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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.78 by root, Sun Sep 7 09:22:47 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
59 90
60 op->destroy (); 91 op->destroy ();
61} 92}
62 93
63void 94void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
95 if (!gen->map) 97 if (!gen->map)
96 return; 98 return;
97 99
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 101 return;
100 102
101 object *op; 103 object *op;
104 int dir;
102 105
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 107 {
105 // either copy one item form the inventory... 108 // either copy one item from the inventory...
106 if (!gen->inv) 109 if (!gen->inv)
107 return; 110 return;
108 111
109 // first select one item from the inventory 112 // first select one item from the inventory
110 int index = 0; 113 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 115 if (!rndm (++index))
113 op = tmp; 116 op = tmp;
114 117
115 op = object_create_clone (op); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = op->deep_clone ();
116 123
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
120 else 136 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 137 return;
127 }
128 138
129 op->expand_tail (); 139 op->expand_tail ();
130 140
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 141 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 142
143 if (pos.insert (op, gen))
133 { 144 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 145 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
138 147
139 if (op->has_random_items ()) 148 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 150
142 return; 151 return;
143 }
144 } 152 }
145 153
146 op->destroy (); 154 op->destroy ();
147} 155}
148 156
220} 228}
221 229
222 230
223void 231void
224move_gate (object *op) 232move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
226 object *tmp; 234 object *tmp;
227 235
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 237 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 243 if (op->value)
236 { 244 {
237 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 247 op->stats.wc = 0;
240 if (op->arch->clone.speed) 248 if (op->arch->speed)
241 op->value = 0; 249 op->value = 0;
242 else 250 else
243 op->set_speed (0); 251 op->set_speed (0);
244 } 252 }
245 253
265 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 275 * the gate slightly.
268 */ 276 */
269 277
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 280 break;
273 281
274 if (tmp == NULL) 282 if (!tmp)
275 { 283 {
276 if (op->arch->clone.speed) 284 if (op->arch->speed)
277 op->value = 1; 285 op->value = 1;
278 else 286 else
279 op->set_speed (0); 287 op->set_speed (0);
280 288
281 return; 289 return;
292 } 300 }
293 else 301 else
294 { /* The gate is still going up */ 302 { /* The gate is still going up */
295 op->stats.wc++; 303 op->stats.wc++;
296 304
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 307
300 /* If there is something on top of the gate, we try to roll it off. 308 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 309 * If a player/monster, we don't roll, we just hit them with damage
302 */ 310 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 312 {
305 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
308 317
309 if (tmp != NULL) 318 if (tmp)
310 { 319 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 321 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
324
314 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 327 }
317 else
318 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
320 * off the gate. 330 * off the gate.
321 */ 331 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 { 333 {
324 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
326 336
327 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
328 if (i != -1) 338 if (i > 0)
329 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
330 tmp->remove (); 343 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 344 }
334 } 345 }
335 } 346 }
336 347
337 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
339 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 351 break;
341 352
342 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
343 if (tmp) 354 if (tmp)
344 {
345 op->stats.food = 1; 355 op->stats.food = 1;
346 }
347 else 356 else
348 { 357 {
349 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
350 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
353 } 363 }
354 } /* gate is halfway up */ 364 } /* gate is halfway up */
355 365
368 int v = op->value; 378 int v = op->value;
369 379
370 if (op->stats.sp) 380 if (op->stats.sp)
371 { 381 {
372 move_gate (op); 382 move_gate (op);
383
373 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 385 op->stats.sp = 0;
375 return; 386 return;
376 } 387 }
388
377 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 390 { /* keep gate down */
379 move_gate (op); 391 move_gate (op);
392
380 if (op->value != v) 393 if (op->value != v)
381 op->set_speed (0); 394 op->set_speed (0);
382 } 395 }
383} 396}
384 397
396 int last = op->value; 409 int last = op->value;
397 int detected; 410 int detected;
398 411
399 detected = 0; 412 detected = 0;
400 413
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 415 {
403 object *tmp2; 416 object *tmp2;
404 417
405 if (op->stats.hp) 418 if (op->stats.hp)
406 { 419 {
426 if (detected && last == 0) 439 if (detected && last == 0)
427 { 440 {
428 op->value = 1; 441 op->value = 1;
429 push_button (op); 442 push_button (op);
430 } 443 }
444
431 if (!detected && last == 1) 445 if (!detected && last == 1)
432 { 446 {
433 op->value = 0; 447 op->value = 0;
434 push_button (op); 448 push_button (op);
435 } 449 }
439 if (detected && last == 1) 453 if (detected && last == 1)
440 { 454 {
441 op->value = 0; 455 op->value = 0;
442 push_button (op); 456 push_button (op);
443 } 457 }
458
444 if (!detected && last == 0) 459 if (!detected && last == 0)
445 { 460 {
446 op->value = 1; 461 op->value = 1;
447 push_button (op); 462 push_button (op);
448 } 463 }
449 } 464 }
450} 465}
451 466
452
453void 467void
454animate_trigger (object *op) 468animate_trigger (object *op)
455{ 469{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
457 { 471 {
466} 480}
467 481
468void 482void
469move_hole (object *op) 483move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 484{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 485 if (op->value)
474 { /* We're opening */ 486 { /* We're opening */
475 if (--op->stats.wc <= 0) 487 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
477 op->stats.wc = 0; 489 op->stats.wc = 0;
478 op->set_speed (0); 490 op->set_speed (0);
479 491
480 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 495 {
484 next = tmp->above; 496 next = tmp->above;
485 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
486 } 498 }
487 } 499 }
488 500
489 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
491 return; 503 return;
492 } 504 }
505
493 /* We're closing */ 506 /* We're closing */
494 op->move_on = 0; 507 op->move_on = 0;
495 508
496 op->stats.wc++; 509 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
572 return NULL; 585 return NULL;
573 } 586 }
574 587
575 op->set_speed (0); 588 op->set_speed (0);
576 op->direction = 0; 589 op->direction = 0;
577 op->move_on = 0; 590 op->move_on = 0;
578 op->move_type = 0; 591 op->move_type = 0;
592 op->skill = 0; // really?
593
594 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 595 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 596 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 597 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 598
585 if (op->spellarg != NULL) 599 if (op->spellarg)
586 { 600 {
587 op->slaying = op->spellarg; 601 op->slaying = op->spellarg;
588 free (op->spellarg); 602 free (op->spellarg);
589 op->spellarg = NULL; 603 op->spellarg = 0;
590 } 604 }
591 else 605 else
592 op->slaying = NULL; 606 op->slaying = 0;
593 607
594 /* Reset these to zero, so that object::can_merge will work properly */ 608 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 609 op->spellarg = NULL;
596 op->stats.sp = 0; 610 op->stats.sp = 0;
597 op->stats.hp = 0; 611 op->stats.hp = 0;
598 op->stats.grace = 0; 612 op->stats.grace = 0;
599 op->level = 0; 613 op->level = 0;
600 op->face = op->arch->clone.face; 614 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 615 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
603 return op; 617 return op;
604} 618}
605 619
626 op->destroy (); 640 op->destroy ();
627 } 641 }
628 else 642 else
629 { 643 {
630 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
631 if (op) 646 if (op)
632 merge_ob (op, NULL); 647 merge_ob (op, 0);
633 } 648 }
634} 649}
635 650
636/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 652 */
638void 653void
639move_arrow (object *op) 654move_arrow (object *op)
640{ 655{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 656 int was_reflected;
644 maptile *m;
645 657
646 if (op->map == NULL) 658 if (!op->map)
647 { 659 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 661 op->destroy ();
650 return; 662 return;
651 } 663 }
681 stop_arrow (op); 693 stop_arrow (op);
682 return; 694 return;
683 } 695 }
684 696
685 /* Calculate target map square */ 697 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 698 was_reflected = 0;
689 699
690 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 701
693 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
694 { 703 {
695 stop_arrow (op); 704 stop_arrow (op);
696 return; 705 return;
697 } 706 }
698 707
699 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
701 { 710 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 715 break;
705 716
706 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
730 return; 741 return;
731 } 742 }
732 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
734 745
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 747 {
737 int retry = 0; 748 int retry = 0;
738 749
739 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
753 if (op->direction & 1) 764 if (op->direction & 1)
754 { 765 {
755 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
756 retry = 1; 767 retry = 1;
757 } 768 }
769
758 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
759 * use this retry here to make this one block 771 * use this retry here to make this one block
760 * that did the same thing. 772 * that did the same thing.
761 */ 773 */
762 while (retry < 2) 774 while (retry < 2)
763 { 775 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 776 retry++;
769 777
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
771 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
774 */ 782 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 785
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 788
783 if (left == right) 789 if (left == right)
784 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
785 else if (left) 791 else if (left)
786 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
787 else if (right) 793 else if (right)
788 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
789 795
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 797 * don't need to retry again.
794 */ 798 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 801 break;
797
798 } 802 }
803
799 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 805 * stop it from moving.
801 */ 806 */
802 if (retry == 2) 807 if (retry == 2)
803 { 808 {
804 stop_arrow (op); 809 stop_arrow (op);
805 return; 810 return;
806 } 811 }
812
807 /* update object image for new facing */ 813 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 815 if (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 816 SET_ANIMATION (op, op->direction);
811 } /* object is reflected */ 817 } /* object is reflected */
812 } /* object ran into a wall */ 818 } /* object ran into a wall */
813 819
814 /* Move the arrow. */
815 op->remove ();
816 op->x = new_x;
817 op->y = new_y;
818
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
821 */ 822 */
822 op->speed -= 0.05; 823 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 824
826/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 827}
829 828
830void 829void
831change_object (object *op) 830change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
833 int i, j; 832 int i, j;
834 833
835 if (op->other_arch == NULL) 834 if (!op->other_arch)
836 { 835 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 837 return;
839 } 838 }
840 839
841 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 842 {
844 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
845 return; 844 return;
846 else 845
847 op->stats.food = 1; /* so 1 other_arch is made */ 846 op->stats.food = 1; /* so 1 other_arch is made */
848 } 847 }
849 848
850 object *pl = op->in_player ();
851 object *env = op->env; 849 object *env = op->env;
852 850
853 op->remove (); 851 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++) 852 for (i = 0; i < op->stats.food; i++)
855 { 853 {
856 object *tmp = arch_to_object (op->other_arch); 854 object *tmp = arch_to_object (op->other_arch);
857 855
858 if (op->type == LAMP) 856 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1; 857 tmp->stats.food = op->stats.food - 1;
860 858
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860
862 if (env) 861 if (env)
863 { 862 env->insert (tmp);
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env);
866
867 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below.
870 */
871 if (pl)
872 {
873 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp);
875 }
876 }
877 else 863 else
878 { 864 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 865 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 866 if (j < 0) /* No free spot */
881 tmp->destroy (); 867 tmp->destroy ();
882 else 868 else
883 { 869 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 870 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 871
872 if (pos.normalise ())
873 pos.insert (tmp, op);
886 } 874 }
887 } 875 }
888 } 876 }
889 877
890 op->destroy (); 878 op->destroy ();
906 move_teleporter (op->more); 894 move_teleporter (op->more);
907 895
908 if (op->head) 896 if (op->head)
909 head = op->head; 897 head = op->head;
910 898
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 899 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 901 break;
914 902
915 /* If nothing above us to move, nothing to do */ 903 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
946 else 934 else
947 { 935 {
948 /* Random teleporter */ 936 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 937 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 938 return;
939
951 teleport (head, TELEPORTER, tmp); 940 teleport (head, TELEPORTER, tmp);
952 } 941 }
953} 942}
954
955 943
956/* This object will teleport someone to a different map 944/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 945 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 946 This was invented for giving classes, but there's no reason it
959 can't be generalized. 947 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1000 return; /* dm has created a firewall in his inventory */
1013 1001
1014 spell = op->inv; 1002 spell = op->inv;
1015 1003
1016 if (!spell || spell->type != SPELL) 1004 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1005 spell = op->other_arch;
1018 1006
1019 if (!spell) 1007 if (!spell)
1020 { 1008 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1009 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1010 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1023 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1024 */
1037void 1025void
1038move_player_mover (object *op) 1026move_player_mover (object *op)
1039{ 1027{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1028 int dir = op->stats.sp;
1042 sint16 nx, ny; 1029 sint16 nx, ny;
1043 maptile *m; 1030 maptile *m;
1044 1031
1045 /* Determine direction now for random movers so we do the right thing */ 1032 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1033 if (!dir)
1047 dir = rndm (1, 8); 1034 dir = rndm (1, 8);
1048 1035
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1036 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1037 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1039 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1040 {
1054 1041
1071 } 1058 }
1072 1059
1073 if (should_director_abort (op, victim)) 1060 if (should_director_abort (op, victim))
1074 return; 1061 return;
1075 1062
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1064 {
1078 if (nextmover->type == PLAYERMOVER) 1065 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1066 nextmover->speed_left = -.99f;
1067
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1069 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1070 }
1085 1071
1086 if (victim->type == PLAYER) 1072 if (victim->type == PLAYER)
1087 { 1073 {
1088 /* only level >=1 movers move people */ 1074 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1078 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1079 * place. This can happen if the player used a spell to
1094 * get to this space. 1080 * get to this space.
1095 */ 1081 */
1096 victim->contr->fire_on = 0; 1082 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1083 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1084 move_player (victim, dir);
1099 } 1085 }
1100 else 1086 else
1101 return; 1087 return;
1102 } 1088 }
1106 if (!op->stats.maxsp && op->attacktype) 1092 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1093 op->stats.maxsp = 2;
1108 1094
1109 if (op->attacktype) 1095 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1096 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1097 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1098 }
1122 } 1099 }
1123 } 1100 }
1124} 1101}
1125 1102
1144 if (op->above == NULL) 1121 if (op->above == NULL)
1145 return; 1122 return;
1146 1123
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1124 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1125 {
1149 if (op->other_arch->name == tmp->arch->name) 1126 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1127 {
1151 if (op->level <= 0) 1128 if (op->level <= 0)
1152 tmp->destroy (); 1129 tmp->destroy ();
1153 else 1130 else
1154 { 1131 {
1176 * has to make sure that there is in fact space for the object. 1153 * has to make sure that there is in fact space for the object.
1177 * It should really do this for small objects also, but there is 1154 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1155 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1156 * outside of the map which would cause the server to crash
1180*/ 1157*/
1181
1182void 1158void
1183move_creator (object *creator) 1159move_creator (object *creator)
1184{ 1160{
1185 object *new_ob; 1161 object *new_ob;
1186 1162
1203 if (rndm (0, i) == 0) 1179 if (rndm (0, i) == 0)
1204 { 1180 {
1205 ob_to_copy = ob; 1181 ob_to_copy = ob;
1206 } 1182 }
1207 } 1183 }
1208 new_ob = object_create_clone (ob_to_copy); 1184 new_ob = ob_to_copy->deep_clone ();
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1187 }
1212 else 1188 else
1213 { 1189 {
1214 if (creator->other_arch == NULL) 1190 if (!creator->other_arch)
1215 { 1191 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1192 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1217 &creator->name, &creator->map->path, creator->x, creator->y); 1193 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1194 return;
1219 } 1195 }
1221 new_ob = object_create_arch (creator->other_arch); 1197 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1198 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1199 }
1224 1200
1225 /* Make sure this multipart object fits */ 1201 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1202 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1203 {
1228 new_ob->destroy (); 1204 new_ob->destroy ();
1229 return; 1205 return;
1230 } 1206 }
1207
1208 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1211
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1212 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1213 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1214 return;
1235 1215
1250void 1230void
1251move_marker (object *op) 1231move_marker (object *op)
1252{ 1232{
1253 if (object *tmp = op->ms ().player ()) 1233 if (object *tmp = op->ms ().player ())
1254 { 1234 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1235 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1236 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1237 force->destroy ();
1238
1239 if (!tmp->force_find (op->slaying))
1260 { 1240 {
1261 tmp2->destroy (); 1241 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1242
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1243 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1245
1295 if (op->stats.hp > 0) 1246 if (op->stats.hp > 0)
1296 { 1247 {
1297 op->stats.hp--; 1248 op->stats.hp--;
1249
1298 if (op->stats.hp == 0) 1250 if (op->stats.hp == 0)
1299 { 1251 {
1300 /* marker expires--granted mark number limit */ 1252 /* marker expires--granted mark number limit */
1301 op->destroy (); 1253 op->destroy ();
1302 return; 1254 return;
1304 } 1256 }
1305 } 1257 }
1306 } 1258 }
1307} 1259}
1308 1260
1309int 1261void
1310process_object (object *op) 1262process_object (object *op)
1311{ 1263{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1265 return;
1314 1266
1315 if (INVOKE_OBJECT (TICK, op)) 1267 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1268 return;
1317 1269
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1270 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1272 return;
1321 1273
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1274 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1275 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1276 animate_object (op, op->contr ? op->facing : op->direction);
1328 1277
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1279 make_sure_seen (op);
1331 } 1280 }
1332 1281
1282 if (expect_false (
1283 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP]
1286 ))
1287 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1289 {
1335 change_object (op); 1290 change_object (op);
1336 return 1; 1291 return;
1337 } 1292 }
1338 1293
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1295 generate_monster (op);
1341 1296
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1298 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1299 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1300 remove_force (op);
1346 else 1301 else
1347 { 1302 {
1348 /* IF necessary, delete the item from the players inventory */
1349 object *pl = op->in_player ();
1350
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove (); 1303 op->remove ();
1355 1304
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1306 make_sure_not_seen (op);
1358 1307
1359 op->destroy (); 1308 op->destroy ();
1360 } 1309 }
1361 1310
1362 return 1; 1311 return;
1312 }
1363 } 1313 }
1364 1314
1365 switch (op->type) 1315 switch (op->type)
1366 { 1316 {
1367 case SPELL_EFFECT: 1317 case SPELL_EFFECT:
1368 move_spell_effect (op); 1318 move_spell_effect (op);
1369 return 1; 1319 break;
1370 1320
1371 case ROD: 1321 case ROD:
1372 case HORN: 1322 case HORN:
1373 regenerate_rod (op); 1323 regenerate_rod (op);
1374 return 1; 1324 break;
1375 1325
1376 case FORCE: 1326 case FORCE:
1377 case POTION_EFFECT: 1327 case POTION_EFFECT:
1378 remove_force (op); 1328 remove_force (op);
1379 return 1; 1329 break;
1380 1330
1381 case BLINDNESS: 1331 case BLINDNESS:
1382 remove_blindness (op); 1332 remove_blindness (op);
1383 return 0; 1333 break;
1384 1334
1385 case POISONING: 1335 case POISONING:
1386 poison_more (op); 1336 poison_more (op);
1387 return 0; 1337 break;
1388 1338
1389 case DISEASE: 1339 case DISEASE:
1390 move_disease (op); 1340 move_disease (op);
1391 return 0; 1341 break;
1392 1342
1393 case SYMPTOM: 1343 case SYMPTOM:
1394 move_symptom (op); 1344 move_symptom (op);
1395 return 0; 1345 break;
1396 1346
1397 case THROWN_OBJ: 1347 case THROWN_OBJ:
1398 case ARROW: 1348 case ARROW:
1399 move_arrow (op); 1349 move_arrow (op);
1400 return 0; 1350 break;
1401 1351
1402 case DOOR: 1352 case DOOR:
1403 remove_door (op); 1353 remove_door (op);
1404 return 0; 1354 break;
1405 1355
1406 case LOCKED_DOOR: 1356 case LOCKED_DOOR:
1407 remove_door2 (op); 1357 remove_door2 (op);
1408 return 0; 1358 break;
1409 1359
1410 case TELEPORTER: 1360 case TELEPORTER:
1411 move_teleporter (op); 1361 move_teleporter (op);
1412 return 0; 1362 break;
1413 1363
1414 case GOLEM: 1364 case GOLEM:
1415 move_golem (op); 1365 move_golem (op);
1416 return 0; 1366 break;
1417 1367
1418 case EARTHWALL: 1368 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1369 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1370 break;
1421 1371
1422 case FIREWALL: 1372 case FIREWALL:
1423 move_firewall (op); 1373 move_firewall (op);
1424 if (op->stats.maxsp) 1374 if (op->stats.maxsp)
1425 animate_turning (op); 1375 animate_turning (op);
1426 return 0; 1376 break;
1427 1377
1428 case MOOD_FLOOR: 1378 case MOOD_FLOOR:
1429 do_mood_floor (op); 1379 do_mood_floor (op);
1430 return 0; 1380 break;
1431 1381
1432 case GATE: 1382 case GATE:
1433 move_gate (op); 1383 move_gate (op);
1434 return 0; 1384 break;
1435 1385
1436 case TIMED_GATE: 1386 case TIMED_GATE:
1437 move_timed_gate (op); 1387 move_timed_gate (op);
1438 return 0; 1388 break;
1439 1389
1440 case TRIGGER: 1390 case TRIGGER:
1441 case TRIGGER_BUTTON: 1391 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1392 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1393 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1394 animate_trigger (op);
1445 return 0; 1395 break;
1446 1396
1447 case DETECTOR: 1397 case DETECTOR:
1448 move_detector (op); 1398 move_detector (op);
1449 1399
1450 case DIRECTOR: 1400 case DIRECTOR:
1451 if (op->stats.maxsp) 1401 if (op->stats.maxsp)
1452 animate_turning (op); 1402 animate_turning (op);
1453 return 0; 1403 break;
1454 1404
1455 case HOLE: 1405 case HOLE:
1456 move_hole (op); 1406 move_hole (op);
1457 return 0; 1407 break;
1458 1408
1459 case DEEP_SWAMP: 1409 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1410 move_deep_swamp (op);
1461 return 0; 1411 break;
1462 1412
1463 case RUNE: 1413 case RUNE:
1464 case TRAP: 1414 case TRAP:
1465 move_rune (op); 1415 move_rune (op);
1466 return 0; 1416 break;
1467 1417
1468 case PLAYERMOVER: 1418 case PLAYERMOVER:
1469 move_player_mover (op); 1419 move_player_mover (op);
1470 return 0; 1420 break;
1471 1421
1472 case CREATOR: 1422 case CREATOR:
1473 move_creator (op); 1423 move_creator (op);
1474 return 0; 1424 break;
1475 1425
1476 case MARKER: 1426 case MARKER:
1477 move_marker (op); 1427 move_marker (op);
1478 return 0; 1428 break;
1479 1429
1480 case PLAYER_CHANGER: 1430 case PLAYER_CHANGER:
1481 move_player_changer (op); 1431 move_player_changer (op);
1482 return 0; 1432 break;
1483 1433
1484 case PEACEMAKER: 1434 case PEACEMAKER:
1485 move_peacemaker (op); 1435 move_peacemaker (op);
1486 return 0; 1436 break;
1487 }
1488 1437
1489 return 0; 1438 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left;
1441 break;
1442 }
1490} 1443}
1444

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