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Comparing deliantra/server/server/time.C (file contents):
Revision 1.10 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 UTC

1
2/* 1/*
3 * static char *rcsid_time_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: time.C,v 1.10 2006/09/11 20:26:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30/* 24/*
31 * 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
32 * collected in this file. 26 * collected in this file.
33 */ 27 */
34
35#include <global.h> 28#include <global.h>
36#include <spells.h> 29#include <spells.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 30#include <sproto.h>
39#endif
40 31
41/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
42 * doors are next to the one that is being removed, and if so, set it 33 * doors are next to the one that is being removed, and if so, set it
43 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
44 */ 35 */
45
46void 36void
47remove_door (object *op) 37remove_door (object *op)
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)
48{ 67{
49 int i; 68 int i;
50 object *tmp; 69 object *tmp;
51 70
52 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
53 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]);
54 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
55 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
58 } 78 }
79 }
59 80
60 if (op->other_arch) 81 if (op->other_arch)
61 { 82 {
62 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
63 tmp->x = op->x; 84 tmp->x = op->x;
64 tmp->y = op->y; 85 tmp->y = op->y;
65 tmp->map = op->map; 86 tmp->map = op->map;
66 tmp->level = op->level; 87 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
68 } 89 }
69 remove_ob (op);
70 free_object (op);
71}
72 90
73void 91 op->destroy ();
74remove_door2 (object *op)
75{
76 int i;
77 object *tmp;
78
79 for (i = 1; i < 9; i += 2)
80 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
82 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */
84 tmp->speed = 0.1;
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2;
87 }
88 }
89 if (op->other_arch)
90 {
91 tmp = arch_to_object (op->other_arch);
92 tmp->x = op->x;
93 tmp->y = op->y;
94 tmp->map = op->map;
95 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0);
97 }
98 remove_ob (op);
99 free_object (op);
100} 92}
101 93
102/* Will generate a monster according to content
103 * of generator.
104 */
105void 94void
106generate_monster_inv (object *gen) 95generate_monster (object *gen)
107{ 96{
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL) 97 if (!gen->map)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return; 98 return;
136 head = object_create_clone (op); 99
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return; 101 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146}
147 102
148void 103 object *op;
149generate_monster_arch (object *gen)
150{
151 int i; 104 int dir;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154 105
155 if (gen->other_arch == NULL) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
156 { 107 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 108 // either copy one item from the inventory...
109 if (!gen->inv)
158 return; 110 return;
159 } 111
160 /* Code below assumes the generator is on a map, as it tries 112 // first select one item from the inventory
161 * to place the monster on the map. So if the generator 113 int index = 0;
162 * isn't on a map, complain and exit. 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
163 */ 115 if (!rndm (++index))
164 if (gen->map == NULL) 116 op = tmp;
165 { 117
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
167 return; 120 return;
121
122 op = object_create_clone (op);
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 }
127 else if (gen->other_arch)
168 } 128 {
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 129 // ...or use other_arch
170 if (i == -1) 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 }
136 else
171 return; 137 return;
172 while (at != NULL)
173 {
174 op = arch_to_object (at);
175 op->x = gen->x + freearr_x[i] + at->clone.x;
176 op->y = gen->y + freearr_y[i] + at->clone.y;
177 138
178 if (head != NULL) 139 op->expand_tail ();
179 op->head = head, prev->more = op;
180 140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
181 if (rndm (0, 9)) 145 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0); 147
184 if (QUERY_FLAG (op, FLAG_FREED)) 148 if (op->has_random_items ())
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193}
194 150
195void
196generate_monster (object *gen)
197{
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return; 151 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 152 }
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205 153
154 op->destroy ();
206} 155}
207 156
208void 157void
209remove_force (object *op) 158remove_force (object *op)
210{ 159{
211 if (--op->duration > 0) 160 if (--op->duration > 0)
212 return; 161 return;
213 162
163 if (op->env)
214 switch (op->subtype) 164 switch (op->subtype)
215 { 165 {
216 case FORCE_CONFUSION: 166 case FORCE_CONFUSION:
217 if (op->env != NULL)
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED); 167 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222 169
223 default: 170 default:
224 if (op->env != NULL)
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED); 171 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op); 172 change_abil (op->env, op);
228 fix_player (op->env); 173 op->env->update_stats ();
229 }
230 } 174 }
231 remove_ob (op); 175
232 free_object (op); 176 op->destroy ();
233} 177}
234 178
235void 179void
236remove_blindness (object *op) 180remove_blindness (object *op)
237{ 181{
238 if (--op->stats.food > 0) 182 if (--op->stats.food > 0)
239 return; 183 return;
184
240 CLEAR_FLAG (op, FLAG_APPLIED); 185 CLEAR_FLAG (op, FLAG_APPLIED);
186
241 if (op->env != NULL) 187 if (op->env)
242 { 188 {
243 change_abil (op->env, op); 189 change_abil (op->env, op);
244 fix_player (op->env); 190 op->env->update_stats ();
245 } 191 }
246 remove_ob (op); 192
247 free_object (op); 193 op->destroy ();
248} 194}
249 195
250void 196void
251poison_more (object *op) 197poison_more (object *op)
252{ 198{
253 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)
254 { 200 {
255 remove_ob (op); 201 op->destroy ();
256 free_object (op);
257 return; 202 return;
258 } 203 }
204
259 if (op->stats.food == 1) 205 if (op->stats.food == 1)
260 { 206 {
261 /* need to remove the object before fix_player is called, else fix_player 207 /* need to unapply the object before update_stats is called, else fix_player
262 * will not do anything. 208 * will not do anything.
263 */ 209 */
264 if (op->env->type == PLAYER) 210 if (op->env->type == PLAYER)
265 { 211 {
266 CLEAR_FLAG (op, FLAG_APPLIED); 212 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env); 213 op->env->update_stats ();
268 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.");
269 } 215 }
270 remove_ob (op); 216
271 free_object (op); 217 op->destroy ();
272 return; 218 return;
273 } 219 }
220
274 if (op->env->type == PLAYER) 221 if (op->env->type == PLAYER)
275 { 222 {
276 op->env->stats.food--; 223 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 } 225 }
226
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280} 228}
281 229
282 230
283void 231void
284move_gate (object *op) 232move_gate (object *op)
285{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
286 object *tmp; 234 object *tmp;
287 235
288 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))
289 { 237 {
290 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));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0; 239 op->stats.wc = 0;
294 } 240 }
295 241
296 /* We're going down */ 242 /* We're going down */
297 if (op->value) 243 if (op->value)
298 { 244 {
299 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
301 op->stats.wc = 0; 247 op->stats.wc = 0;
302 if (op->arch->clone.speed) 248 if (op->arch->speed)
303 op->value = 0; 249 op->value = 0;
304 else 250 else
305 {
306 op->speed = 0; 251 op->set_speed (0);
307 update_ob_speed (op);
308 } 252 }
309 } 253
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 { 255 {
312 op->move_block = 0; 256 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y); 258 update_all_los (op->map, op->x, op->y);
315 } 259 }
260
316 SET_ANIMATION (op, op->stats.wc); 261 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE); 262 update_object (op, UP_OBJ_CHANGE);
318 return; 263 return;
319 } 264 }
320 265
328 * 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,
329 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
330 * the gate slightly. 275 * the gate slightly.
331 */ 276 */
332 277
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
334 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))
335 break; 280 break;
336 281
337 if (tmp == NULL) 282 if (!tmp)
338 { 283 {
339 if (op->arch->clone.speed) 284 if (op->arch->speed)
340 op->value = 1; 285 op->value = 1;
341 else 286 else
342 {
343 op->speed = 0; 287 op->set_speed (0);
344 update_ob_speed (op); /* Reached top, let's stop */ 288
345 }
346 return; 289 return;
347 } 290 }
348 } 291 }
349 292
350 if (op->stats.food) 293 if (op->stats.food)
357 } 300 }
358 else 301 else
359 { /* The gate is still going up */ 302 { /* The gate is still going up */
360 op->stats.wc++; 303 op->stats.wc++;
361 304
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
364 307
365 /* 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.
366 * 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
367 */ 310 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 { 312 {
370 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
373 317
374 if (tmp != NULL) 318 if (tmp)
375 { 319 {
376 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 { 321 {
378 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
379 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
380 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);
381 } 327 }
382 else
383 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
385 * off the gate. 330 * off the gate.
386 */ 331 */
387 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)))
388 { 333 {
389 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
390 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);
391 336
392 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
393 if (i != -1) 338 if (i > 0)
394 { 339 {
340 mapxy pos (tmp);
395 remove_ob (tmp); 341 pos.move (i);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 342 if (pos.normalise ())
397 insert_ob_in_map (tmp, op->map, op, 0); 343 tmp->move_to (pos);
398 } 344 }
399 } 345 }
400 } 346 }
401 347
402 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
404 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))
405 break; 351 break;
406 352
407 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
408 if (tmp) 354 if (tmp)
409 {
410 op->stats.food = 1; 355 op->stats.food = 1;
411 }
412 else 356 else
413 { 357 {
414 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
415 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
417 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
418 } 363 }
419 } /* gate is halfway up */ 364 } /* gate is halfway up */
420 365
433 int v = op->value; 378 int v = op->value;
434 379
435 if (op->stats.sp) 380 if (op->stats.sp)
436 { 381 {
437 move_gate (op); 382 move_gate (op);
383
438 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0; 385 op->stats.sp = 0;
440 return; 386 return;
441 } 387 }
388
442 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
443 { /* keep gate down */ 390 { /* keep gate down */
444 move_gate (op); 391 move_gate (op);
392
445 if (op->value != v) 393 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0; 394 op->set_speed (0);
448 update_ob_speed (op);
449 }
450 } 395 }
451} 396}
452 397
453/* slaying: name of the thing the detector is to look for 398/* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances' 399 * speed: frequency of 'glances'
464 int last = op->value; 409 int last = op->value;
465 int detected; 410 int detected;
466 411
467 detected = 0; 412 detected = 0;
468 413
469 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)
470 { 415 {
471 object *tmp2; 416 object *tmp2;
472 417
473 if (op->stats.hp) 418 if (op->stats.hp)
474 { 419 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 { 421 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
478 detected = 1; 423 detected = 1;
424
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
480 detected = 1; 426 detected = 1;
481 } 427 }
482 } 428 }
429
483 if (op->slaying && !strcmp (op->slaying, tmp->name)) 430 if (op->slaying && op->slaying == tmp->name)
484 {
485 detected = 1; 431 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1; 433 detected = 1;
489 } 434 }
490 435
491 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
494 if (detected && last == 0) 439 if (detected && last == 0)
495 { 440 {
496 op->value = 1; 441 op->value = 1;
497 push_button (op); 442 push_button (op);
498 } 443 }
444
499 if (!detected && last == 1) 445 if (!detected && last == 1)
500 { 446 {
501 op->value = 0; 447 op->value = 0;
502 push_button (op); 448 push_button (op);
503 } 449 }
507 if (detected && last == 1) 453 if (detected && last == 1)
508 { 454 {
509 op->value = 0; 455 op->value = 0;
510 push_button (op); 456 push_button (op);
511 } 457 }
458
512 if (!detected && last == 0) 459 if (!detected && last == 0)
513 { 460 {
514 op->value = 1; 461 op->value = 1;
515 push_button (op); 462 push_button (op);
516 } 463 }
517 } 464 }
518} 465}
519
520 466
521void 467void
522animate_trigger (object *op) 468animate_trigger (object *op)
523{ 469{
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
541 if (op->value) 487 if (op->value)
542 { /* We're opening */ 488 { /* We're opening */
543 if (--op->stats.wc <= 0) 489 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */ 490 { /* Opened, let's stop */
545 op->stats.wc = 0; 491 op->stats.wc = 0;
546 op->speed = 0; 492 op->set_speed (0);
547 update_ob_speed (op);
548 493
549 /* Hard coding this makes sense for holes I suppose */ 494 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK; 495 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next) 496 for (tmp = op->above; tmp != NULL; tmp = next)
552 { 497 {
553 next = tmp->above; 498 next = tmp->above;
554 move_apply (op, tmp, tmp); 499 move_apply (op, tmp, tmp);
555 } 500 }
556 } 501 }
502
557 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
559 return; 505 return;
560 } 506 }
507
561 /* We're closing */ 508 /* We're closing */
562 op->move_on = 0; 509 op->move_on = 0;
563 510
564 op->stats.wc++; 511 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1; 513 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514
567 SET_ANIMATION (op, op->stats.wc); 515 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */ 518 op->set_speed (0); /* closed, let's stop */
573 return;
574 }
575} 519}
576 520
577 521
578/* stop_item() returns a pointer to the stopped object. The stopped object 522/* stop_item() returns a pointer to the stopped object. The stopped object
579 * may or may not have been removed from maps or inventories. It will not 523 * may or may not have been removed from maps or inventories. It will not
599 { 543 {
600 object *payload = op->inv; 544 object *payload = op->inv;
601 545
602 if (payload == NULL) 546 if (payload == NULL)
603 return NULL; 547 return NULL;
604 remove_ob (payload); 548 payload->remove ();
605 remove_ob (op); 549 op->destroy ();
606 free_object (op);
607 return payload; 550 return payload;
608 } 551 }
609 552
610 case ARROW: 553 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED) 554 if (op->has_active_speed ())
612 op = fix_stopped_arrow (op); 555 op = fix_stopped_arrow (op);
613 return op; 556 return op;
614 557
615 default: 558 default:
616 return op; 559 return op;
621 * Inserts item into the old map, or merges it if it already is on the map. 564 * Inserts item into the old map, or merges it if it already is on the map.
622 * 565 *
623 * 'map' must be the value of op->map before stop_item() was called. 566 * 'map' must be the value of op->map before stop_item() was called.
624 */ 567 */
625void 568void
626fix_stopped_item (object *op, mapstruct *map, object *originator) 569fix_stopped_item (object *op, maptile *map, object *originator)
627{ 570{
628 if (map == NULL) 571 if (map == NULL)
629 return; 572 return;
573
630 if (QUERY_FLAG (op, FLAG_REMOVED)) 574 if (QUERY_FLAG (op, FLAG_REMOVED))
631 insert_ob_in_map (op, map, originator, 0); 575 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW) 576 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */ 577 merge_ob (op, NULL); /* only some arrows actually need this */
634} 578}
635 579
636
637object * 580object *
638fix_stopped_arrow (object *op) 581fix_stopped_arrow (object *op)
639{ 582{
640 if (rndm (0, 99) < op->stats.food) 583 if (rndm (0, 99) < op->stats.food)
641 { 584 {
642 /* Small chance of breaking */ 585 /* Small chance of breaking */
643 remove_ob (op); 586 op->destroy ();
644 free_object (op);
645 return NULL; 587 return NULL;
646 } 588 }
647 589
590 op->set_speed (0);
648 op->direction = 0; 591 op->direction = 0;
649 op->move_on = 0; 592 op->move_on = 0;
650 op->move_type = 0; 593 op->move_type = 0;
651 op->speed = 0; 594 op->skill = 0; // really?
652 update_ob_speed (op); 595
596 // restore original wc, dam, attacktype and slaying
653 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp; 598 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
656 op->slaying = 0;
657 op->skill = 0;
658 600
659 if (op->spellarg != NULL) 601 if (op->spellarg)
660 { 602 {
661 op->slaying = op->spellarg; 603 op->slaying = op->spellarg;
662 free (op->spellarg); 604 free (op->spellarg);
663 op->spellarg = NULL; 605 op->spellarg = 0;
664 } 606 }
665 else 607 else
666 op->slaying = NULL; 608 op->slaying = 0;
667 609
668 /* Reset these to zero, so that CAN_MERGE will work properly */ 610 /* Reset these to zero, so that object::can_merge will work properly */
669 op->spellarg = NULL; 611 op->spellarg = NULL;
670 op->stats.sp = 0; 612 op->stats.sp = 0;
671 op->stats.hp = 0; 613 op->stats.hp = 0;
672 op->stats.grace = 0; 614 op->stats.grace = 0;
673 op->level = 0; 615 op->level = 0;
674 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
675 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
676 update_object (op, UP_OBJ_FACE); 618 update_object (op, UP_OBJ_CHANGE);
677 return op; 619 return op;
678} 620}
679 621
680/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
681 * has to stop. Sept 96 - I added in thrown object code in 623 * has to stop. Sept 96 - I added in thrown object code in
682 * here too. -b.t. 624 * here too. -b.t.
683 * 625 *
684 * Returns a pointer to the stopped object (which will have been removed 626 * Returns a pointer to the stopped object (which will have been removed
685 * from maps or inventories), or NULL if was destroyed. 627 * from maps or inventories), or NULL if was destroyed.
686 */ 628 */
687
688static void 629static void
689stop_arrow (object *op) 630stop_arrow (object *op)
690{ 631{
691 if (INVOKE_OBJECT (STOP, op)) 632 if (INVOKE_OBJECT (STOP, op))
692 return; 633 return;
693 634
694 if (op->inv) 635 if (op->inv)
695 { 636 {
696 object *payload = op->inv; 637 object *payload = op->inv;
697 638
698 remove_ob (payload); 639 payload->remove ();
699 clear_owner (payload); 640 payload->owner = 0;
700 insert_ob_in_map (payload, op->map, payload, 0); 641 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op); 642 op->destroy ();
702 free_object (op);
703 } 643 }
704 else 644 else
705 { 645 {
706 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
707 if (op) 648 if (op)
708 merge_ob (op, NULL); 649 merge_ob (op, 0);
709 } 650 }
710} 651}
711 652
712/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
713 */ 654 */
714
715void 655void
716move_arrow (object *op) 656move_arrow (object *op)
717{ 657{
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags; 658 int was_reflected;
721 mapstruct *m;
722 659
723 if (op->map == NULL) 660 if (!op->map)
724 { 661 {
725 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
726 remove_ob (op); 663 op->destroy ();
727 free_object (op);
728 return; 664 return;
729 } 665 }
730 666
731 /* we need to stop thrown objects at some point. Like here. */ 667 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ) 668 if (op->type == THROWN_OBJ)
739 * bomb code, but there are potential other cases where that could happen, 675 * bomb code, but there are potential other cases where that could happen,
740 * and it is easy enough to clean it up here. 676 * and it is easy enough to clean it up here.
741 */ 677 */
742 if (op->inv == NULL) 678 if (op->inv == NULL)
743 { 679 {
744 remove_ob (op); 680 op->destroy ();
745 free_object (op);
746 return; 681 return;
747 } 682 }
683
748 if (op->last_sp-- < 0) 684 if (op->last_sp-- < 0)
749 { 685 {
750 stop_arrow (op); 686 stop_arrow (op);
751 return; 687 return;
752 } 688 }
759 stop_arrow (op); 695 stop_arrow (op);
760 return; 696 return;
761 } 697 }
762 698
763 /* Calculate target map square */ 699 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0; 700 was_reflected = 0;
767 701
768 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770 703
771 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
772 { 705 {
773 stop_arrow (op); 706 stop_arrow (op);
774 return; 707 return;
775 } 708 }
776 709
777 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
779 { 712 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break; 717 break;
783
784 718
785 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
787 * move into it. 721 * move into it.
788 */ 722 */
789
790 if (tmp != NULL && tmp != op->owner) 723 if (tmp && tmp != op->owner)
791 { 724 {
792 /* Found living object, but it is reflecting the missile. Update 725 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
795 */ 728 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
798 { 730 {
799
800 int number = op->face->number; 731 int number = op->face;
801 732
802 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
803 op->state = 0; 734 update_turn_face (op);
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
812 } 736 }
813 else 737 else
814 { 738 {
815 /* Attack the object. */ 739 /* Attack the object. */
816 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
741
817 if (op == NULL) 742 if (!op)
818 return; 743 return;
819 } 744 }
820 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
822 747
823 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 { 749 {
826 int retry = 0; 750 int retry = 0;
827 751
828 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
842 if (op->direction & 1) 766 if (op->direction & 1)
843 { 767 {
844 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
845 retry = 1; 769 retry = 1;
846 } 770 }
771
847 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
848 * use this retry here to make this one block 773 * use this retry here to make this one block
849 * that did the same thing. 774 * that did the same thing.
850 */ 775 */
851 while (retry < 2) 776 while (retry < 2)
852 { 777 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++; 778 retry++;
858 779
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
860 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
863 */ 784 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867 787
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871 790
872 if (left == right) 791 if (left == right)
873 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
874 else if (left) 793 else if (left)
875 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
876 else if (right) 795 else if (right)
877 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
878 797
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
882 * don't need to retry again. 799 * don't need to retry again.
883 */ 800 */
884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
885 break; 803 break;
886
887 } 804 }
805
888 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving. 807 * stop it from moving.
890 */ 808 */
891 if (retry == 2) 809 if (retry == 2)
892 { 810 {
893 stop_arrow (op); 811 stop_arrow (op);
894 return; 812 return;
895 } 813 }
814
896 /* update object image for new facing */ 815 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
899 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
900 } /* object is reflected */ 819 } /* object is reflected */
901 } /* object ran into a wall */ 820 } /* object ran into a wall */
902 821
903 /* Move the arrow. */
904 remove_ob (op);
905 op->x = new_x;
906 op->y = new_y;
907
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
910 */ 824 */
911 op->speed -= 0.05; 825 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913}
914 826
915/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
916 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
917 * Modified this routine to allow held objects. b.t. */ 829}
918 830
919void 831void
920change_object (object *op) 832change_object (object *op)
921{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j; 834 int i, j;
924 835
925 if (op->other_arch == NULL) 836 if (!op->other_arch)
926 { 837 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
928 return; 839 return;
929 } 840 }
930 841
931 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 { 844 {
934 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
935 return; 846 return;
936 else 847
937 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 { 849 }
850
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < op->stats.food; i++)
855 {
943 tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
857
944 if (op->type == LAMP) 858 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
860
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env) 862 if (env)
948 { 863 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env); 864 tmp = env->insert (tmp);
865
951 /* If this object is the players inventory, we need to tell the 866 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the 867 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below. 868 * updating the client, so we don't need to do that below.
954 */ 869 */
955 if ((pl = is_player_inv (env)) != NULL) 870 if (object *pl = op->in_player ())
956 { 871 {
957 esrv_del_item (pl->contr, op->count); 872 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp); 873 esrv_send_item (pl, tmp);
959 } 874 }
960 } 875 }
961 else 876 else
962 { 877 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y); 878 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */ 879 if (j < 0) /* No free spot */
965 free_object (tmp); 880 tmp->destroy ();
966 else 881 else
967 { 882 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 883 mapxy pos (op); pos.move (j);
969 insert_ob_in_map (tmp, op->map, op, 0); 884
970 } 885 if (pos.normalise ())
886 pos.insert (tmp, op);
971 } 887 }
888 }
972 } 889 }
973 free_object (op); 890
891 op->destroy ();
974} 892}
975 893
976void 894void
977move_teleporter (object *op) 895move_teleporter (object *op)
978{ 896{
983 * there is an old multipart teleporter in which the other parts 901 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same 902 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called 903 * function - in fact, as written below, part N would get called
986 * N times without the speed check. 904 * N times without the speed check.
987 */ 905 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 906 if (op->more && !op->more->has_active_speed ())
989 move_teleporter (op->more); 907 move_teleporter (op->more);
990 908
991 if (op->head) 909 if (op->head)
992 head = op->head; 910 head = op->head;
993 911
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 912 for (tmp = op->above; tmp; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break; 914 break;
997 915
998 /* If nothing above us to move, nothing to do */ 916 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1004 if (tmp->type == PLAYER) 922 if (tmp->type == PLAYER)
1005 { 923 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 924 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 925 return;
1008 926
1009 enter_exit (tmp, head); 927 tmp->enter_exit (head);
1010 } 928 }
1011 else 929 else
1012 /* Currently only players can transfer maps */ 930 /* Currently only players can transfer maps */
1013 return; 931 return;
1014 } 932 }
1015 else if (EXIT_X (head) || EXIT_Y (head)) 933 else if (EXIT_X (head) || EXIT_Y (head))
1016 { 934 {
1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 935 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 { 936 {
1019 LOG (llevError, "Removed illegal teleporter.\n"); 937 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head); 938 head->destroy ();
1021 free_object (head);
1022 return; 939 return;
1023 } 940 }
941
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 942 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 943 return;
944
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 945 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 } 946 }
1028 else 947 else
1029 { 948 {
1030 /* Random teleporter */ 949 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 951 return;
1033 teleport (head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
1034 } 953 }
1035} 954}
1036
1037 955
1038/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
1041 can't be generalized. 959 can't be generalized.
1042*/ 960*/
1043
1044void 961void
1045move_player_changer (object *op) 962move_player_changer (object *op)
1046{ 963{
1047 object *player; 964 object *player;
1048 object *walk; 965 object *walk;
1049 char c;
1050 966
1051 if (!op->above || !EXIT_PATH (op)) 967 if (!op->above || !EXIT_PATH (op))
1052 return; 968 return;
1053 969
1054 /* This isn't all that great - means that the player_mover 970 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 971 * needs to be on top.
1056 */ 972 */
1057 if (op->above->type == PLAYER) 973 if (op->above->type == PLAYER)
1058 { 974 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 976 return;
977
1061 player = op->above; 978 player = op->above;
1062 979
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 980 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 981 apply_changes_to_player (player, walk);
1065 982
1066 fix_player (player); 983 player->update_stats ();
1067 984
1068 esrv_send_inventory (op->above, op->above); 985 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 986 esrv_update_item (UPD_FACE, op->above, op->above);
1070 987
1071 /* update players death & WoR home-position */ 988 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 989 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 990 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 991 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 992 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 993 player->contr->bed_y = EXIT_Y (op);
1078 } 994 }
1079 else 995 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 996 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081 997
1082 enter_exit (op->above, op); 998 op->above->enter_exit (op);
1083 save_player (player, 1);
1084 } 999 }
1085} 1000}
1086 1001
1087/* firewalls fire other spells. 1002/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 1003 * The direction of the wall is stored in op->stats.sp.
1095 1010
1096 if (!op->map) 1011 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
1098 1013
1099 spell = op->inv; 1014 spell = op->inv;
1015
1100 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone; 1017 spell = op->other_arch;
1018
1102 if (!spell) 1019 if (!spell)
1103 { 1020 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1105 return; 1022 return;
1106 } 1023 }
1107 1024
1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1109} 1026}
1110
1111 1027
1112/* move_player_mover: this function takes a "player mover" as an 1028/* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is: 1029 * argument, and performs the function of a player mover, which is:
1114 * 1030 *
1115 * a player mover finds any players that are sitting on it. It 1031 * a player mover finds any players that are sitting on it. It
1119 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
1120 */ 1036 */
1121void 1037void
1122move_player_mover (object *op) 1038move_player_mover (object *op)
1123{ 1039{
1124 object *victim, *nextmover;
1125 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
1126 sint16 nx, ny; 1041 sint16 nx, ny;
1127 mapstruct *m; 1042 maptile *m;
1128 1043
1129 /* Determine direction now for random movers so we do the right thing */ 1044 /* Determine direction now for random movers so we do the right thing */
1130 if (!dir) 1045 if (!dir)
1131 dir = rndm (1, 8); 1046 dir = rndm (1, 8);
1132 1047
1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1048 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1134 { 1049 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1136 (victim->move_type & op->move_type || !victim->move_type)) 1051 (victim->move_type & op->move_type || !victim->move_type))
1137 { 1052 {
1138 1053
1139 if (victim->head) 1054 if (victim->head)
1140 victim = victim->head; 1055 victim = victim->head;
1141 1056
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1057 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 { 1058 {
1144 remove_ob (op); 1059 op->remove ();
1145 free_object (op);
1146 return; 1060 return;
1147 } 1061 }
1062
1148 nx = op->x + freearr_x[dir]; 1063 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir]; 1064 ny = op->y + freearr_y[dir];
1150 m = op->map; 1065 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1066 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 { 1067 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1068 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1154 return; 1069 return;
1155 } 1070 }
1156 1071
1157 if (should_director_abort (op, victim)) 1072 if (should_director_abort (op, victim))
1158 return; 1073 return;
1159 1074
1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1161 { 1076 {
1162 if (nextmover->type == PLAYERMOVER) 1077 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99; 1078 nextmover->speed_left = -.99f;
1079
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1167 }
1168 } 1082 }
1169 1083
1170 if (victim->type == PLAYER) 1084 if (victim->type == PLAYER)
1171 { 1085 {
1172 /* only level >=1 movers move people */ 1086 /* only level >=1 movers move people */
1176 * is cleared, otherwise the player will get stuck in 1090 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to 1091 * place. This can happen if the player used a spell to
1178 * get to this space. 1092 * get to this space.
1179 */ 1093 */
1180 victim->contr->fire_on = 0; 1094 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed); 1095 victim->speed_left = 1.f;
1182 move_player (victim, dir); 1096 move_player (victim, dir);
1183 } 1097 }
1184 else 1098 else
1185 return; 1099 return;
1186 } 1100 }
1190 if (!op->stats.maxsp && op->attacktype) 1104 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2; 1105 op->stats.maxsp = 2;
1192 1106
1193 if (op->attacktype) 1107 if (op->attacktype)
1194 { /* flag to paralyze the player */ 1108 { /* flag to paralyze the player */
1195
1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 } 1110 }
1206 } 1111 }
1207 } 1112 }
1208} 1113}
1209 1114
1219{ 1124{
1220 object *tmp; 1125 object *tmp;
1221 1126
1222 if (!op->other_arch) 1127 if (!op->other_arch)
1223 { 1128 {
1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1129 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1225 return; 1130 return;
1226 } 1131 }
1227 1132
1228 if (op->above == NULL) 1133 if (op->above == NULL)
1229 return; 1134 return;
1135
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1231 { 1137 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1138 if (op->other_arch->archname == tmp->arch->archname)
1233 { 1139 {
1234 if (op->level <= 0) 1140 if (op->level <= 0)
1235 { 1141 tmp->destroy ();
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else 1142 else
1240 { 1143 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1144 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242 1145
1243 if (new_nrof >= 1UL << 31) 1146 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31; 1147 new_nrof = 1UL << 31;
1148
1245 tmp->nrof = new_nrof; 1149 tmp->nrof = new_nrof;
1246 } 1150 }
1151
1247 break; 1152 break;
1248 } 1153 }
1249 } 1154 }
1250} 1155}
1251 1156
1260 * has to make sure that there is in fact space for the object. 1165 * has to make sure that there is in fact space for the object.
1261 * It should really do this for small objects also, but there is 1166 * It should really do this for small objects also, but there is
1262 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1264*/ 1169*/
1265
1266void 1170void
1267move_creator (object *creator) 1171move_creator (object *creator)
1268{ 1172{
1269 object *new_ob; 1173 object *new_ob;
1270 1174
1295 } 1199 }
1296 else 1200 else
1297 { 1201 {
1298 if (creator->other_arch == NULL) 1202 if (creator->other_arch == NULL)
1299 { 1203 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1204 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1301 creator->x, creator->y); 1205 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1206 return;
1303 } 1207 }
1304 1208
1305 new_ob = object_create_arch (creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1211 }
1308 1212
1309 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1214 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1311 { 1215 {
1312 free_object (new_ob); 1216 new_ob->destroy ();
1313 return; 1217 return;
1314 } 1218 }
1219
1220 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1315 1223
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1226 return;
1319 1227
1329 with a specific code as the slaying field. 1237 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1238 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1239 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1240 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/ 1241 unless hp was zero to start with, in which case it is infinite.*/
1334
1335void 1242void
1336move_marker (object *op) 1243move_marker (object *op)
1337{ 1244{
1338 object *tmp, *tmp2; 1245 if (object *tmp = op->ms ().player ())
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 { 1246 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1248 if (object *force = tmp->force_find (op->name))
1249 force->destroy ();
1250
1251 if (!tmp->force_find (op->slaying))
1347 { 1252 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1253 tmp->force_add (op->slaying, op->stats.food);
1349 break; 1254
1255 if (op->msg)
1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1257
1258 if (op->stats.hp > 0)
1350 } 1259 {
1260 op->stats.hp--;
1351 1261
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food) 1262 if (op->stats.hp == 0)
1374 { 1263 {
1375 force->speed = 0.01; 1264 /* marker expires--granted mark number limit */
1376 force->speed_left = -op->stats.food; 1265 op->destroy ();
1266 return;
1377 } 1267 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 } 1268 }
1400 } /* if tmp2 == NULL */ 1269 }
1401 } /* if tmp->type == PLAYER */ 1270 }
1402 } /* For all objects on this space */
1403} 1271}
1404 1272
1405int 1273void
1406process_object (object *op) 1274process_object (object *op)
1407{ 1275{
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1409 return 0; 1277 return;
1410 1278
1411 if (INVOKE_OBJECT (TICK, op)) 1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1412 return 0; 1280 return;
1413 1281
1414 if (QUERY_FLAG (op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1; 1284 return;
1417 1285
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 { 1287 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction); 1288 animate_object (op, op->contr ? op->facing : op->direction);
1424 1289
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op); 1291 make_sure_seen (op);
1427 } 1292 }
1428 1293
1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1299 {
1429 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1430 { 1301 {
1431 change_object (op); 1302 change_object (op);
1432 return 1; 1303 return;
1433 } 1304 }
1434 1305
1435 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1436 generate_monster (op); 1307 generate_monster (op);
1437 1308
1438 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1439 { 1310 {
1440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1441 remove_force (op); 1312 remove_force (op);
1442 else 1313 else
1443 { 1314 {
1444 /* IF necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1445 object *pl = is_player_inv (op); 1316 if (object *pl = op->in_player ())
1446
1447 if (pl)
1448 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1449 1318
1450 remove_ob (op); 1319 op->remove ();
1451 1320
1452 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1453 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1454 1323
1455 free_object (op); 1324 op->destroy ();
1456 } 1325 }
1457 1326
1458 return 1; 1327 return;
1328 }
1459 } 1329 }
1330
1460 switch (op->type) 1331 switch (op->type)
1461 { 1332 {
1462 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1463 move_spell_effect (op); 1334 move_spell_effect (op);
1464 return 1; 1335 break;
1465 1336
1466 case ROD: 1337 case ROD:
1467 case HORN: 1338 case HORN:
1468 regenerate_rod (op); 1339 regenerate_rod (op);
1469 return 1; 1340 break;
1470 1341
1471 case FORCE: 1342 case FORCE:
1472 case POTION_EFFECT: 1343 case POTION_EFFECT:
1473 remove_force (op); 1344 remove_force (op);
1474 return 1; 1345 break;
1475 1346
1476 case BLINDNESS: 1347 case BLINDNESS:
1477 remove_blindness (op); 1348 remove_blindness (op);
1478 return 0; 1349 break;
1479 1350
1480 case POISONING: 1351 case POISONING:
1481 poison_more (op); 1352 poison_more (op);
1482 return 0; 1353 break;
1483 1354
1484 case DISEASE: 1355 case DISEASE:
1485 move_disease (op); 1356 move_disease (op);
1486 return 0; 1357 break;
1487 1358
1488 case SYMPTOM: 1359 case SYMPTOM:
1489 move_symptom (op); 1360 move_symptom (op);
1490 return 0; 1361 break;
1491 1362
1492 case THROWN_OBJ: 1363 case THROWN_OBJ:
1493 case ARROW: 1364 case ARROW:
1494 move_arrow (op); 1365 move_arrow (op);
1495 return 0; 1366 break;
1496
1497 case LIGHTNING: /* It now moves twice as fast */
1498 move_bolt (op);
1499 return 0;
1500 1367
1501 case DOOR: 1368 case DOOR:
1502 remove_door (op); 1369 remove_door (op);
1503 return 0; 1370 break;
1504 1371
1505 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1506 remove_door2 (op); 1373 remove_door2 (op);
1507 return 0; 1374 break;
1508 1375
1509 case TELEPORTER: 1376 case TELEPORTER:
1510 move_teleporter (op); 1377 move_teleporter (op);
1511 return 0; 1378 break;
1512 1379
1513 case GOLEM: 1380 case GOLEM:
1514 move_golem (op); 1381 move_golem (op);
1515 return 0; 1382 break;
1516 1383
1517 case EARTHWALL: 1384 case EARTHWALL:
1518 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1519 return 0; 1386 break;
1520 1387
1521 case FIREWALL: 1388 case FIREWALL:
1522 move_firewall (op); 1389 move_firewall (op);
1523 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1524 animate_turning (op); 1391 animate_turning (op);
1525 return 0; 1392 break;
1526 1393
1527 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1528 do_mood_floor (op); 1395 do_mood_floor (op);
1529 return 0; 1396 break;
1530 1397
1531 case GATE: 1398 case GATE:
1532 move_gate (op); 1399 move_gate (op);
1533 return 0; 1400 break;
1534 1401
1535 case TIMED_GATE: 1402 case TIMED_GATE:
1536 move_timed_gate (op); 1403 move_timed_gate (op);
1537 return 0; 1404 break;
1538 1405
1539 case TRIGGER: 1406 case TRIGGER:
1540 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1541 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1542 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1543 animate_trigger (op); 1410 animate_trigger (op);
1544 return 0; 1411 break;
1545 1412
1546 case DETECTOR: 1413 case DETECTOR:
1547 move_detector (op); 1414 move_detector (op);
1548 1415
1549 case DIRECTOR: 1416 case DIRECTOR:
1550 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1551 animate_turning (op); 1418 animate_turning (op);
1552 return 0; 1419 break;
1553 1420
1554 case HOLE: 1421 case HOLE:
1555 move_hole (op); 1422 move_hole (op);
1556 return 0; 1423 break;
1557 1424
1558 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1559 move_deep_swamp (op); 1426 move_deep_swamp (op);
1560 return 0; 1427 break;
1561 1428
1562 case RUNE: 1429 case RUNE:
1563 case TRAP: 1430 case TRAP:
1564 move_rune (op); 1431 move_rune (op);
1565 return 0; 1432 break;
1566 1433
1567 case PLAYERMOVER: 1434 case PLAYERMOVER:
1568 move_player_mover (op); 1435 move_player_mover (op);
1569 return 0; 1436 break;
1570 1437
1571 case CREATOR: 1438 case CREATOR:
1572 move_creator (op); 1439 move_creator (op);
1573 return 0; 1440 break;
1574 1441
1575 case MARKER: 1442 case MARKER:
1576 move_marker (op); 1443 move_marker (op);
1577 return 0; 1444 break;
1578 1445
1579 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1580 move_player_changer (op); 1447 move_player_changer (op);
1581 return 0; 1448 break;
1582 1449
1583 case PEACEMAKER: 1450 case PEACEMAKER:
1584 move_peacemaker (op); 1451 move_peacemaker (op);
1585 return 0; 1452 break;
1586 }
1587 1453
1588 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1589} 1459}
1460

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