = 0;
293 else 247 else
294 op->set_speed (0); 248 op->set_speed (0);
295 } 249 }
296 250
316 * objects are above the gate. If so, we finish closing the gate, 270 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 271 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 272 * the gate slightly.
319 */ 273 */
320 274
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 275 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)) 276 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break; 277 break;
324 278
325 if (tmp == NULL) 279 if (!tmp)
326 { 280 {
327 if (op->arch->clone.speed) 281 if (op->arch->speed)
328 op->value = 1; 282 op->value = 1;
329 else 283 else
330 op->set_speed (0); 284 op->set_speed (0);
331 285
332 return; 286 return;
353 */ 307 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 309 {
356 /* Halfway or further, check blocks */ 310 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 311 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ;
359 314
360 if (tmp != NULL) 315 if (tmp)
361 { 316 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 318 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
320 op->play_sound (sound_find ("blocked_gate"));
321
365 if (tmp->type == PLAYER) 322 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 324 }
368 else
369 /* If the object is not alive, and the object either can 325 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 326 * be picked up or the object rolls, move the object
371 * off the gate. 327 * off the gate.
372 */ 328 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 { 330 {
375 /* If it has speed, it should move itself, otherwise: */ 331 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
377 333
378 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
384 } 340 }
385 } 341 }
386 } 342 }
387 343
388 /* See if there is still anything blocking the gate */ 344 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 345 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)) 346 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 347 break;
392 348
393 /* IF there is, start putting the gate down */ 349 /* IF there is, start putting the gate down */
394 if (tmp) 350 if (tmp)
395 {
396 op->stats.food = 1; 351 op->stats.food = 1;
397 }
398 else 352 else
399 { 353 {
400 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
355
401 if (!op->arch->clone.stats.ac) 356 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 357 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 358 update_all_los (op->map, op->x, op->y);
404 } 359 }
405 } /* gate is halfway up */ 360 } /* gate is halfway up */
406 361
419 int v = op->value; 374 int v = op->value;
420 375
421 if (op->stats.sp) 376 if (op->stats.sp)
422 { 377 {
423 move_gate (op); 378 move_gate (op);
379
424 if (op->value != v) /* change direction ? */ 380 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 381 op->stats.sp = 0;
426 return; 382 return;
427 } 383 }
384
428 if (--op->stats.hp <= 0) 385 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 386 { /* keep gate down */
430 move_gate (op); 387 move_gate (op);
388
431 if (op->value != v) 389 if (op->value != v)
432 op->set_speed (0); 390 op->set_speed (0);
433 } 391 }
434} 392}
435 393
447 int last = op->value; 405 int last = op->value;
448 int detected; 406 int detected;
449 407
450 detected = 0; 408 detected = 0;
451 409
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 410 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 411 {
454 object *tmp2; 412 object *tmp2;
455 413
456 if (op->stats.hp) 414 if (op->stats.hp)
457 { 415 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 416 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 417 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 418 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 419 detected = 1;
420
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 421 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 422 detected = 1;
464 } 423 }
465 } 424 }
425
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 426 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 427 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 428 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 429 detected = 1;
472 } 430 }
473 431
474 /* the detector sets the button if detection is found */ 432 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 435 if (detected && last == 0)
478 { 436 {
479 op->value = 1; 437 op->value = 1;
480 push_button (op); 438 push_button (op);
481 } 439 }
440
482 if (!detected && last == 1) 441 if (!detected && last == 1)
483 { 442 {
484 op->value = 0; 443 op->value = 0;
485 push_button (op); 444 push_button (op);
486 } 445 }
490 if (detected && last == 1) 449 if (detected && last == 1)
491 { 450 {
492 op->value = 0; 451 op->value = 0;
493 push_button (op); 452 push_button (op);
494 } 453 }
454
495 if (!detected && last == 0) 455 if (!detected && last == 0)
496 { 456 {
497 op->value = 1; 457 op->value = 1;
498 push_button (op); 458 push_button (op);
499 } 459 }
500 } 460 }
501} 461}
502
503 462
504void 463void
505animate_trigger (object *op) 464animate_trigger (object *op)
506{ 465{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 466 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
539 498
540 SET_ANIMATION (op, op->stats.wc); 499 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 500 update_object (op, UP_OBJ_FACE);
542 return; 501 return;
543 } 502 }
503
544 /* We're closing */ 504 /* We're closing */
545 op->move_on = 0; 505 op->move_on = 0;
546 506
547 op->stats.wc++; 507 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 508 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
604void 564void
605fix_stopped_item (object *op, maptile *map, object *originator) 565fix_stopped_item (object *op, maptile *map, object *originator)
606{ 566{
607 if (map == NULL) 567 if (map == NULL)
608 return; 568 return;
569
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 570 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 571 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 572 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 573 merge_ob (op, NULL); /* only some arrows actually need this */
613} 574}
614 575
615
616object * 576object *
617fix_stopped_arrow (object *op) 577fix_stopped_arrow (object *op)
618{ 578{
619 if (rndm (0, 99) < op->stats.food) 579 if (rndm (0, 99) < op->stats.food)
620 { 580 {
623 return NULL; 583 return NULL;
624 } 584 }
625 585
626 op->set_speed (0); 586 op->set_speed (0);
627 op->direction = 0; 587 op->direction = 0;
628 op->move_on = 0; 588 op->move_on = 0;
629 op->move_type = 0; 589 op->move_type = 0;
590 op->skill = 0; // really?
591
592 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 593 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 594 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 595 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 596
636 if (op->spellarg != NULL) 597 if (op->spellarg)
637 { 598 {
638 op->slaying = op->spellarg; 599 op->slaying = op->spellarg;
639 free (op->spellarg); 600 free (op->spellarg);
640 op->spellarg = NULL; 601 op->spellarg = 0;
641 } 602 }
642 else 603 else
643 op->slaying = NULL; 604 op->slaying = 0;
644 605
645 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 607 op->spellarg = NULL;
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 = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 614 update_object (op, UP_OBJ_CHANGE);
654 return op; 615 return op;
655} 616}
656 617
657/* stop_arrow() - what to do when a non-living flying object 618/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 619 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 638 op->destroy ();
678 } 639 }
679 else 640 else
680 { 641 {
681 op = fix_stopped_arrow (op); 642 op = fix_stopped_arrow (op);
643
682 if (op) 644 if (op)
683 merge_ob (op, NULL); 645 merge_ob (op, 0);
684 } 646 }
685} 647}
686 648
687/* Move an arrow along its course. op is the arrow or thrown object. 649/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 650 */
689
690void 651void
691move_arrow (object *op) 652move_arrow (object *op)
692{ 653{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 654 int was_reflected;
696 maptile *m;
697 655
698 if (op->map == NULL) 656 if (!op->map)
699 { 657 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 658 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 659 op->destroy ();
702 return; 660 return;
703 } 661 }
733 stop_arrow (op); 691 stop_arrow (op);
734 return; 692 return;
735 } 693 }
736 694
737 /* Calculate target map square */ 695 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 696 was_reflected = 0;
741 697
742 m = op->map; 698 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 699
745 if (mflags & P_OUT_OF_MAP) 700 if (!pos.normalise ())
746 { 701 {
747 stop_arrow (op); 702 stop_arrow (op);
748 return; 703 return;
749 } 704 }
750 705
751 /* only need to look for living creatures if this flag is set */ 706 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 707 if (pos->flags () & P_IS_ALIVE)
753 { 708 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 709 object *tmp;
710
711 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 712 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 713 break;
757 714
758 /* Not really fair, but don't let monsters hit themselves with 715 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 716 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
767 */ 724 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 726 {
770 int number = op->face->number; 727 int number = op->face;
771 728
772 op->direction = absdir (op->direction + 4); 729 op->direction = absdir (op->direction + 4);
773 op->state = 0; 730 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 */ 731 was_reflected = 1; /* skip normal movement calculations */
786 } 732 }
787 else 733 else
788 { 734 {
789 /* Attack the object. */ 735 /* Attack the object. */
793 return; 739 return;
794 } 740 }
795 } /* if this is not hitting its owner */ 741 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 742 } /* if there is something alive on this space */
797 743
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 745 {
800 int retry = 0; 746 int retry = 0;
801 747
802 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 762 if (op->direction & 1)
817 { 763 {
818 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
819 retry = 1; 765 retry = 1;
820 } 766 }
767
821 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
822 * use this retry here to make this one block 769 * use this retry here to make this one block
823 * that did the same thing. 770 * that did the same thing.
824 */ 771 */
825 while (retry < 2) 772 while (retry < 2)
826 { 773 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 774 retry++;
832 775
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* 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 777 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
837 */ 780 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 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)));
841 783
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 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)));
845 786
846 if (left == right) 787 if (left == right)
847 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
848 else if (left) 789 else if (left)
849 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
850 else if (right) 791 else if (right)
851 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
852 793
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 - 794 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 795 * don't need to retry again.
857 */ 796 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 799 break;
860
861 } 800 }
801
862 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 803 * stop it from moving.
864 */ 804 */
865 if (retry == 2) 805 if (retry == 2)
866 { 806 {
867 stop_arrow (op); 807 stop_arrow (op);
868 return; 808 return;
869 } 809 }
810
870 /* update object image for new facing */ 811 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 813 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 815 } /* object is reflected */
875 } /* object ran into a wall */ 816 } /* object ran into a wall */
876 817
877 /* Move the arrow. */
878 op->remove ();
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 818 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 819 * about 17 squares. Tune as needed.
884 */ 820 */
885 op->speed -= 0.05; 821 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 822
889/* This routine doesnt seem to work for "inanimate" objects that 823 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 824 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 825}
892 826
893void 827void
894change_object (object *op) 828change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 829{ /* Doesn`t handle linked objs yet */
896 int i, j; 830 int i, j;
897 831
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 (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 840 {
907 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
908 return; 842 return;
909 else 843
910 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
911 } 845 }
912 846
913 object *pl = op->in_player ();
914 object *env = op->env; 847 object *env = op->env;
915 848
916 op->remove (); 849 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 850 for (i = 0; i < op->stats.food; i++)
918 { 851 {
919 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = arch_to_object (op->other_arch);
920 853
921 if (op->type == LAMP) 854 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 855 tmp->stats.food = op->stats.food - 1;
923 856
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env) 858 if (env)
926 { 859 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env); 860 tmp = env->insert (tmp);
929 861
930 /* If this object is the players inventory, we need to tell the 862 /* 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 863 * 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. 864 * updating the client, so we don't need to do that below.
933 */ 865 */
934 if (pl) 866 if (object *pl = op->in_player ())
935 { 867 {
936 esrv_del_item (pl->contr, op->count); 868 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp); 869 esrv_send_item (pl, tmp);
938 } 870 }
939 } 871 }
940 else 872 else
941 { 873 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 874 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 875 if (j < 0) /* No free spot */
944 tmp->destroy (); 876 tmp->destroy ();
945 else 877 else
946 { 878 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 879 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 880
881 if (pos.normalise ())
882 pos.insert (tmp, op);
949 } 883 }
950 } 884 }
951 } 885 }
952 886
953 op->destroy (); 887 op->destroy ();
969 move_teleporter (op->more); 903 move_teleporter (op->more);
970 904
971 if (op->head) 905 if (op->head)
972 head = op->head; 906 head = op->head;
973 907
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 908 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 909 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 910 break;
977 911
978 /* If nothing above us to move, nothing to do */ 912 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 913 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 946 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 947 return;
1014 teleport (head, TELEPORTER, tmp); 948 teleport (head, TELEPORTER, tmp);
1015 } 949 }
1016} 950}
1017
1018 951
1019/* This object will teleport someone to a different map 952/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 953 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 954 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 955 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1008 return; /* dm has created a firewall in his inventory */
1076 1009
1077 spell = op->inv; 1010 spell = op->inv;
1078 1011
1079 if (!spell || spell->type != SPELL) 1012 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1013 spell = op->other_arch;
1081 1014
1082 if (!spell) 1015 if (!spell)
1083 { 1016 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1017 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1018 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1031 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1032 */
1100void 1033void
1101move_player_mover (object *op) 1034move_player_mover (object *op)
1102{ 1035{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1036 int dir = op->stats.sp;
1105 sint16 nx, ny; 1037 sint16 nx, ny;
1106 maptile *m; 1038 maptile *m;
1107 1039
1108 /* Determine direction now for random movers so we do the right thing */ 1040 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1041 if (!dir)
1110 dir = rndm (1, 8); 1042 dir = rndm (1, 8);
1111 1043
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1044 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1045 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1046 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1047 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1048 {
1117 1049
1134 } 1066 }
1135 1067
1136 if (should_director_abort (op, victim)) 1068 if (should_director_abort (op, victim))
1137 return; 1069 return;
1138 1070
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1071 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1072 {
1141 if (nextmover->type == PLAYERMOVER) 1073 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1074 nextmover->speed_left = -.99f;
1075
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1076 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1077 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1078 }
1148 1079
1149 if (victim->type == PLAYER) 1080 if (victim->type == PLAYER)
1150 { 1081 {
1151 /* only level >=1 movers move people */ 1082 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1086 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1087 * place. This can happen if the player used a spell to
1157 * get to this space. 1088 * get to this space.
1158 */ 1089 */
1159 victim->contr->fire_on = 0; 1090 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1091 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1092 move_player (victim, dir);
1162 } 1093 }
1163 else 1094 else
1164 return; 1095 return;
1165 } 1096 }
1169 if (!op->stats.maxsp && op->attacktype) 1100 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1101 op->stats.maxsp = 2;
1171 1102
1172 if (op->attacktype) 1103 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1104 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1105 victim->speed_left = max (-5.f, -FABS (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 } 1106 }
1185 } 1107 }
1186 } 1108 }
1187} 1109}
1188 1110
1204 return; 1126 return;
1205 } 1127 }
1206 1128
1207 if (op->above == NULL) 1129 if (op->above == NULL)
1208 return; 1130 return;
1131
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1132 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1133 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1134 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1135 {
1213 if (op->level <= 0) 1136 if (op->level <= 0)
1214 tmp->destroy (); 1137 tmp->destroy ();
1215 else 1138 else
1216 { 1139 {
1238 * has to make sure that there is in fact space for the object. 1161 * 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 1162 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1163 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1164 * outside of the map which would cause the server to crash
1242*/ 1165*/
1243
1244void 1166void
1245move_creator (object *creator) 1167move_creator (object *creator)
1246{ 1168{
1247 object *new_ob; 1169 object *new_ob;
1248 1170
1283 new_ob = object_create_arch (creator->other_arch); 1205 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1206 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1207 }
1286 1208
1287 /* Make sure this multipart object fits */ 1209 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1210 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1211 {
1290 new_ob->destroy (); 1212 new_ob->destroy ();
1291 return; 1213 return;
1292 } 1214 }
1215
1216 // for now lets try to identify everything generated here, it mostly
1217 // happens automated, so this will at least fix many identify-experience holes
1218 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1219
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1220 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1221 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1222 return;
1297 1223
1307 with a specific code as the slaying field. 1233 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1234 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1235 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1236 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.*/ 1237 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1238void
1314move_marker (object *op) 1239move_marker (object *op)
1315{ 1240{
1316 if (object *tmp = op->ms ().player ()) 1241 if (object *tmp = op->ms ().player ())
1317 { 1242 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1243 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1244 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1245 force->destroy ();
1246
1247 if (!tmp->force_find (op->slaying))
1323 { 1248 {
1324 tmp2->destroy (); 1249 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1250
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) 1251 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1253
1358 if (op->stats.hp > 0) 1254 if (op->stats.hp > 0)
1359 { 1255 {
1360 op->stats.hp--; 1256 op->stats.hp--;
1257
1361 if (op->stats.hp == 0) 1258 if (op->stats.hp == 0)
1362 { 1259 {
1363 /* marker expires--granted mark number limit */ 1260 /* marker expires--granted mark number limit */
1364 op->destroy (); 1261 op->destroy ();
1365 return; 1262 return;
1367 } 1264 }
1368 } 1265 }
1369 } 1266 }
1370} 1267}
1371 1268
1372int 1269void
1373process_object (object *op) 1270process_object (object *op)
1374{ 1271{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1272 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1273 return;
1377 1274
1378 if (INVOKE_OBJECT (TICK, op)) 1275 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1276 return;
1380 1277
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1278 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1279 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1280 return;
1384 1281
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1282 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1283 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1284 animate_object (op, op->contr ? op->facing : op->direction);
1391 1285
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1286 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1287 make_sure_seen (op);
1394 } 1288 }
1395 1289
1290 if (expect_false (
1291 op->flag [FLAG_GENERATOR]
1292 || op->flag [FLAG_CHANGING]
1293 || op->flag [FLAG_IS_USED_UP]
1294 ))
1295 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1296 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1297 {
1398 change_object (op); 1298 change_object (op);
1399 return 1; 1299 return;
1400 } 1300 }
1401 1301
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1302 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1303 generate_monster (op);
1404 1304
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1305 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1306 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1307 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1308 remove_force (op);
1409 else 1309 else
1410 { 1310 {
1411 /* IF necessary, delete the item from the players inventory */ 1311 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1312 if (object *pl = op->in_player ())
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1313 esrv_del_item (pl->contr, op->count);
1416 1314
1417 op->remove (); 1315 op->remove ();
1418 1316
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1318 make_sure_not_seen (op);
1421 1319
1422 op->destroy (); 1320 op->destroy ();
1423 } 1321 }
1424 1322
1425 return 1; 1323 return;
1324 }
1426 } 1325 }
1427 1326
1428 switch (op->type) 1327 switch (op->type)
1429 { 1328 {
1430 case SPELL_EFFECT: 1329 case SPELL_EFFECT:
1431 move_spell_effect (op); 1330 move_spell_effect (op);
1432 return 1; 1331 break;
1433 1332
1434 case ROD: 1333 case ROD:
1435 case HORN: 1334 case HORN:
1436 regenerate_rod (op); 1335 regenerate_rod (op);
1437 return 1; 1336 break;
1438 1337
1439 case FORCE: 1338 case FORCE:
1440 case POTION_EFFECT: 1339 case POTION_EFFECT:
1441 remove_force (op); 1340 remove_force (op);
1442 return 1; 1341 break;
1443 1342
1444 case BLINDNESS: 1343 case BLINDNESS:
1445 remove_blindness (op); 1344 remove_blindness (op);
1446 return 0; 1345 break;
1447 1346
1448 case POISONING: 1347 case POISONING:
1449 poison_more (op); 1348 poison_more (op);
1450 return 0; 1349 break;
1451 1350
1452 case DISEASE: 1351 case DISEASE:
1453 move_disease (op); 1352 move_disease (op);
1454 return 0; 1353 break;
1455 1354
1456 case SYMPTOM: 1355 case SYMPTOM:
1457 move_symptom (op); 1356 move_symptom (op);
1458 return 0; 1357 break;
1459 1358
1460 case THROWN_OBJ: 1359 case THROWN_OBJ:
1461 case ARROW: 1360 case ARROW:
1462 move_arrow (op); 1361 move_arrow (op);
1463 return 0; 1362 break;
1464 1363
1465 case DOOR: 1364 case DOOR:
1466 remove_door (op); 1365 remove_door (op);
1467 return 0; 1366 break;
1468 1367
1469 case LOCKED_DOOR: 1368 case LOCKED_DOOR:
1470 remove_door2 (op); 1369 remove_door2 (op);
1471 return 0; 1370 break;
1472 1371
1473 case TELEPORTER: 1372 case TELEPORTER:
1474 move_teleporter (op); 1373 move_teleporter (op);
1475 return 0; 1374 break;
1476 1375
1477 case GOLEM: 1376 case GOLEM:
1478 move_golem (op); 1377 move_golem (op);
1479 return 0; 1378 break;
1480 1379
1481 case EARTHWALL: 1380 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1381 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1382 break;
1484 1383
1485 case FIREWALL: 1384 case FIREWALL:
1486 move_firewall (op); 1385 move_firewall (op);
1487 if (op->stats.maxsp) 1386 if (op->stats.maxsp)
1488 animate_turning (op); 1387 animate_turning (op);
1489 return 0; 1388 break;
1490 1389
1491 case MOOD_FLOOR: 1390 case MOOD_FLOOR:
1492 do_mood_floor (op); 1391 do_mood_floor (op);
1493 return 0; 1392 break;
1494 1393
1495 case GATE: 1394 case GATE:
1496 move_gate (op); 1395 move_gate (op);
1497 return 0; 1396 break;
1498 1397
1499 case TIMED_GATE: 1398 case TIMED_GATE:
1500 move_timed_gate (op); 1399 move_timed_gate (op);
1501 return 0; 1400 break;
1502 1401
1503 case TRIGGER: 1402 case TRIGGER:
1504 case TRIGGER_BUTTON: 1403 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1404 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1405 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1406 animate_trigger (op);
1508 return 0; 1407 break;
1509 1408
1510 case DETECTOR: 1409 case DETECTOR:
1511 move_detector (op); 1410 move_detector (op);
1512 1411
1513 case DIRECTOR: 1412 case DIRECTOR:
1514 if (op->stats.maxsp) 1413 if (op->stats.maxsp)
1515 animate_turning (op); 1414 animate_turning (op);
1516 return 0; 1415 break;
1517 1416
1518 case HOLE: 1417 case HOLE:
1519 move_hole (op); 1418 move_hole (op);
1520 return 0; 1419 break;
1521 1420
1522 case DEEP_SWAMP: 1421 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1422 move_deep_swamp (op);
1524 return 0; 1423 break;
1525 1424
1526 case RUNE: 1425 case RUNE:
1527 case TRAP: 1426 case TRAP:
1528 move_rune (op); 1427 move_rune (op);
1529 return 0; 1428 break;
1530 1429
1531 case PLAYERMOVER: 1430 case PLAYERMOVER:
1532 move_player_mover (op); 1431 move_player_mover (op);
1533 return 0; 1432 break;
1534 1433
1535 case CREATOR: 1434 case CREATOR:
1536 move_creator (op); 1435 move_creator (op);
1537 return 0; 1436 break;
1538 1437
1539 case MARKER: 1438 case MARKER:
1540 move_marker (op); 1439 move_marker (op);
1541 return 0; 1440 break;
1542 1441
1543 case PLAYER_CHANGER: 1442 case PLAYER_CHANGER:
1544 move_player_changer (op); 1443 move_player_changer (op);
1545 return 0; 1444 break;
1546 1445
1547 case PEACEMAKER: 1446 case PEACEMAKER:
1548 move_peacemaker (op); 1447 move_peacemaker (op);
1549 return 0; 1448 break;
1550 }
1551 1449
1552 return 0; 1450 case PLAYER:
1451 // players have their own speed-management, so undo the --speed_left
1452 ++op->speed_left;
1453 break;
1454 }
1553} 1455}
1456

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