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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 1.69 by root, Sat Sep 15 15:58:06 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;
343 } 297 }
344 else 298 else
345 { /* The gate is still going up */ 299 { /* The gate is still going up */
346 op->stats.wc++; 300 op->stats.wc++;
347 301
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 302 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 303 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 304
351 /* If there is something on top of the gate, we try to roll it off. 305 /* 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 306 * If a player/monster, we don't roll, we just hit them with damage
353 */ 307 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if (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, SIZEOFFREE1 + 1);
377 333
378 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
379 if (i != -1) 335 if (i > 0)
380 { 336 {
337 mapxy pos (tmp);
338 pos.move (i);
339 if (pos.normalise ())
381 tmp->remove (); 340 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 } 341 }
385 } 342 }
386 } 343 }
387 344
388 /* See if there is still anything blocking the gate */ 345 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 346 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)) 347 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
391 break; 348 break;
392 349
393 /* IF there is, start putting the gate down */ 350 /* IF there is, start putting the gate down */
394 if (tmp) 351 if (tmp)
395 {
396 op->stats.food = 1; 352 op->stats.food = 1;
397 }
398 else 353 else
399 { 354 {
400 op->move_block = MOVE_ALL; 355 op->move_block = MOVE_ALL;
356
401 if (!op->arch->clone.stats.ac) 357 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 358 SET_FLAG (op, FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 359 update_all_los (op->map, op->x, op->y);
404 } 360 }
405 } /* gate is halfway up */ 361 } /* gate is halfway up */
406 362
419 int v = op->value; 375 int v = op->value;
420 376
421 if (op->stats.sp) 377 if (op->stats.sp)
422 { 378 {
423 move_gate (op); 379 move_gate (op);
380
424 if (op->value != v) /* change direction ? */ 381 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 382 op->stats.sp = 0;
426 return; 383 return;
427 } 384 }
385
428 if (--op->stats.hp <= 0) 386 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 387 { /* keep gate down */
430 move_gate (op); 388 move_gate (op);
389
431 if (op->value != v) 390 if (op->value != v)
432 op->set_speed (0); 391 op->set_speed (0);
433 } 392 }
434} 393}
435 394
447 int last = op->value; 406 int last = op->value;
448 int detected; 407 int detected;
449 408
450 detected = 0; 409 detected = 0;
451 410
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 411 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 412 {
454 object *tmp2; 413 object *tmp2;
455 414
456 if (op->stats.hp) 415 if (op->stats.hp)
457 { 416 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 417 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 418 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 420 detected = 1;
421
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 422 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 423 detected = 1;
464 } 424 }
465 } 425 }
426
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 428 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 429 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 430 detected = 1;
472 } 431 }
473 432
474 /* the detector sets the button if detection is found */ 433 /* the detector sets the button if detection is found */
477 if (detected && last == 0) 436 if (detected && last == 0)
478 { 437 {
479 op->value = 1; 438 op->value = 1;
480 push_button (op); 439 push_button (op);
481 } 440 }
441
482 if (!detected && last == 1) 442 if (!detected && last == 1)
483 { 443 {
484 op->value = 0; 444 op->value = 0;
485 push_button (op); 445 push_button (op);
486 } 446 }
490 if (detected && last == 1) 450 if (detected && last == 1)
491 { 451 {
492 op->value = 0; 452 op->value = 0;
493 push_button (op); 453 push_button (op);
494 } 454 }
455
495 if (!detected && last == 0) 456 if (!detected && last == 0)
496 { 457 {
497 op->value = 1; 458 op->value = 1;
498 push_button (op); 459 push_button (op);
499 } 460 }
500 } 461 }
501} 462}
502
503 463
504void 464void
505animate_trigger (object *op) 465animate_trigger (object *op)
506{ 466{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 467 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
539 499
540 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
542 return; 502 return;
543 } 503 }
504
544 /* We're closing */ 505 /* We're closing */
545 op->move_on = 0; 506 op->move_on = 0;
546 507
547 op->stats.wc++; 508 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 509 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
604void 565void
605fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
606{ 567{
607 if (map == NULL) 568 if (map == NULL)
608 return; 569 return;
570
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 573 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
613} 575}
614 576
615
616object * 577object *
617fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
618{ 579{
619 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
620 { 581 {
623 return NULL; 584 return NULL;
624 } 585 }
625 586
626 op->set_speed (0); 587 op->set_speed (0);
627 op->direction = 0; 588 op->direction = 0;
628 op->move_on = 0; 589 op->move_on = 0;
629 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 597
636 if (op->spellarg != NULL) 598 if (op->spellarg)
637 { 599 {
638 op->slaying = op->spellarg; 600 op->slaying = op->spellarg;
639 free (op->spellarg); 601 free (op->spellarg);
640 op->spellarg = NULL; 602 op->spellarg = 0;
641 } 603 }
642 else 604 else
643 op->slaying = NULL; 605 op->slaying = 0;
644 606
645 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 608 op->spellarg = NULL;
647 op->stats.sp = 0; 609 op->stats.sp = 0;
648 op->stats.hp = 0; 610 op->stats.hp = 0;
649 op->stats.grace = 0; 611 op->stats.grace = 0;
650 op->level = 0; 612 op->level = 0;
651 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
654 return op; 616 return op;
655} 617}
656 618
657/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 639 op->destroy ();
678 } 640 }
679 else 641 else
680 { 642 {
681 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
682 if (op) 645 if (op)
683 merge_ob (op, NULL); 646 merge_ob (op, 0);
684 } 647 }
685} 648}
686 649
687/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 651 */
689
690void 652void
691move_arrow (object *op) 653move_arrow (object *op)
692{ 654{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 655 int was_reflected;
696 maptile *m;
697 656
698 if (op->map == NULL) 657 if (!op->map)
699 { 658 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 660 op->destroy ();
702 return; 661 return;
703 } 662 }
733 stop_arrow (op); 692 stop_arrow (op);
734 return; 693 return;
735 } 694 }
736 695
737 /* Calculate target map square */ 696 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 697 was_reflected = 0;
741 698
742 m = op->map; 699 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 700
745 if (mflags & P_OUT_OF_MAP) 701 if (!pos.normalise ())
746 { 702 {
747 stop_arrow (op); 703 stop_arrow (op);
748 return; 704 return;
749 } 705 }
750 706
751 /* only need to look for living creatures if this flag is set */ 707 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 708 if (pos->flags () & P_IS_ALIVE)
753 { 709 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 710 object *tmp;
711
712 for (tmp = pos->bot; tmp; tmp = tmp->above)
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 713 if (QUERY_FLAG (tmp, FLAG_ALIVE))
756 break; 714 break;
757 715
758 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
765 * as below. (Note that for living creatures there is a small 723 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 724 * chance that reflect_missile fails.)
767 */ 725 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 726 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 727 {
770 int number = op->face->number; 728 int number = op->face;
771 729
772 op->direction = absdir (op->direction + 4); 730 op->direction = absdir (op->direction + 4);
773 op->state = 0; 731 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 */ 732 was_reflected = 1; /* skip normal movement calculations */
786 } 733 }
787 else 734 else
788 { 735 {
789 /* Attack the object. */ 736 /* Attack the object. */
793 return; 740 return;
794 } 741 }
795 } /* if this is not hitting its owner */ 742 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 743 } /* if there is something alive on this space */
797 744
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 745 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 746 {
800 int retry = 0; 747 int retry = 0;
801 748
802 /* if the object doesn't reflect, stop the arrow from moving 749 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 750 * note that this code will now catch cases where a monster is
816 if (op->direction & 1) 763 if (op->direction & 1)
817 { 764 {
818 op->direction = absdir (op->direction + 4); 765 op->direction = absdir (op->direction + 4);
819 retry = 1; 766 retry = 1;
820 } 767 }
768
821 /* There were two blocks with identical code - 769 /* There were two blocks with identical code -
822 * use this retry here to make this one block 770 * use this retry here to make this one block
823 * that did the same thing. 771 * that did the same thing.
824 */ 772 */
825 while (retry < 2) 773 while (retry < 2)
826 { 774 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 775 retry++;
832 776
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 777 /* 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 778 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 779 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 780 * op->direction-1 or op->direction+1 does not exist.
837 */ 781 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 782 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 783 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)));
841 784
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 785 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 786 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)));
845 787
846 if (left == right) 788 if (left == right)
847 op->direction = absdir (op->direction + 4); 789 op->direction = absdir (op->direction + 4);
848 else if (left) 790 else if (left)
849 op->direction = absdir (op->direction + 2); 791 op->direction = absdir (op->direction + 2);
850 else if (right) 792 else if (right)
851 op->direction = absdir (op->direction - 2); 793 op->direction = absdir (op->direction - 2);
852 794
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 - 795 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 796 * don't need to retry again.
857 */ 797 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 798 mapxy pos3 (pos); pos3.move (op->direction);
799 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 800 break;
860
861 } 801 }
802
862 /* Couldn't find a direction to move the arrow to - just 803 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 804 * stop it from moving.
864 */ 805 */
865 if (retry == 2) 806 if (retry == 2)
866 { 807 {
867 stop_arrow (op); 808 stop_arrow (op);
868 return; 809 return;
869 } 810 }
811
870 /* update object image for new facing */ 812 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 813 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 814 if (GET_ANIM_ID (op))
873 SET_ANIMATION (op, op->direction); 815 SET_ANIMATION (op, op->direction);
874 } /* object is reflected */ 816 } /* object is reflected */
875 } /* object ran into a wall */ 817 } /* object ran into a wall */
876 818
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 819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed. 820 * about 17 squares. Tune as needed.
884 */ 821 */
885 op->speed -= 0.05; 822 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887}
888 823
889/* This routine doesnt seem to work for "inanimate" objects that 824 /* Move the arrow. */
890 * are being carried, ie a held torch leaps from your hands!. 825 op->move_to (pos);
891 * Modified this routine to allow held objects. b.t. */ 826}
892 827
893void 828void
894change_object (object *op) 829change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
896 int i, j; 831 int i, j;
897 832
898 if (op->other_arch == NULL) 833 if (!op->other_arch)
899 { 834 {
900 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
901 return; 836 return;
902 } 837 }
903 838
904 /* In non-living items only change when food value is 0 */ 839 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 840 if (!QUERY_FLAG (op, FLAG_ALIVE))
906 { 841 {
907 if (op->stats.food-- > 0) 842 if (op->stats.food-- > 0)
908 return; 843 return;
909 else 844
910 op->stats.food = 1; /* so 1 other_arch is made */ 845 op->stats.food = 1; /* so 1 other_arch is made */
911 } 846 }
912 847
913 object *pl = op->in_player ();
914 object *env = op->env; 848 object *env = op->env;
915 849
916 op->remove (); 850 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++) 851 for (i = 0; i < op->stats.food; i++)
918 { 852 {
919 object *tmp = arch_to_object (op->other_arch); 853 object *tmp = arch_to_object (op->other_arch);
920 854
921 if (op->type == LAMP) 855 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1; 856 tmp->stats.food = op->stats.food - 1;
923 857
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env) 859 if (env)
926 { 860 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env); 861 tmp = env->insert (tmp);
929 862
930 /* If this object is the players inventory, we need to tell the 863 /* 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 864 * 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. 865 * updating the client, so we don't need to do that below.
933 */ 866 */
934 if (pl) 867 if (object *pl = op->in_player ())
935 { 868 {
936 esrv_del_item (pl->contr, op->count); 869 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp); 870 esrv_send_item (pl, tmp);
938 } 871 }
939 } 872 }
940 else 873 else
941 { 874 {
942 j = find_first_free_spot (tmp, op->map, op->x, op->y); 875 j = find_first_free_spot (tmp, op->map, op->x, op->y);
943 if (j == -1) /* No free spot */ 876 if (j < 0) /* No free spot */
944 tmp->destroy (); 877 tmp->destroy ();
945 else 878 else
946 { 879 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 880 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 881
882 if (pos.normalise ())
883 pos.insert (tmp, op);
949 } 884 }
950 } 885 }
951 } 886 }
952 887
953 op->destroy (); 888 op->destroy ();
969 move_teleporter (op->more); 904 move_teleporter (op->more);
970 905
971 if (op->head) 906 if (op->head)
972 head = op->head; 907 head = op->head;
973 908
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 909 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
976 break; 911 break;
977 912
978 /* If nothing above us to move, nothing to do */ 913 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 948 return;
1014 teleport (head, TELEPORTER, tmp); 949 teleport (head, TELEPORTER, tmp);
1015 } 950 }
1016} 951}
1017
1018 952
1019/* This object will teleport someone to a different map 953/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 954 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 955 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 956 can't be generalized.
1075 return; /* dm has created a firewall in his inventory */ 1009 return; /* dm has created a firewall in his inventory */
1076 1010
1077 spell = op->inv; 1011 spell = op->inv;
1078 1012
1079 if (!spell || spell->type != SPELL) 1013 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone; 1014 spell = op->other_arch;
1081 1015
1082 if (!spell) 1016 if (!spell)
1083 { 1017 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return; 1019 return;
1098 * it'll paralyze the victim for hp*his speed/op->speed 1032 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1033 */
1100void 1034void
1101move_player_mover (object *op) 1035move_player_mover (object *op)
1102{ 1036{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1037 int dir = op->stats.sp;
1105 sint16 nx, ny; 1038 sint16 nx, ny;
1106 maptile *m; 1039 maptile *m;
1107 1040
1108 /* Determine direction now for random movers so we do the right thing */ 1041 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1042 if (!dir)
1110 dir = rndm (1, 8); 1043 dir = rndm (1, 8);
1111 1044
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1045 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1046 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1048 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1049 {
1117 1050
1134 } 1067 }
1135 1068
1136 if (should_director_abort (op, victim)) 1069 if (should_director_abort (op, victim))
1137 return; 1070 return;
1138 1071
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1073 {
1141 if (nextmover->type == PLAYERMOVER) 1074 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1075 nextmover->speed_left = -.99f;
1076
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1079 }
1148 1080
1149 if (victim->type == PLAYER) 1081 if (victim->type == PLAYER)
1150 { 1082 {
1151 /* only level >=1 movers move people */ 1083 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1087 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1088 * place. This can happen if the player used a spell to
1157 * get to this space. 1089 * get to this space.
1158 */ 1090 */
1159 victim->contr->fire_on = 0; 1091 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1092 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1093 move_player (victim, dir);
1162 } 1094 }
1163 else 1095 else
1164 return; 1096 return;
1165 } 1097 }
1169 if (!op->stats.maxsp && op->attacktype) 1101 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1102 op->stats.maxsp = 2;
1171 1103
1172 if (op->attacktype) 1104 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1105 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1106 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 } 1107 }
1185 } 1108 }
1186 } 1109 }
1187} 1110}
1188 1111
1204 return; 1127 return;
1205 } 1128 }
1206 1129
1207 if (op->above == NULL) 1130 if (op->above == NULL)
1208 return; 1131 return;
1132
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1133 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1134 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1135 if (op->other_arch->archname == tmp->arch->archname)
1212 { 1136 {
1213 if (op->level <= 0) 1137 if (op->level <= 0)
1214 tmp->destroy (); 1138 tmp->destroy ();
1215 else 1139 else
1216 { 1140 {
1238 * has to make sure that there is in fact space for the object. 1162 * 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 1163 * It should really do this for small objects also, but there is
1240 * more concern with large objects, most notably a part being placed 1164 * more concern with large objects, most notably a part being placed
1241 * outside of the map which would cause the server to crash 1165 * outside of the map which would cause the server to crash
1242*/ 1166*/
1243
1244void 1167void
1245move_creator (object *creator) 1168move_creator (object *creator)
1246{ 1169{
1247 object *new_ob; 1170 object *new_ob;
1248 1171
1283 new_ob = object_create_arch (creator->other_arch); 1206 new_ob = object_create_arch (creator->other_arch);
1284 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1285 } 1208 }
1286 1209
1287 /* Make sure this multipart object fits */ 1210 /* Make sure this multipart object fits */
1288 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1211 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1289 { 1212 {
1290 new_ob->destroy (); 1213 new_ob->destroy ();
1291 return; 1214 return;
1292 } 1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1293 1220
1294 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1295 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1296 return; 1223 return;
1297 1224
1307 with a specific code as the slaying field. 1234 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1235 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1236 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1237 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.*/ 1238 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1239void
1314move_marker (object *op) 1240move_marker (object *op)
1315{ 1241{
1316 if (object *tmp = op->ms ().player ()) 1242 if (object *tmp = op->ms ().player ())
1317 { 1243 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */ 1244 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1245 if (object *force = tmp->force_find (op->name))
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1323 { 1249 {
1324 tmp2->destroy (); 1250 tmp->force_add (op->slaying, op->stats.food);
1325 break;
1326 }
1327 1251
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) 1252 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357 1254
1358 if (op->stats.hp > 0) 1255 if (op->stats.hp > 0)
1359 { 1256 {
1360 op->stats.hp--; 1257 op->stats.hp--;
1258
1361 if (op->stats.hp == 0) 1259 if (op->stats.hp == 0)
1362 { 1260 {
1363 /* marker expires--granted mark number limit */ 1261 /* marker expires--granted mark number limit */
1364 op->destroy (); 1262 op->destroy ();
1365 return; 1263 return;
1367 } 1265 }
1368 } 1266 }
1369 } 1267 }
1370} 1268}
1371 1269
1372int 1270void
1373process_object (object *op) 1271process_object (object *op)
1374{ 1272{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1376 return 0; 1274 return;
1377 1275
1378 if (INVOKE_OBJECT (TICK, op)) 1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1379 return 0; 1277 return;
1380 1278
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1281 return;
1384 1282
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1284 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1285 animate_object (op, op->contr ? op->facing : op->direction);
1391 1286
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1288 make_sure_seen (op);
1394 } 1289 }
1395 1290
1291 if (expect_false (
1292 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1296 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1298 {
1398 change_object (op); 1299 change_object (op);
1399 return 1; 1300 return;
1400 } 1301 }
1401 1302
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1304 generate_monster (op);
1404 1305
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1307 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1309 remove_force (op);
1409 else 1310 else
1410 { 1311 {
1411 /* IF necessary, delete the item from the players inventory */ 1312 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1313 if (object *pl = op->in_player ())
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1314 esrv_del_item (pl->contr, op->count);
1416 1315
1417 op->remove (); 1316 op->remove ();
1418 1317
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1319 make_sure_not_seen (op);
1421 1320
1422 op->destroy (); 1321 op->destroy ();
1423 } 1322 }
1424 1323
1425 return 1; 1324 return;
1325 }
1426 } 1326 }
1427 1327
1428 switch (op->type) 1328 switch (op->type)
1429 { 1329 {
1430 case SPELL_EFFECT: 1330 case SPELL_EFFECT:
1431 move_spell_effect (op); 1331 move_spell_effect (op);
1432 return 1; 1332 break;
1433 1333
1434 case ROD: 1334 case ROD:
1435 case HORN: 1335 case HORN:
1436 regenerate_rod (op); 1336 regenerate_rod (op);
1437 return 1; 1337 break;
1438 1338
1439 case FORCE: 1339 case FORCE:
1440 case POTION_EFFECT: 1340 case POTION_EFFECT:
1441 remove_force (op); 1341 remove_force (op);
1442 return 1; 1342 break;
1443 1343
1444 case BLINDNESS: 1344 case BLINDNESS:
1445 remove_blindness (op); 1345 remove_blindness (op);
1446 return 0; 1346 break;
1447 1347
1448 case POISONING: 1348 case POISONING:
1449 poison_more (op); 1349 poison_more (op);
1450 return 0; 1350 break;
1451 1351
1452 case DISEASE: 1352 case DISEASE:
1453 move_disease (op); 1353 move_disease (op);
1454 return 0; 1354 break;
1455 1355
1456 case SYMPTOM: 1356 case SYMPTOM:
1457 move_symptom (op); 1357 move_symptom (op);
1458 return 0; 1358 break;
1459 1359
1460 case THROWN_OBJ: 1360 case THROWN_OBJ:
1461 case ARROW: 1361 case ARROW:
1462 move_arrow (op); 1362 move_arrow (op);
1463 return 0; 1363 break;
1464 1364
1465 case DOOR: 1365 case DOOR:
1466 remove_door (op); 1366 remove_door (op);
1467 return 0; 1367 break;
1468 1368
1469 case LOCKED_DOOR: 1369 case LOCKED_DOOR:
1470 remove_door2 (op); 1370 remove_door2 (op);
1471 return 0; 1371 break;
1472 1372
1473 case TELEPORTER: 1373 case TELEPORTER:
1474 move_teleporter (op); 1374 move_teleporter (op);
1475 return 0; 1375 break;
1476 1376
1477 case GOLEM: 1377 case GOLEM:
1478 move_golem (op); 1378 move_golem (op);
1479 return 0; 1379 break;
1480 1380
1481 case EARTHWALL: 1381 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1382 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1383 break;
1484 1384
1485 case FIREWALL: 1385 case FIREWALL:
1486 move_firewall (op); 1386 move_firewall (op);
1487 if (op->stats.maxsp) 1387 if (op->stats.maxsp)
1488 animate_turning (op); 1388 animate_turning (op);
1489 return 0; 1389 break;
1490 1390
1491 case MOOD_FLOOR: 1391 case MOOD_FLOOR:
1492 do_mood_floor (op); 1392 do_mood_floor (op);
1493 return 0; 1393 break;
1494 1394
1495 case GATE: 1395 case GATE:
1496 move_gate (op); 1396 move_gate (op);
1497 return 0; 1397 break;
1498 1398
1499 case TIMED_GATE: 1399 case TIMED_GATE:
1500 move_timed_gate (op); 1400 move_timed_gate (op);
1501 return 0; 1401 break;
1502 1402
1503 case TRIGGER: 1403 case TRIGGER:
1504 case TRIGGER_BUTTON: 1404 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1405 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1406 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1407 animate_trigger (op);
1508 return 0; 1408 break;
1509 1409
1510 case DETECTOR: 1410 case DETECTOR:
1511 move_detector (op); 1411 move_detector (op);
1512 1412
1513 case DIRECTOR: 1413 case DIRECTOR:
1514 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1515 animate_turning (op); 1415 animate_turning (op);
1516 return 0; 1416 break;
1517 1417
1518 case HOLE: 1418 case HOLE:
1519 move_hole (op); 1419 move_hole (op);
1520 return 0; 1420 break;
1521 1421
1522 case DEEP_SWAMP: 1422 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1423 move_deep_swamp (op);
1524 return 0; 1424 break;
1525 1425
1526 case RUNE: 1426 case RUNE:
1527 case TRAP: 1427 case TRAP:
1528 move_rune (op); 1428 move_rune (op);
1529 return 0; 1429 break;
1530 1430
1531 case PLAYERMOVER: 1431 case PLAYERMOVER:
1532 move_player_mover (op); 1432 move_player_mover (op);
1533 return 0; 1433 break;
1534 1434
1535 case CREATOR: 1435 case CREATOR:
1536 move_creator (op); 1436 move_creator (op);
1537 return 0; 1437 break;
1538 1438
1539 case MARKER: 1439 case MARKER:
1540 move_marker (op); 1440 move_marker (op);
1541 return 0; 1441 break;
1542 1442
1543 case PLAYER_CHANGER: 1443 case PLAYER_CHANGER:
1544 move_player_changer (op); 1444 move_player_changer (op);
1545 return 0; 1445 break;
1546 1446
1547 case PEACEMAKER: 1447 case PEACEMAKER:
1548 move_peacemaker (op); 1448 move_peacemaker (op);
1549 return 0; 1449 break;
1550 }
1551 1450
1552 return 0; 1451 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left;
1454 break;
1455 }
1553} 1456}
1457

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