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Comparing deliantra/server/server/time.C (file contents):
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC vs.
Revision 1.81 by root, Mon Sep 29 10:31:32 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->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 (0.1f); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 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 (0.1f);
75 tmp->speed_left = -0.2f;
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{
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 (true);
147} 155}
148 156
149void 157void
150remove_force (object *op) 158remove_force (object *op)
151{ 159{
163 CLEAR_FLAG (op, FLAG_APPLIED); 171 CLEAR_FLAG (op, FLAG_APPLIED);
164 change_abil (op->env, op); 172 change_abil (op->env, op);
165 op->env->update_stats (); 173 op->env->update_stats ();
166 } 174 }
167 175
168 op->destroy (); 176 op->destroy (true);
169} 177}
170 178
171void 179void
172remove_blindness (object *op) 180remove_blindness (object *op)
173{ 181{
180 { 188 {
181 change_abil (op->env, op); 189 change_abil (op->env, op);
182 op->env->update_stats (); 190 op->env->update_stats ();
183 } 191 }
184 192
185 op->destroy (); 193 op->destroy (true);
186} 194}
187 195
188void 196void
189poison_more (object *op) 197poison_more (object *op)
190{ 198{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 199 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
192 { 200 {
193 op->destroy (); 201 op->destroy (true);
194 return; 202 return;
195 } 203 }
196 204
197 if (op->stats.food == 1) 205 if (op->stats.food == 1)
198 { 206 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 212 CLEAR_FLAG (op, FLAG_APPLIED);
205 op->env->update_stats (); 213 op->env->update_stats ();
206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
207 } 215 }
208 216
209 op->destroy (); 217 op->destroy (true);
210 return; 218 return;
211 } 219 }
212 220
213 if (op->env->type == PLAYER) 221 if (op->env->type == PLAYER)
214 { 222 {
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 && tmp->above; tmp = tmp->above) 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 316 ;
310 if (tmp) 318 if (tmp)
311 { 319 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 321 {
314 hit_player (tmp, random_roll (0, 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"));
315 324
316 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
317 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);
318 } 327 }
319 else
320 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
322 * off the gate. 330 * off the gate.
323 */ 331 */
324 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)))
325 { 333 {
326 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
327 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);
328 336
329 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
330 if (i != -1) 338 if (i > 0)
331 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
332 tmp->remove (); 343 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 344 }
336 } 345 }
337 } 346 }
338 347
339 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
341 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))
342 break; 351 break;
343 352
344 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
345 if (tmp) 354 if (tmp)
346 {
347 op->stats.food = 1; 355 op->stats.food = 1;
348 }
349 else 356 else
350 { 357 {
351 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
352 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
355 } 363 }
356 } /* gate is halfway up */ 364 } /* gate is halfway up */
357 365
370 int v = op->value; 378 int v = op->value;
371 379
372 if (op->stats.sp) 380 if (op->stats.sp)
373 { 381 {
374 move_gate (op); 382 move_gate (op);
383
375 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 385 op->stats.sp = 0;
377 return; 386 return;
378 } 387 }
388
379 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 390 { /* keep gate down */
381 move_gate (op); 391 move_gate (op);
392
382 if (op->value != v) 393 if (op->value != v)
383 op->set_speed (0); 394 op->set_speed (0);
384 } 395 }
385} 396}
386 397
398 int last = op->value; 409 int last = op->value;
399 int detected; 410 int detected;
400 411
401 detected = 0; 412 detected = 0;
402 413
403 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)
404 { 415 {
405 object *tmp2; 416 object *tmp2;
406 417
407 if (op->stats.hp) 418 if (op->stats.hp)
408 { 419 {
428 if (detected && last == 0) 439 if (detected && last == 0)
429 { 440 {
430 op->value = 1; 441 op->value = 1;
431 push_button (op); 442 push_button (op);
432 } 443 }
444
433 if (!detected && last == 1) 445 if (!detected && last == 1)
434 { 446 {
435 op->value = 0; 447 op->value = 0;
436 push_button (op); 448 push_button (op);
437 } 449 }
441 if (detected && last == 1) 453 if (detected && last == 1)
442 { 454 {
443 op->value = 0; 455 op->value = 0;
444 push_button (op); 456 push_button (op);
445 } 457 }
458
446 if (!detected && last == 0) 459 if (!detected && last == 0)
447 { 460 {
448 op->value = 1; 461 op->value = 1;
449 push_button (op); 462 push_button (op);
450 } 463 }
451 } 464 }
452} 465}
453 466
454
455void 467void
456animate_trigger (object *op) 468animate_trigger (object *op)
457{ 469{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
459 { 471 {
468} 480}
469 481
470void 482void
471move_hole (object *op) 483move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 484{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 485 if (op->value)
476 { /* We're opening */ 486 { /* We're opening */
477 if (--op->stats.wc <= 0) 487 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
479 op->stats.wc = 0; 489 op->stats.wc = 0;
480 op->set_speed (0); 490 op->set_speed (0);
481 491
482 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 495 {
486 next = tmp->above; 496 next = tmp->above;
487 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
488 } 498 }
489 } 499 }
490 500
491 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
493 return; 503 return;
494 } 504 }
505
495 /* We're closing */ 506 /* We're closing */
496 op->move_on = 0; 507 op->move_on = 0;
497 508
498 op->stats.wc++; 509 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 541 {
531 object *payload = op->inv; 542 object *payload = op->inv;
532 543
533 if (payload == NULL) 544 if (payload == NULL)
534 return NULL; 545 return NULL;
546
535 payload->remove (); 547 payload->remove ();
536 op->destroy (); 548 op->destroy (true);
537 return payload; 549 return payload;
538 } 550 }
539 551
540 case ARROW: 552 case ARROW:
541 if (op->has_active_speed ()) 553 if (op->has_active_speed ())
568fix_stopped_arrow (object *op) 580fix_stopped_arrow (object *op)
569{ 581{
570 if (rndm (0, 99) < op->stats.food) 582 if (rndm (0, 99) < op->stats.food)
571 { 583 {
572 /* Small chance of breaking */ 584 /* Small chance of breaking */
573 op->destroy (); 585 op->destroy (true);
574 return NULL; 586 return NULL;
575 } 587 }
576 588
577 op->set_speed (0); 589 op->set_speed (0);
578 op->direction = 0; 590 op->direction = 0;
598 op->spellarg = NULL; 610 op->spellarg = NULL;
599 op->stats.sp = 0; 611 op->stats.sp = 0;
600 op->stats.hp = 0; 612 op->stats.hp = 0;
601 op->stats.grace = 0; 613 op->stats.grace = 0;
602 op->level = 0; 614 op->level = 0;
603 op->face = op->arch->clone.face; 615 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 616 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 617 update_object (op, UP_OBJ_CHANGE);
606 return op; 618 return op;
607} 619}
608 620
619 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
620 return; 632 return;
621 633
622 if (op->inv) 634 if (op->inv)
623 { 635 {
636 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 637 object *payload = op->inv;
625 638
626 payload->remove ();
627 payload->owner = 0; 639 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 641 op->destroy (true);
630 } 642 }
631 else 643 else
632 { 644 {
633 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
634 646
640/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 653 */
642void 654void
643move_arrow (object *op) 655move_arrow (object *op)
644{ 656{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 657 int was_reflected;
648 maptile *m;
649 658
650 if (op->map == NULL) 659 if (!op->map)
651 { 660 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 662 op->destroy (true);
654 return; 663 return;
655 } 664 }
656 665
657 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
658 if (op->type == THROWN_OBJ) 667 if (op->type == THROWN_OBJ)
663 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
664 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
665 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
667 */ 676 */
668 if (op->inv == NULL) 677 if (!op->inv)
669 { 678 {
670 op->destroy (); 679 op->destroy (true);
671 return; 680 return;
672 } 681 }
673 682
674 if (op->last_sp-- < 0) 683 if (op->last_sp-- < 0)
675 { 684 {
685 stop_arrow (op); 694 stop_arrow (op);
686 return; 695 return;
687 } 696 }
688 697
689 /* Calculate target map square */ 698 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 699 was_reflected = 0;
693 700
694 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 702
697 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
698 { 704 {
699 stop_arrow (op); 705 stop_arrow (op);
700 return; 706 return;
701 } 707 }
702 708
703 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
705 { 711 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 716 break;
709 717
710 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
734 return; 742 return;
735 } 743 }
736 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
738 746
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 748 {
741 int retry = 0; 749 int retry = 0;
742 750
743 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 765 if (op->direction & 1)
758 { 766 {
759 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
760 retry = 1; 768 retry = 1;
761 } 769 }
770
762 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
763 * use this retry here to make this one block 772 * use this retry here to make this one block
764 * that did the same thing. 773 * that did the same thing.
765 */ 774 */
766 while (retry < 2) 775 while (retry < 2)
767 { 776 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 777 retry++;
773 778
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
778 */ 783 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 786
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 789
787 if (left == right) 790 if (left == right)
788 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
789 else if (left) 792 else if (left)
790 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
791 else if (right) 794 else if (right)
792 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
793 796
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 798 * don't need to retry again.
798 */ 799 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 802 break;
801
802 } 803 }
804
803 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 806 * stop it from moving.
805 */ 807 */
806 if (retry == 2) 808 if (retry == 2)
807 { 809 {
808 stop_arrow (op); 810 stop_arrow (op);
809 return; 811 return;
810 } 812 }
813
811 /* update object image for new facing */ 814 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 816 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 817 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 818 } /* object is reflected */
816 } /* object ran into a wall */ 819 } /* object ran into a wall */
817 820
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
825 */ 823 */
826 op->speed -= 0.05; 824 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 825
830/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 828}
833 829
834void 830void
835change_object (object *op) 831change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
837 int i, j; 833 int i, j;
838 834
839 if (op->other_arch == NULL) 835 if (!op->other_arch)
840 { 836 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 838 return;
843 } 839 }
844 840
845 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 843 {
848 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
849 return; 845 return;
850 else 846
851 op->stats.food = 1; /* so 1 other_arch is made */ 847 op->stats.food = 1; /* so 1 other_arch is made */
852 } 848 }
853 849
854 object *pl = op->in_player ();
855 object *env = op->env; 850 object *env = op->env;
856 851
857 op->remove (); 852 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++) 853 for (i = 0; i < op->stats.food; i++)
859 { 854 {
860 object *tmp = arch_to_object (op->other_arch); 855 object *tmp = arch_to_object (op->other_arch);
861 856
862 if (op->type == LAMP) 857 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1; 858 tmp->stats.food = op->stats.food - 1;
864 859
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861
866 if (env) 862 if (env)
867 { 863 env->insert (tmp);
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else 864 else
882 { 865 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 866 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 867 if (j < 0) /* No free spot */
885 tmp->destroy (); 868 tmp->destroy (true);
886 else 869 else
887 { 870 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 871 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 872
890 } 873 if (pos.normalise ())
874 pos.insert (tmp, op);
891 } 875 }
876 }
892 } 877 }
893 878
894 op->destroy (); 879 op->destroy (true);
895} 880}
896 881
897void 882void
898move_teleporter (object *op) 883move_teleporter (object *op)
899{ 884{
910 move_teleporter (op->more); 895 move_teleporter (op->more);
911 896
912 if (op->head) 897 if (op->head)
913 head = op->head; 898 head = op->head;
914 899
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 900 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 901 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 902 break;
918 903
919 /* If nothing above us to move, nothing to do */ 904 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 905 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
936 else if (EXIT_X (head) || EXIT_Y (head)) 921 else if (EXIT_X (head) || EXIT_Y (head))
937 { 922 {
938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 923 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
939 { 924 {
940 LOG (llevError, "Removed illegal teleporter.\n"); 925 LOG (llevError, "Removed illegal teleporter.\n");
941 head->destroy (); 926 head->destroy (true);
942 return; 927 return;
943 } 928 }
944 929
945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
946 return; 931 return;
950 else 935 else
951 { 936 {
952 /* Random teleporter */ 937 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 938 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 939 return;
940
955 teleport (head, TELEPORTER, tmp); 941 teleport (head, TELEPORTER, tmp);
956 } 942 }
957} 943}
958
959 944
960/* This object will teleport someone to a different map 945/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 946 and will also apply changes to the player from its inventory.
962 This was invented for giving classes, but there's no reason it 947 This was invented for giving classes, but there's no reason it
963 can't be generalized. 948 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 1001 return; /* dm has created a firewall in his inventory */
1017 1002
1018 spell = op->inv; 1003 spell = op->inv;
1019 1004
1020 if (!spell || spell->type != SPELL) 1005 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1006 spell = op->other_arch;
1022 1007
1023 if (!spell) 1008 if (!spell)
1024 { 1009 {
1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1026 return; 1011 return;
1094 * is cleared, otherwise the player will get stuck in 1079 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1080 * place. This can happen if the player used a spell to
1096 * get to this space. 1081 * get to this space.
1097 */ 1082 */
1098 victim->contr->fire_on = 0; 1083 victim->contr->fire_on = 0;
1099 victim->speed_left = 0.f; 1084 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1085 move_player (victim, dir);
1101 } 1086 }
1102 else 1087 else
1103 return; 1088 return;
1104 } 1089 }
1137 if (op->above == NULL) 1122 if (op->above == NULL)
1138 return; 1123 return;
1139 1124
1140 for (tmp = op->above; tmp; tmp = tmp->above) 1125 for (tmp = op->above; tmp; tmp = tmp->above)
1141 { 1126 {
1142 if (op->other_arch->name == tmp->arch->name) 1127 if (op->other_arch->archname == tmp->arch->archname)
1143 { 1128 {
1144 if (op->level <= 0) 1129 if (op->level <= 0)
1145 tmp->destroy (); 1130 tmp->destroy (true);
1146 else 1131 else
1147 { 1132 {
1148 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1133 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1149 1134
1150 if (new_nrof >= 1UL << 31) 1135 if (new_nrof >= 1UL << 31)
1169 * has to make sure that there is in fact space for the object. 1154 * has to make sure that there is in fact space for the object.
1170 * It should really do this for small objects also, but there is 1155 * It should really do this for small objects also, but there is
1171 * more concern with large objects, most notably a part being placed 1156 * more concern with large objects, most notably a part being placed
1172 * outside of the map which would cause the server to crash 1157 * outside of the map which would cause the server to crash
1173*/ 1158*/
1174
1175void 1159void
1176move_creator (object *creator) 1160move_creator (object *creator)
1177{ 1161{
1178 object *new_ob; 1162 object *new_ob;
1179 1163
1181 { 1165 {
1182 creator->stats.hp = -1; 1166 creator->stats.hp = -1;
1183 return; 1167 return;
1184 } 1168 }
1185 1169
1186 if (creator->inv != NULL) 1170 if (creator->inv)
1187 { 1171 {
1188 object *ob; 1172 object *ob;
1189 int i; 1173 int i;
1190 object *ob_to_copy; 1174 object *ob_to_copy;
1191 1175
1196 if (rndm (0, i) == 0) 1180 if (rndm (0, i) == 0)
1197 { 1181 {
1198 ob_to_copy = ob; 1182 ob_to_copy = ob;
1199 } 1183 }
1200 } 1184 }
1201 new_ob = object_create_clone (ob_to_copy); 1185 new_ob = ob_to_copy->deep_clone ();
1202 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1203 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1204 } 1188 }
1205 else 1189 else
1206 { 1190 {
1207 if (creator->other_arch == NULL) 1191 if (!creator->other_arch)
1208 { 1192 {
1209 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1193 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1210 &creator->name, &creator->map->path, creator->x, creator->y); 1194 &creator->name, &creator->map->path, creator->x, creator->y);
1211 return; 1195 return;
1212 } 1196 }
1214 new_ob = object_create_arch (creator->other_arch); 1198 new_ob = object_create_arch (creator->other_arch);
1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1216 } 1200 }
1217 1201
1218 /* Make sure this multipart object fits */ 1202 /* Make sure this multipart object fits */
1219 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1220 { 1204 {
1221 new_ob->destroy (); 1205 new_ob->destroy ();
1222 return; 1206 return;
1223 } 1207 }
1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1224 1212
1225 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1226 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1227 return; 1215 return;
1228 1216
1229 if (creator->slaying) 1217 if (creator->slaying)
1230 {
1231 new_ob->name = new_ob->title = creator->slaying; 1218 new_ob->name = new_ob->title = creator->slaying;
1232 }
1233} 1219}
1234 1220
1235/* move_marker --peterm@soda.csua.berkeley.edu 1221/* move_marker --peterm@soda.csua.berkeley.edu
1236 when moved, a marker will search for a player sitting above 1222 when moved, a marker will search for a player sitting above
1237 it, and insert an invisible, weightless force into him 1223 it, and insert an invisible, weightless force into him
1243void 1229void
1244move_marker (object *op) 1230move_marker (object *op)
1245{ 1231{
1246 if (object *tmp = op->ms ().player ()) 1232 if (object *tmp = op->ms ().player ())
1247 { 1233 {
1248 object *tmp2;
1249
1250 /* remove an old force with a slaying field == op->name */ 1234 /* remove an old force with a slaying field == op->name */
1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1235 if (object *force = tmp->force_find (op->name))
1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1236 force->destroy (true);
1237
1238 if (!tmp->force_find (op->slaying))
1253 { 1239 {
1254 tmp2->destroy (); 1240 tmp->force_add (op->slaying, op->stats.food);
1255 break;
1256 }
1257 1241
1258 /* cycle through his inventory to look for the MARK we want to
1259 * place
1260 */
1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1263 break;
1264
1265 /* if we didn't find our own MARK */
1266 if (!tmp2)
1267 {
1268 object *force = get_archetype (FORCE_NAME);
1269
1270 if (op->stats.food)
1271 {
1272 force->set_speed (0.01);
1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg) 1242 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1243 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287 1244
1288 if (op->stats.hp > 0) 1245 if (op->stats.hp > 0)
1289 { 1246 {
1290 op->stats.hp--; 1247 op->stats.hp--;
1248
1291 if (op->stats.hp == 0) 1249 if (op->stats.hp == 0)
1292 { 1250 {
1293 /* marker expires--granted mark number limit */ 1251 /* marker expires--granted mark number limit */
1294 op->destroy (); 1252 op->destroy (true);
1295 return; 1253 return;
1296 } 1254 }
1297 } 1255 }
1298 } 1256 }
1299 } 1257 }
1300} 1258}
1301 1259
1302void 1260void
1303process_object (object *op) 1261process_object (object *op)
1304{ 1262{
1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1263 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return; 1264 return;
1307 1265
1308 if (INVOKE_OBJECT (TICK, op)) 1266 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1267 return;
1310 1268
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1269 if (QUERY_FLAG (op, FLAG_MONSTER))
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1270 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1313 return; 1271 return;
1318 1276
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1277 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1320 make_sure_seen (op); 1278 make_sure_seen (op);
1321 } 1279 }
1322 1280
1281 if (expect_false (
1323 if (op->flag [FLAG_GENERATOR] 1282 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1283 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]) 1284 || op->flag [FLAG_IS_USED_UP]
1285 ))
1326 { 1286 {
1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1287 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1328 { 1288 {
1329 change_object (op); 1289 change_object (op);
1330 return; 1290 return;
1337 { 1297 {
1338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1298 if (QUERY_FLAG (op, FLAG_APPLIED))
1339 remove_force (op); 1299 remove_force (op);
1340 else 1300 else
1341 { 1301 {
1342 /* If necessary, delete the item from the players inventory */ 1302 op->remove (); // TODO: really necessary?
1343 object *pl = op->in_player ();
1344
1345 if (pl)
1346 esrv_del_item (pl->contr, op->count);
1347
1348 op->remove ();
1349 1303
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1304 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1351 make_sure_not_seen (op); 1305 make_sure_not_seen (op);
1352 1306
1353 op->destroy (); 1307 op->drop_and_destroy ();
1354 } 1308 }
1355 1309
1356 return; 1310 return;
1357 } 1311 }
1358 } 1312 }

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