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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 1.83 by elmex, Thu Jan 1 15:48:57 2009 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->drop_and_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;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61}
62
63void
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} 92}
91 93
92void 94void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
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
103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
101 object *op; 108 object *op;
109 int dir;
102 110
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 112 {
105 // either copy one item form the inventory... 113 // either copy one item from the inventory...
106 if (!gen->inv) 114 if (!gen->inv)
107 return; 115 return;
108 116
109 // first select one item from the inventory 117 // first select one item from the inventory
110 int index = 0; 118 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 120 if (!rndm (++index))
113 op = tmp; 121 op = tmp;
114 122
115 op = object_create_clone (op); 123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
139 op = arch_to_object (gen->other_arch);
140 }
120 else 141 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 142 return;
127 }
128 143
129 op->expand_tail (); 144 op->expand_tail ();
130 145
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 146 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 147
148 if (pos.insert (op, gen))
133 { 149 {
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)) 150 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
138 152
139 if (op->has_random_items ()) 153 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 155
142 return; 156 return;
143 }
144 } 157 }
145 158
146 op->destroy (); 159 op->destroy ();
147} 160}
148 161
220} 233}
221 234
222 235
223void 236void
224move_gate (object *op) 237move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
226 object *tmp; 239 object *tmp;
227 240
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 242 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 248 if (op->value)
236 { 249 {
237 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 252 op->stats.wc = 0;
240 if (op->arch->clone.speed) 253 if (op->arch->speed)
241 op->value = 0; 254 op->value = 0;
242 else 255 else
243 op->set_speed (0); 256 op->set_speed (0);
244 } 257 }
245 258
265 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->speed)
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
308 322
309 if (tmp != NULL) 323 if (tmp)
310 { 324 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 326 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
314 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 332 }
317 else
318 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
320 * off the gate. 335 * off the gate.
321 */ 336 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 { 338 {
324 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
326 341
327 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
328 if (i != -1) 343 if (i > 0)
329 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
330 tmp->remove (); 348 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 } 349 }
334 } 350 }
335 } 351 }
336 352
337 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 356 break;
341 357
342 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
343 if (tmp) 359 if (tmp)
344 {
345 op->stats.food = 1; 360 op->stats.food = 1;
346 }
347 else 361 else
348 { 362 {
349 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
350 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
353 } 368 }
354 } /* gate is halfway up */ 369 } /* gate is halfway up */
355 370
368 int v = op->value; 383 int v = op->value;
369 384
370 if (op->stats.sp) 385 if (op->stats.sp)
371 { 386 {
372 move_gate (op); 387 move_gate (op);
388
373 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 390 op->stats.sp = 0;
375 return; 391 return;
376 } 392 }
393
377 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 395 { /* keep gate down */
379 move_gate (op); 396 move_gate (op);
397
380 if (op->value != v) 398 if (op->value != v)
381 op->set_speed (0); 399 op->set_speed (0);
382 } 400 }
383} 401}
384 402
396 int last = op->value; 414 int last = op->value;
397 int detected; 415 int detected;
398 416
399 detected = 0; 417 detected = 0;
400 418
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 420 {
403 object *tmp2; 421 object *tmp2;
404 422
405 if (op->stats.hp) 423 if (op->stats.hp)
406 { 424 {
426 if (detected && last == 0) 444 if (detected && last == 0)
427 { 445 {
428 op->value = 1; 446 op->value = 1;
429 push_button (op); 447 push_button (op);
430 } 448 }
449
431 if (!detected && last == 1) 450 if (!detected && last == 1)
432 { 451 {
433 op->value = 0; 452 op->value = 0;
434 push_button (op); 453 push_button (op);
435 } 454 }
439 if (detected && last == 1) 458 if (detected && last == 1)
440 { 459 {
441 op->value = 0; 460 op->value = 0;
442 push_button (op); 461 push_button (op);
443 } 462 }
463
444 if (!detected && last == 0) 464 if (!detected && last == 0)
445 { 465 {
446 op->value = 1; 466 op->value = 1;
447 push_button (op); 467 push_button (op);
448 } 468 }
449 } 469 }
450} 470}
451 471
452
453void 472void
454animate_trigger (object *op) 473animate_trigger (object *op)
455{ 474{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
457 { 476 {
466} 485}
467 486
468void 487void
469move_hole (object *op) 488move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 490 if (op->value)
474 { /* We're opening */ 491 { /* We're opening */
475 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
477 op->stats.wc = 0; 494 op->stats.wc = 0;
478 op->set_speed (0); 495 op->set_speed (0);
479 496
480 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 500 {
484 next = tmp->above; 501 next = tmp->above;
485 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
486 } 503 }
487 } 504 }
488 505
489 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
491 return; 508 return;
492 } 509 }
510
493 /* We're closing */ 511 /* We're closing */
494 op->move_on = 0; 512 op->move_on = 0;
495 513
496 op->stats.wc++; 514 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
528 { 546 {
529 object *payload = op->inv; 547 object *payload = op->inv;
530 548
531 if (payload == NULL) 549 if (payload == NULL)
532 return NULL; 550 return NULL;
551
533 payload->remove (); 552 payload->remove ();
534 op->destroy (); 553 op->destroy ();
535 return payload; 554 return payload;
536 } 555 }
537 556
572 return NULL; 591 return NULL;
573 } 592 }
574 593
575 op->set_speed (0); 594 op->set_speed (0);
576 op->direction = 0; 595 op->direction = 0;
577 op->move_on = 0; 596 op->move_on = 0;
578 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 604
585 if (op->spellarg != NULL) 605 if (op->spellarg)
586 { 606 {
587 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
588 free (op->spellarg); 608 free (op->spellarg);
589 op->spellarg = NULL; 609 op->spellarg = 0;
590 } 610 }
591 else 611 else
592 op->slaying = NULL; 612 op->slaying = 0;
593 613
594 /* Reset these to zero, so that object::can_merge will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 615 op->spellarg = NULL;
596 op->stats.sp = 0; 616 op->stats.sp = 0;
597 op->stats.hp = 0; 617 op->stats.hp = 0;
598 op->stats.grace = 0; 618 op->stats.grace = 0;
599 op->level = 0; 619 op->level = 0;
600 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
603 return op; 623 return op;
604} 624}
605 625
616 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
617 return; 637 return;
618 638
619 if (op->inv) 639 if (op->inv)
620 { 640 {
641 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 642 object *payload = op->inv;
622 643
623 payload->remove ();
624 payload->owner = 0; 644 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 646 op->destroy ();
627 } 647 }
628 else 648 else
629 { 649 {
630 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
631 if (op) 652 if (op)
632 merge_ob (op, NULL); 653 merge_ob (op, 0);
633 } 654 }
634} 655}
635 656
636/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 658 */
638void 659void
639move_arrow (object *op) 660move_arrow (object *op)
640{ 661{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 662 int was_reflected;
644 maptile *m;
645 663
646 if (op->map == NULL) 664 if (!op->map)
647 { 665 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 667 op->destroy ();
650 return; 668 return;
651 } 669 }
659 * is if the player throws a bomb - the bomb explodes on its own, 677 * is if the player throws a bomb - the bomb explodes on its own,
660 * but this object sticks around. We could handle the cleanup in the 678 * but this object sticks around. We could handle the cleanup in the
661 * bomb code, but there are potential other cases where that could happen, 679 * bomb code, but there are potential other cases where that could happen,
662 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
663 */ 681 */
664 if (op->inv == NULL) 682 if (!op->inv)
665 { 683 {
666 op->destroy (); 684 op->destroy ();
667 return; 685 return;
668 } 686 }
669 687
681 stop_arrow (op); 699 stop_arrow (op);
682 return; 700 return;
683 } 701 }
684 702
685 /* Calculate target map square */ 703 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 704 was_reflected = 0;
689 705
690 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 707
693 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
694 { 709 {
695 stop_arrow (op); 710 stop_arrow (op);
696 return; 711 return;
697 } 712 }
698 713
699 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
701 { 716 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 721 break;
705 722
706 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
730 return; 747 return;
731 } 748 }
732 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
734 751
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 753 {
737 int retry = 0; 754 int retry = 0;
738 755
739 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
753 if (op->direction & 1) 770 if (op->direction & 1)
754 { 771 {
755 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
756 retry = 1; 773 retry = 1;
757 } 774 }
775
758 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
759 * use this retry here to make this one block 777 * use this retry here to make this one block
760 * that did the same thing. 778 * that did the same thing.
761 */ 779 */
762 while (retry < 2) 780 while (retry < 2)
763 { 781 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 782 retry++;
769 783
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* 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 785 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
774 */ 788 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 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)));
778 791
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 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)));
782 794
783 if (left == right) 795 if (left == right)
784 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
785 else if (left) 797 else if (left)
786 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
787 else if (right) 799 else if (right)
788 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
789 801
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 - 802 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 803 * don't need to retry again.
794 */ 804 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 807 break;
797
798 } 808 }
809
799 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 811 * stop it from moving.
801 */ 812 */
802 if (retry == 2) 813 if (retry == 2)
803 { 814 {
804 stop_arrow (op); 815 stop_arrow (op);
805 return; 816 return;
806 } 817 }
818
807 /* update object image for new facing */ 819 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
811 } /* object is reflected */ 823 } /* object is reflected */
812 } /* object ran into a wall */ 824 } /* object ran into a wall */
813 825
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 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
821 */ 828 */
822 op->speed -= 0.05; 829 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 830
826/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 833}
829 834
830void 835void
831change_object (object *op) 836change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
833 int i, j; 838 int i, j;
834 839
835 if (op->other_arch == NULL) 840 if (!op->other_arch)
836 { 841 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 843 return;
839 } 844 }
840 845
841 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 848 {
844 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
845 return; 850 return;
846 else 851
847 op->stats.food = 1; /* so 1 other_arch is made */ 852 op->stats.food = 1; /* so 1 other_arch is made */
848 } 853 }
849 854
850 object *pl = op->in_player ();
851 object *env = op->env; 855 object *env = op->env;
852 856
853 op->remove (); 857 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++) 858 for (i = 0; i < op->stats.food; i++)
855 { 859 {
856 object *tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
857 861
858 if (op->type == LAMP) 862 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1; 863 tmp->stats.food = op->stats.food - 1;
860 864
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866
862 if (env) 867 if (env)
863 { 868 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 869 else
878 { 870 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 871 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 872 if (j < 0) /* No free spot */
881 tmp->destroy (); 873 tmp->destroy ();
882 else 874 else
883 { 875 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 876 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 877
878 if (pos.normalise ())
879 pos.insert (tmp, op);
886 } 880 }
887 } 881 }
888 } 882 }
889 883
890 op->destroy (); 884 op->destroy ();
906 move_teleporter (op->more); 900 move_teleporter (op->more);
907 901
908 if (op->head) 902 if (op->head)
909 head = op->head; 903 head = op->head;
910 904
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 905 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 906 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 907 break;
914 908
915 /* If nothing above us to move, nothing to do */ 909 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 910 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
946 else 940 else
947 { 941 {
948 /* Random teleporter */ 942 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 944 return;
945
951 teleport (head, TELEPORTER, tmp); 946 teleport (head, TELEPORTER, tmp);
952 } 947 }
953} 948}
954
955 949
956/* This object will teleport someone to a different map 950/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 951 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 952 This was invented for giving classes, but there's no reason it
959 can't be generalized. 953 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1006 return; /* dm has created a firewall in his inventory */
1013 1007
1014 spell = op->inv; 1008 spell = op->inv;
1015 1009
1016 if (!spell || spell->type != SPELL) 1010 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1011 spell = op->other_arch;
1018 1012
1019 if (!spell) 1013 if (!spell)
1020 { 1014 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1015 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1016 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1029 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1030 */
1037void 1031void
1038move_player_mover (object *op) 1032move_player_mover (object *op)
1039{ 1033{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1034 int dir = op->stats.sp;
1042 sint16 nx, ny; 1035 sint16 nx, ny;
1043 maptile *m; 1036 maptile *m;
1044 1037
1045 /* Determine direction now for random movers so we do the right thing */ 1038 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1039 if (!dir)
1047 dir = rndm (1, 8); 1040 dir = rndm (1, 8);
1048 1041
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1042 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1043 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1044 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1045 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1046 {
1054 1047
1071 } 1064 }
1072 1065
1073 if (should_director_abort (op, victim)) 1066 if (should_director_abort (op, victim))
1074 return; 1067 return;
1075 1068
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1069 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1070 {
1078 if (nextmover->type == PLAYERMOVER) 1071 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1072 nextmover->speed_left = -.99f;
1073
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1074 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1075 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1076 }
1085 1077
1086 if (victim->type == PLAYER) 1078 if (victim->type == PLAYER)
1087 { 1079 {
1088 /* only level >=1 movers move people */ 1080 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1084 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1085 * place. This can happen if the player used a spell to
1094 * get to this space. 1086 * get to this space.
1095 */ 1087 */
1096 victim->contr->fire_on = 0; 1088 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1089 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1090 move_player (victim, dir);
1099 } 1091 }
1100 else 1092 else
1101 return; 1093 return;
1102 } 1094 }
1106 if (!op->stats.maxsp && op->attacktype) 1098 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1099 op->stats.maxsp = 2;
1108 1100
1109 if (op->attacktype) 1101 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1102 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1103 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 } 1104 }
1122 } 1105 }
1123 } 1106 }
1124} 1107}
1125 1108
1144 if (op->above == NULL) 1127 if (op->above == NULL)
1145 return; 1128 return;
1146 1129
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1130 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1131 {
1149 if (op->other_arch->name == tmp->arch->name) 1132 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1133 {
1151 if (op->level <= 0) 1134 if (op->level <= 0)
1152 tmp->destroy (); 1135 tmp->destroy ();
1153 else 1136 else
1154 { 1137 {
1176 * has to make sure that there is in fact space for the object. 1159 * 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 1160 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1161 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1162 * outside of the map which would cause the server to crash
1180*/ 1163*/
1181
1182void 1164void
1183move_creator (object *creator) 1165move_creator (object *creator)
1184{ 1166{
1185 object *new_ob; 1167 object *new_ob;
1186 1168
1188 { 1170 {
1189 creator->stats.hp = -1; 1171 creator->stats.hp = -1;
1190 return; 1172 return;
1191 } 1173 }
1192 1174
1193 if (creator->inv != NULL) 1175 if (creator->inv)
1194 { 1176 {
1195 object *ob; 1177 object *ob;
1196 int i; 1178 int i;
1197 object *ob_to_copy; 1179 object *ob_to_copy;
1198 1180
1203 if (rndm (0, i) == 0) 1185 if (rndm (0, i) == 0)
1204 { 1186 {
1205 ob_to_copy = ob; 1187 ob_to_copy = ob;
1206 } 1188 }
1207 } 1189 }
1208 new_ob = object_create_clone (ob_to_copy); 1190 new_ob = ob_to_copy->deep_clone ();
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1191 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1192 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1193 }
1212 else 1194 else
1213 { 1195 {
1214 if (creator->other_arch == NULL) 1196 if (!creator->other_arch)
1215 { 1197 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1198 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); 1199 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1200 return;
1219 } 1201 }
1221 new_ob = object_create_arch (creator->other_arch); 1203 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1204 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1205 }
1224 1206
1225 /* Make sure this multipart object fits */ 1207 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1208 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1209 {
1228 new_ob->destroy (); 1210 new_ob->destroy ();
1229 return; 1211 return;
1230 } 1212 }
1213
1214 // for now lets try to identify everything generated here, it mostly
1215 // happens automated, so this will at least fix many identify-experience holes
1216 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1217
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1218 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1219 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1220 return;
1235 1221
1236 if (creator->slaying) 1222 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1223 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1224}
1241 1225
1242/* move_marker --peterm@soda.csua.berkeley.edu 1226/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1227 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1228 it, and insert an invisible, weightless force into him
1250void 1234void
1251move_marker (object *op) 1235move_marker (object *op)
1252{ 1236{
1253 if (object *tmp = op->ms ().player ()) 1237 if (object *tmp = op->ms ().player ())
1254 { 1238 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1239 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1240 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1241 force->destroy ();
1242
1243 if (!tmp->force_find (op->slaying))
1260 { 1244 {
1261 tmp2->destroy (); 1245 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1246
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) 1247 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1249
1295 if (op->stats.hp > 0) 1250 if (op->stats.hp > 0)
1296 { 1251 {
1297 op->stats.hp--; 1252 op->stats.hp--;
1253
1298 if (op->stats.hp == 0) 1254 if (op->stats.hp == 0)
1299 { 1255 {
1300 /* marker expires--granted mark number limit */ 1256 /* marker expires--granted mark number limit */
1301 op->destroy (); 1257 op->destroy ();
1302 return; 1258 return;
1304 } 1260 }
1305 } 1261 }
1306 } 1262 }
1307} 1263}
1308 1264
1309int 1265void
1310process_object (object *op) 1266process_object (object *op)
1311{ 1267{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1268 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1269 return;
1314 1270
1315 if (INVOKE_OBJECT (TICK, op)) 1271 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1272 return;
1317 1273
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1274 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1275 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1276 return;
1321 1277
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1278 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1279 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1280 animate_object (op, op->contr ? op->facing : op->direction);
1328 1281
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1282 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1283 make_sure_seen (op);
1331 } 1284 }
1332 1285
1286 if (expect_false (
1287 op->flag [FLAG_GENERATOR]
1288 || op->flag [FLAG_CHANGING]
1289 || op->flag [FLAG_IS_USED_UP]
1290 ))
1291 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1292 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1293 {
1335 change_object (op); 1294 change_object (op);
1336 return 1; 1295 return;
1337 } 1296 }
1338 1297
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1298 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1299 generate_monster (op);
1341 1300
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1301 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1302 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1303 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1304 remove_force (op);
1346 else 1305 else
1347 { 1306 {
1348 /* IF necessary, delete the item from the players inventory */ 1307 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1308
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1310 make_sure_not_seen (op);
1358 1311
1359 op->destroy (); 1312 op->drop_and_destroy ();
1360 } 1313 }
1361 1314
1362 return 1; 1315 return;
1316 }
1363 } 1317 }
1364 1318
1365 switch (op->type) 1319 switch (op->type)
1366 { 1320 {
1367 case SPELL_EFFECT: 1321 case SPELL_EFFECT:
1368 move_spell_effect (op); 1322 move_spell_effect (op);
1369 return 1; 1323 break;
1370 1324
1371 case ROD: 1325 case ROD:
1372 case HORN: 1326 case HORN:
1373 regenerate_rod (op); 1327 regenerate_rod (op);
1374 return 1; 1328 break;
1375 1329
1376 case FORCE: 1330 case FORCE:
1377 case POTION_EFFECT: 1331 case POTION_EFFECT:
1378 remove_force (op); 1332 remove_force (op);
1379 return 1; 1333 break;
1380 1334
1381 case BLINDNESS: 1335 case BLINDNESS:
1382 remove_blindness (op); 1336 remove_blindness (op);
1383 return 0; 1337 break;
1384 1338
1385 case POISONING: 1339 case POISONING:
1386 poison_more (op); 1340 poison_more (op);
1387 return 0; 1341 break;
1388 1342
1389 case DISEASE: 1343 case DISEASE:
1390 move_disease (op); 1344 move_disease (op);
1391 return 0; 1345 break;
1392 1346
1393 case SYMPTOM: 1347 case SYMPTOM:
1394 move_symptom (op); 1348 move_symptom (op);
1395 return 0; 1349 break;
1396 1350
1397 case THROWN_OBJ: 1351 case THROWN_OBJ:
1398 case ARROW: 1352 case ARROW:
1399 move_arrow (op); 1353 move_arrow (op);
1400 return 0; 1354 break;
1401 1355
1402 case DOOR: 1356 case DOOR:
1403 remove_door (op); 1357 remove_door (op);
1404 return 0; 1358 break;
1405 1359
1406 case LOCKED_DOOR: 1360 case LOCKED_DOOR:
1407 remove_door2 (op); 1361 remove_door2 (op);
1408 return 0; 1362 break;
1409 1363
1410 case TELEPORTER: 1364 case TELEPORTER:
1411 move_teleporter (op); 1365 move_teleporter (op);
1412 return 0; 1366 break;
1413 1367
1414 case GOLEM: 1368 case GOLEM:
1415 move_golem (op); 1369 move_golem (op);
1416 return 0; 1370 break;
1417 1371
1418 case EARTHWALL: 1372 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1373 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1374 break;
1421 1375
1422 case FIREWALL: 1376 case FIREWALL:
1423 move_firewall (op); 1377 move_firewall (op);
1424 if (op->stats.maxsp) 1378 if (op->stats.maxsp)
1425 animate_turning (op); 1379 animate_turning (op);
1426 return 0; 1380 break;
1427 1381
1428 case MOOD_FLOOR: 1382 case MOOD_FLOOR:
1429 do_mood_floor (op); 1383 do_mood_floor (op);
1430 return 0; 1384 break;
1431 1385
1432 case GATE: 1386 case GATE:
1433 move_gate (op); 1387 move_gate (op);
1434 return 0; 1388 break;
1435 1389
1436 case TIMED_GATE: 1390 case TIMED_GATE:
1437 move_timed_gate (op); 1391 move_timed_gate (op);
1438 return 0; 1392 break;
1439 1393
1440 case TRIGGER: 1394 case TRIGGER:
1441 case TRIGGER_BUTTON: 1395 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1396 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1397 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1398 animate_trigger (op);
1445 return 0; 1399 break;
1446 1400
1447 case DETECTOR: 1401 case DETECTOR:
1448 move_detector (op); 1402 move_detector (op);
1449 1403
1450 case DIRECTOR: 1404 case DIRECTOR:
1451 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1452 animate_turning (op); 1406 animate_turning (op);
1453 return 0; 1407 break;
1454 1408
1455 case HOLE: 1409 case HOLE:
1456 move_hole (op); 1410 move_hole (op);
1457 return 0; 1411 break;
1458 1412
1459 case DEEP_SWAMP: 1413 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1414 move_deep_swamp (op);
1461 return 0; 1415 break;
1462 1416
1463 case RUNE: 1417 case RUNE:
1464 case TRAP: 1418 case TRAP:
1465 move_rune (op); 1419 move_rune (op);
1466 return 0; 1420 break;
1467 1421
1468 case PLAYERMOVER: 1422 case PLAYERMOVER:
1469 move_player_mover (op); 1423 move_player_mover (op);
1470 return 0; 1424 break;
1471 1425
1472 case CREATOR: 1426 case CREATOR:
1473 move_creator (op); 1427 move_creator (op);
1474 return 0; 1428 break;
1475 1429
1476 case MARKER: 1430 case MARKER:
1477 move_marker (op); 1431 move_marker (op);
1478 return 0; 1432 break;
1479 1433
1480 case PLAYER_CHANGER: 1434 case PLAYER_CHANGER:
1481 move_player_changer (op); 1435 move_player_changer (op);
1482 return 0; 1436 break;
1483 1437
1484 case PEACEMAKER: 1438 case PEACEMAKER:
1485 move_peacemaker (op); 1439 move_peacemaker (op);
1486 return 0; 1440 break;
1487 }
1488 1441
1489 return 0; 1442 case PLAYER:
1443 // players have their own speed-management, so undo the --speed_left
1444 ++op->speed_left;
1445 break;
1446 }
1490} 1447}
1448

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