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Comparing deliantra/server/server/time.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * 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
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
36 * 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
37 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_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->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
42{ 67{
43 int i; 68 int i;
44 object *tmp; 69 object *tmp;
45 70
46 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
47 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]);
48 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
49 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
52 } 78 }
79 }
53 80
54 if (op->other_arch) 81 if (op->other_arch)
55 { 82 {
56 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 84 tmp->x = op->x;
58 tmp->y = op->y; 85 tmp->y = op->y;
59 tmp->map = op->map; 86 tmp->map = op->map;
60 tmp->level = op->level; 87 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
62 } 89 }
63 op->remove (); 90
64 op->destroy (0); 91 op->drop_and_destroy ();
65} 92}
66 93
67void 94void
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92 op->remove ();
93 op->destroy (0);
94}
95
96/* Will generate a monster according to content
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 95generate_monster (object *gen)
101{ 96{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 97 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 98 return;
130 head = object_create_clone (op); 99
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 101 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 102
142void 103 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 104 // centipedes not generate more centipedes when being asleep.
144{ 105 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 106 return;
166 while (at != NULL) 107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
168 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
171 143
172 if (head != NULL) 144 op->expand_tail ();
173 op->head = head, prev->more = op;
174 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
175 if (rndm (0, 9)) 150 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 152
178 if (QUERY_FLAG (op, FLAG_FREED)) 153 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 155
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 156 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 157 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 158
159 op->destroy ();
200} 160}
201 161
202void 162void
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
205 if (--op->duration > 0) 165 if (--op->duration > 0)
206 return; 166 return;
207 167
168 if (op->env)
208 switch (op->subtype) 169 switch (op->subtype)
209 { 170 {
210 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 174
217 default: 175 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 177 change_abil (op->env, op);
222 fix_player (op->env); 178 op->env->update_stats ();
223 }
224 } 179 }
225 op->remove (); 180
226 op->destroy (0); 181 op->destroy ();
227} 182}
228 183
229void 184void
230remove_blindness (object *op) 185remove_blindness (object *op)
231{ 186{
232 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
233 return; 188 return;
189
234 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
191
235 if (op->env != NULL) 192 if (op->env)
236 { 193 {
237 change_abil (op->env, op); 194 change_abil (op->env, op);
238 fix_player (op->env); 195 op->env->update_stats ();
239 } 196 }
240 op->remove (); 197
241 op->destroy (0); 198 op->destroy ();
242} 199}
243 200
244void 201void
245poison_more (object *op) 202poison_more (object *op)
246{ 203{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 205 {
249 op->remove ();
250 op->destroy (0); 206 op->destroy ();
251 return; 207 return;
252 } 208 }
209
253 if (op->stats.food == 1) 210 if (op->stats.food == 1)
254 { 211 {
255 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 213 * will not do anything.
257 */ 214 */
258 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
259 { 216 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 218 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 220 }
264 op->remove (); 221
265 op->destroy (0); 222 op->destroy ();
266 return; 223 return;
267 } 224 }
225
268 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
269 { 227 {
270 op->env->stats.food--; 228 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 230 }
231
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 233}
275 234
276 235
277void 236void
278move_gate (object *op) 237move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
280 object *tmp; 239 object *tmp;
281 240
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 242 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
289 if (op->value) 248 if (op->value)
290 { 249 {
291 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 252 op->stats.wc = 0;
294 if (op->arch->clone.speed) 253 if (op->arch->speed)
295 op->value = 0; 254 op->value = 0;
296 else 255 else
297 {
298 op->speed = 0; 256 op->set_speed (0);
299 update_ob_speed (op);
300 } 257 }
301 } 258
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 260 {
304 op->move_block = 0; 261 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
307 } 264 }
265
308 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
310 return; 268 return;
311 } 269 }
312 270
320 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
321 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 280 * the gate slightly.
323 */ 281 */
324 282
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
326 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327 break; 285 break;
328 286
329 if (tmp == NULL) 287 if (!tmp)
330 { 288 {
331 if (op->arch->clone.speed) 289 if (op->arch->speed)
332 op->value = 1; 290 op->value = 1;
333 else 291 else
334 {
335 op->speed = 0; 292 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 293
337 }
338 return; 294 return;
339 } 295 }
340 } 296 }
341 297
342 if (op->stats.food) 298 if (op->stats.food)
349 } 305 }
350 else 306 else
351 { /* The gate is still going up */ 307 { /* The gate is still going up */
352 op->stats.wc++; 308 op->stats.wc++;
353 309
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 312
357 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
358 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
359 */ 315 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 317 {
362 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
365 322
366 if (tmp != NULL) 323 if (tmp)
367 { 324 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 326 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
371 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 } 332 }
374 else
375 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
377 * off the gate. 335 * off the gate.
378 */ 336 */
379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380 { 338 {
381 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
383 341
384 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
385 if (i != -1) 343 if (i > 0)
386 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
387 tmp->remove (); 348 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 349 }
391 } 350 }
392 } 351 }
393 352
394 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397 break; 356 break;
398 357
399 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
400 if (tmp) 359 if (tmp)
401 {
402 op->stats.food = 1; 360 op->stats.food = 1;
403 }
404 else 361 else
405 { 362 {
406 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
407 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
410 } 368 }
411 } /* gate is halfway up */ 369 } /* gate is halfway up */
412 370
425 int v = op->value; 383 int v = op->value;
426 384
427 if (op->stats.sp) 385 if (op->stats.sp)
428 { 386 {
429 move_gate (op); 387 move_gate (op);
388
430 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 390 op->stats.sp = 0;
432 return; 391 return;
433 } 392 }
393
434 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 395 { /* keep gate down */
436 move_gate (op); 396 move_gate (op);
397
437 if (op->value != v) 398 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 399 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 400 }
443} 401}
444 402
445/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
456 int last = op->value; 414 int last = op->value;
457 int detected; 415 int detected;
458 416
459 detected = 0; 417 detected = 0;
460 418
461 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
462 { 420 {
463 object *tmp2; 421 object *tmp2;
464 422
465 if (op->stats.hp) 423 if (op->stats.hp)
466 { 424 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 426 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 428 detected = 1;
429
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 431 detected = 1;
473 } 432 }
474 } 433 }
434
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 436 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 438 detected = 1;
481 } 439 }
482 440
483 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
485 { 443 {
486 if (detected && last == 0) 444 if (detected && last == 0)
487 { 445 {
488 op->value = 1; 446 op->value = 1;
489 push_button (op); 447 push_button (op, tmp);
490 } 448 }
449
491 if (!detected && last == 1) 450 if (!detected && last == 1)
492 { 451 {
493 op->value = 0; 452 op->value = 0;
494 push_button (op); 453 push_button (op, tmp);
495 } 454 }
496 } 455 }
497 else 456 else
498 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
499 if (detected && last == 1) 458 if (detected && last == 1)
500 { 459 {
501 op->value = 0; 460 op->value = 0;
502 push_button (op); 461 push_button (op, tmp);
503 } 462 }
463
504 if (!detected && last == 0) 464 if (!detected && last == 0)
505 { 465 {
506 op->value = 1; 466 op->value = 1;
507 push_button (op); 467 push_button (op, tmp);
508 } 468 }
509 } 469 }
510} 470}
511
512 471
513void 472void
514animate_trigger (object *op) 473animate_trigger (object *op)
515{ 474{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
526} 485}
527 486
528void 487void
529move_hole (object *op) 488move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 490 if (op->value)
534 { /* We're opening */ 491 { /* We're opening */
535 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
537 op->stats.wc = 0; 494 op->stats.wc = 0;
538 op->speed = 0; 495 op->set_speed (0);
539 update_ob_speed (op);
540 496
541 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 500 {
545 next = tmp->above; 501 next = tmp->above;
546 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
547 } 503 }
548 } 504 }
505
549 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
551 return; 508 return;
552 } 509 }
510
553 /* We're closing */ 511 /* We're closing */
554 op->move_on = 0; 512 op->move_on = 0;
555 513
556 op->stats.wc++; 514 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
559 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 522}
568 523
569 524
570/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
571 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
591 { 546 {
592 object *payload = op->inv; 547 object *payload = op->inv;
593 548
594 if (payload == NULL) 549 if (payload == NULL)
595 return NULL; 550 return NULL;
551
596 payload->remove (); 552 payload->remove ();
597 op->remove ();
598 op->destroy (0); 553 op->destroy ();
599 return payload; 554 return payload;
600 } 555 }
601 556
602 case ARROW: 557 case ARROW:
603 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
604 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
605 return op; 560 return op;
606 561
607 default: 562 default:
608 return op; 563 return op;
617void 572void
618fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
619{ 574{
620 if (map == NULL) 575 if (map == NULL)
621 return; 576 return;
577
622 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
623 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
624 else if (op->type == ARROW) 580 else if (op->type == ARROW)
625 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
626} 582}
627 583
628
629object * 584object *
630fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
631{ 586{
632 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
633 { 588 {
634 /* Small chance of breaking */ 589 /* Small chance of breaking */
635 op->remove ();
636 op->destroy (0); 590 op->destroy ();
637 return NULL; 591 return NULL;
638 } 592 }
639 593
594 op->set_speed (0);
640 op->direction = 0; 595 op->direction = 0;
641 op->move_on = 0; 596 op->move_on = 0;
642 op->move_type = 0; 597 op->move_type = 0;
643 op->speed = 0; 598 op->skill = 0; // really?
644 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
645 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
646 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
647 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
648 op->slaying = 0;
649 op->skill = 0;
650 604
651 if (op->spellarg != NULL) 605 if (op->spellarg)
652 { 606 {
653 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
654 free (op->spellarg); 608 free (op->spellarg);
655 op->spellarg = NULL; 609 op->spellarg = 0;
656 } 610 }
657 else 611 else
658 op->slaying = NULL; 612 op->slaying = 0;
659 613
660 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
661 op->spellarg = NULL; 615 op->spellarg = NULL;
662 op->stats.sp = 0; 616 op->stats.sp = 0;
663 op->stats.hp = 0; 617 op->stats.hp = 0;
664 op->stats.grace = 0; 618 op->stats.grace = 0;
665 op->level = 0; 619 op->level = 0;
666 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
667 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
668 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
669 return op; 623 return op;
670} 624}
671 625
672/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
673 * has to stop. Sept 96 - I added in thrown object code in 627 * has to stop. Sept 96 - I added in thrown object code in
674 * here too. -b.t. 628 * here too. -b.t.
675 * 629 *
676 * Returns a pointer to the stopped object (which will have been removed 630 * Returns a pointer to the stopped object (which will have been removed
677 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
678 */ 632 */
679
680static void 633static void
681stop_arrow (object *op) 634stop_arrow (object *op)
682{ 635{
683 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
684 return; 637 return;
685 638
686 if (op->inv) 639 if (op->inv)
687 { 640 {
641 // replace this by straightforward drop to ground?
688 object *payload = op->inv; 642 object *payload = op->inv;
689 643
690 payload->remove (); 644 payload->owner = 0;
691 clear_owner (payload);
692 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
693 op->remove ();
694 op->destroy (0); 646 op->destroy ();
695 } 647 }
696 else 648 else
697 { 649 {
698 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
699 if (op) 652 if (op)
700 merge_ob (op, NULL); 653 merge_ob (op, 0);
701 } 654 }
702} 655}
703 656
704/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 658 */
706
707void 659void
708move_arrow (object *op) 660move_arrow (object *op)
709{ 661{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 662 int was_reflected;
713 maptile *m;
714 663
715 if (op->map == NULL) 664 if (!op->map)
716 { 665 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->remove ();
719 op->destroy (0); 667 op->destroy ();
720 return; 668 return;
721 } 669 }
722 670
723 /* we need to stop thrown objects at some point. Like here. */ 671 /* we need to stop thrown objects at some point. Like here. */
724 if (op->type == THROWN_OBJ) 672 if (op->type == THROWN_OBJ)
729 * is if the player throws a bomb - the bomb explodes on its own, 677 * is if the player throws a bomb - the bomb explodes on its own,
730 * but this object sticks around. We could handle the cleanup in the 678 * but this object sticks around. We could handle the cleanup in the
731 * bomb code, but there are potential other cases where that could happen, 679 * bomb code, but there are potential other cases where that could happen,
732 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
733 */ 681 */
734 if (op->inv == NULL) 682 if (!op->inv)
735 { 683 {
736 op->remove ();
737 op->destroy (0); 684 op->destroy ();
738 return; 685 return;
739 } 686 }
740 687
741 if (op->last_sp-- < 0) 688 if (op->last_sp-- < 0)
742 { 689 {
752 stop_arrow (op); 699 stop_arrow (op);
753 return; 700 return;
754 } 701 }
755 702
756 /* Calculate target map square */ 703 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 704 was_reflected = 0;
760 705
761 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 707
764 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
765 { 709 {
766 stop_arrow (op); 710 stop_arrow (op);
767 return; 711 return;
768 } 712 }
769 713
770 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
771 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
772 { 716 {
773 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break; 721 break;
776 722
777 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
784 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
786 */ 732 */
787 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
788 { 734 {
789 int number = op->face->number; 735 int number = op->face;
790 736
791 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
792 op->state = 0; 738 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
805 } 740 }
806 else 741 else
807 { 742 {
808 /* Attack the object. */ 743 /* Attack the object. */
812 return; 747 return;
813 } 748 }
814 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
816 751
817 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 { 753 {
819 int retry = 0; 754 int retry = 0;
820 755
821 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
822 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
835 if (op->direction & 1) 770 if (op->direction & 1)
836 { 771 {
837 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
838 retry = 1; 773 retry = 1;
839 } 774 }
775
840 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
841 * use this retry here to make this one block 777 * use this retry here to make this one block
842 * that did the same thing. 778 * that did the same thing.
843 */ 779 */
844 while (retry < 2) 780 while (retry < 2)
845 { 781 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 782 retry++;
851 783
852 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
853 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
856 */ 788 */
857 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 791
861 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 794
865 if (left == right) 795 if (left == right)
866 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
867 else if (left) 797 else if (left)
868 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
869 else if (right) 799 else if (right)
870 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
871 801
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
875 * don't need to retry again. 803 * don't need to retry again.
876 */ 804 */
877 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
878 break; 807 break;
879
880 } 808 }
809
881 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 811 * stop it from moving.
883 */ 812 */
884 if (retry == 2) 813 if (retry == 2)
885 { 814 {
886 stop_arrow (op); 815 stop_arrow (op);
887 return; 816 return;
888 } 817 }
818
889 /* update object image for new facing */ 819 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
892 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
893 } /* object is reflected */ 823 } /* object is reflected */
894 } /* object ran into a wall */ 824 } /* object ran into a wall */
895 825
896 /* Move the arrow. */
897 op->remove ();
898 op->x = new_x;
899 op->y = new_y;
900
901 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
902 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
903 */ 828 */
904 op->speed -= 0.05; 829 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906}
907 830
908/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
909 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
910 * Modified this routine to allow held objects. b.t. */ 833}
911 834
912void 835void
913change_object (object *op) 836change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
915 object *tmp, *env, *pl;
916 int i, j; 838 int i, j;
917 839
918 if (op->other_arch == NULL) 840 if (!op->other_arch)
919 { 841 {
920 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
921 return; 843 return;
922 } 844 }
923 845
924 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
925 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
926 { 848 {
927 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
928 return; 850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
929 else 866 else
930 op->stats.food = 1; /* so 1 other_arch is made */
931 }
932 env = op->env;
933 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 tmp = arch_to_object (op->other_arch);
937 if (op->type == LAMP)
938 tmp->stats.food = op->stats.food - 1;
939 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
940 if (env)
941 {
942 tmp->x = env->x, tmp->y = env->y;
943 tmp = insert_ob_in_ob (tmp, env);
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if ((pl = is_player_inv (env)) != NULL)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 }
954 else
955 { 867 {
956 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
957 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
958 tmp->destroy (0); 870 tmp->destroy ();
959 else 871 else
960 { 872 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 874
963 } 875 if (pos.normalise ())
876 pos.insert (tmp, op);
964 } 877 }
878 }
965 } 879 }
880
966 op->destroy (0); 881 op->destroy ();
967} 882}
968 883
969void 884void
970move_teleporter (object *op) 885move_teleporter (object *op)
971{ 886{
976 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
977 * have speed, we don't really want to call it twice for the same 892 * have speed, we don't really want to call it twice for the same
978 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
979 * N times without the speed check. 894 * N times without the speed check.
980 */ 895 */
981 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
982 move_teleporter (op->more); 897 move_teleporter (op->more);
983 898
984 if (op->head) 899 if (op->head)
985 head = op->head; 900 head = op->head;
986 901
987 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
988 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
989 break; 904 break;
990 905
991 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
992 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
997 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
998 { 913 {
999 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1000 return; 915 return;
1001 916
1002 enter_exit (tmp, head); 917 tmp->enter_exit (head);
1003 } 918 }
1004 else 919 else
1005 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
1006 return; 921 return;
1007 } 922 }
1008 else if (EXIT_X (head) || EXIT_Y (head)) 923 else if (EXIT_X (head) || EXIT_Y (head))
1009 { 924 {
1010 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1011 { 926 {
1012 LOG (llevError, "Removed illegal teleporter.\n"); 927 LOG (llevError, "Removed illegal teleporter.\n");
1013 head->remove ();
1014 head->destroy (0); 928 head->destroy ();
1015 return; 929 return;
1016 } 930 }
931
1017 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1018 return; 933 return;
934
1019 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 935 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1020 } 936 }
1021 else 937 else
1022 { 938 {
1023 /* Random teleporter */ 939 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 941 return;
942
1026 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1027 } 944 }
1028} 945}
1029
1030 946
1031/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 950 can't be generalized.
1035*/ 951*/
1036
1037void 952void
1038move_player_changer (object *op) 953move_player_changer (object *op)
1039{ 954{
1040 object *player; 955 object *player;
1041 object *walk; 956 object *walk;
1042 char c;
1043 957
1044 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1045 return; 959 return;
1046 960
1047 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 962 * needs to be on top.
1049 */ 963 */
1050 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1051 { 965 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 967 return;
968
1054 player = op->above; 969 player = op->above;
1055 970
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1058 973
1059 fix_player (player); 974 player->update_stats ();
1060 975
1061 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1063 978
1064 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 981 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1071 } 985 }
1072 else 986 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 988
1075 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 990 }
1078} 991}
1079 992
1080/* firewalls fire other spells. 993/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1088 1001
1089 if (!op->map) 1002 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1091 1004
1092 spell = op->inv; 1005 spell = op->inv;
1006
1093 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1009
1095 if (!spell) 1010 if (!spell)
1096 { 1011 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1013 return;
1099 } 1014 }
1100 1015
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1017}
1103
1104 1018
1105/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
1107 * 1021 *
1108 * a player mover finds any players that are sitting on it. It 1022 * a player mover finds any players that are sitting on it. It
1112 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1027 */
1114void 1028void
1115move_player_mover (object *op) 1029move_player_mover (object *op)
1116{ 1030{
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1119 sint16 nx, ny; 1032 sint16 nx, ny;
1120 maptile *m; 1033 maptile *m;
1121 1034
1122 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1036 if (!dir)
1124 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1125 1038
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1127 { 1040 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1043 {
1131 1044
1133 victim = victim->head; 1046 victim = victim->head;
1134 1047
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1136 { 1049 {
1137 op->remove (); 1050 op->remove ();
1138 op->destroy (0);
1139 return; 1051 return;
1140 } 1052 }
1053
1141 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1143 m = op->map; 1056 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1058 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1060 return;
1148 } 1061 }
1149 1062
1150 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1151 return; 1064 return;
1152 1065
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1154 { 1067 {
1155 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1160 }
1161 } 1073 }
1162 1074
1163 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1164 { 1076 {
1165 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1169 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1171 * get to this space. 1083 * get to this space.
1172 */ 1084 */
1173 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1087 move_player (victim, dir);
1176 } 1088 }
1177 else 1089 else
1178 return; 1090 return;
1179 } 1091 }
1183 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1185 1097
1186 if (op->attacktype) 1098 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1101 }
1199 } 1102 }
1200 } 1103 }
1201} 1104}
1202 1105
1212{ 1115{
1213 object *tmp; 1116 object *tmp;
1214 1117
1215 if (!op->other_arch) 1118 if (!op->other_arch)
1216 { 1119 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1120 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1121 return;
1219 } 1122 }
1220 1123
1221 if (op->above == NULL) 1124 if (op->above == NULL)
1222 return; 1125 return;
1126
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1128 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1130 {
1227 if (op->level <= 0) 1131 if (op->level <= 0)
1228 {
1229 tmp->remove ();
1230 tmp->destroy (0); 1132 tmp->destroy ();
1231 }
1232 else 1133 else
1233 { 1134 {
1234 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235 1136
1236 if (new_nrof >= 1UL << 31) 1137 if (new_nrof >= 1UL << 31)
1237 new_nrof = 1UL << 31; 1138 new_nrof = 1UL << 31;
1139
1238 tmp->nrof = new_nrof; 1140 tmp->nrof = new_nrof;
1239 } 1141 }
1142
1240 break; 1143 break;
1241 } 1144 }
1242 } 1145 }
1243} 1146}
1244 1147
1253 * has to make sure that there is in fact space for the object. 1156 * has to make sure that there is in fact space for the object.
1254 * It should really do this for small objects also, but there is 1157 * It should really do this for small objects also, but there is
1255 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1256 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1257*/ 1160*/
1258
1259void 1161void
1260move_creator (object *creator) 1162move_creator (object *creator)
1261{ 1163{
1262 object *new_ob; 1164 object *new_ob;
1263 1165
1265 { 1167 {
1266 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1267 return; 1169 return;
1268 } 1170 }
1269 1171
1270 if (creator->inv != NULL) 1172 if (creator->inv)
1271 { 1173 {
1272 object *ob; 1174 object *ob;
1273 int i; 1175 int i;
1274 object *ob_to_copy; 1176 object *ob_to_copy;
1275 1177
1280 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1281 { 1183 {
1282 ob_to_copy = ob; 1184 ob_to_copy = ob;
1283 } 1185 }
1284 } 1186 }
1285 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1286 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1287 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1288 } 1190 }
1289 else 1191 else
1290 { 1192 {
1291 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1292 { 1194 {
1293 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1294 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1295 return; 1197 return;
1296 } 1198 }
1297 1199
1298 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1299 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1300 } 1202 }
1301 1203
1302 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1303 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1304 { 1206 {
1305 new_ob->destroy (0); 1207 new_ob->destroy ();
1306 return; 1208 return;
1307 } 1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1308 1214
1309 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1310 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1311 return; 1217 return;
1312 1218
1313 if (creator->slaying) 1219 if (creator->slaying)
1314 {
1315 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1316 }
1317} 1221}
1318 1222
1319/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1320 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1321 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1322 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1323 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1324 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1325 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1326 unless hp was zero to start with, in which case it is infinite.*/ 1230 unless hp was zero to start with, in which case it is infinite.*/
1327
1328void 1231void
1329move_marker (object *op) 1232move_marker (object *op)
1330{ 1233{
1331 object *tmp, *tmp2; 1234 if (object *tmp = op->ms ().player ())
1332
1333 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1334 { 1235 {
1335 if (tmp->type == PLAYER)
1336 { /* we've got someone to MARK */
1337
1338 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1339 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1340 { 1241 {
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1242 tmp->force_add (op->slaying, op->stats.food);
1342 break; 1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1343 } 1248 {
1249 op->stats.hp--;
1344 1250
1345 if (tmp2)
1346 {
1347 tmp2->remove ();
1348 tmp2->destroy (0);
1349 }
1350
1351 /* cycle through his inventory to look for the MARK we want to
1352 * place
1353 */
1354 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1355 {
1356 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1357 break;
1358 }
1359
1360 /* if we didn't find our own MARK */
1361 if (tmp2 == NULL)
1362 {
1363 object *force = get_archetype (FORCE_NAME);
1364
1365 force->speed = 0;
1366 if (op->stats.food) 1251 if (op->stats.hp == 0)
1367 { 1252 {
1368 force->speed = 0.01; 1253 /* marker expires--granted mark number limit */
1369 force->speed_left = -op->stats.food; 1254 op->destroy ();
1255 return;
1370 } 1256 }
1371 update_ob_speed (force);
1372 /* put in the lock code */
1373 force->slaying = op->slaying;
1374
1375 if (op->lore)
1376 force->lore = op->lore;
1377
1378 insert_ob_in_ob (force, tmp);
1379 if (op->msg)
1380 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1381
1382 if (op->stats.hp > 0)
1383 {
1384 op->stats.hp--;
1385 if (op->stats.hp == 0)
1386 {
1387 /* marker expires--granted mark number limit */
1388 op->remove ();
1389 op->destroy (0);
1390 return;
1391 }
1392 } 1257 }
1393 } /* if tmp2 == NULL */ 1258 }
1394 } /* if tmp->type == PLAYER */ 1259 }
1395 } /* For all objects on this space */
1396} 1260}
1397 1261
1398int 1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304}
1305
1306void
1399process_object (object *op) 1307process_object (object *op)
1400{ 1308{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1310 return;
1403 1311
1404 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1313 return;
1406 1314
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1317 return;
1410 1318
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1320 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1417 1322
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1324 make_sure_seen (op);
1420 } 1325 }
1421 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1334 {
1424 change_object (op); 1335 change_object (op);
1425 return 1; 1336 return;
1426 } 1337 }
1427 1338
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1340 generate_monster (op);
1430 1341
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1343 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1345 remove_force (op);
1435 else 1346 else
1436 { 1347 {
1437 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1438 object *pl = is_player_inv (op);
1439 1349
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1447 1352
1448 op->destroy (0); 1353 op->drop_and_destroy ();
1449 } 1354 }
1450 1355
1451 return 1; 1356 return;
1357 }
1452 } 1358 }
1453 1359
1454 switch (op->type) 1360 switch (op->type)
1455 { 1361 {
1456 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1457 move_spell_effect (op); 1363 move_spell_effect (op);
1458 return 1; 1364 break;
1459 1365
1460 case ROD: 1366 case ROD:
1461 case HORN: 1367 case HORN:
1462 regenerate_rod (op); 1368 regenerate_rod (op);
1463 return 1; 1369 break;
1464 1370
1465 case FORCE: 1371 case FORCE:
1466 case POTION_EFFECT: 1372 case POTION_EFFECT:
1467 remove_force (op); 1373 remove_force (op);
1468 return 1; 1374 break;
1469 1375
1470 case BLINDNESS: 1376 case BLINDNESS:
1471 remove_blindness (op); 1377 remove_blindness (op);
1472 return 0; 1378 break;
1473 1379
1474 case POISONING: 1380 case POISONING:
1475 poison_more (op); 1381 poison_more (op);
1476 return 0; 1382 break;
1477 1383
1478 case DISEASE: 1384 case DISEASE:
1479 move_disease (op); 1385 move_disease (op);
1480 return 0; 1386 break;
1481 1387
1482 case SYMPTOM: 1388 case SYMPTOM:
1483 move_symptom (op); 1389 move_symptom (op);
1484 return 0; 1390 break;
1485 1391
1486 case THROWN_OBJ: 1392 case THROWN_OBJ:
1487 case ARROW: 1393 case ARROW:
1488 move_arrow (op); 1394 move_arrow (op);
1489 return 0; 1395 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1396
1495 case DOOR: 1397 case DOOR:
1496 remove_door (op); 1398 remove_door (op);
1497 return 0; 1399 break;
1498 1400
1499 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1500 remove_door2 (op); 1402 remove_door2 (op);
1501 return 0; 1403 break;
1502 1404
1503 case TELEPORTER: 1405 case TELEPORTER:
1504 move_teleporter (op); 1406 move_teleporter (op);
1505 return 0; 1407 break;
1506 1408
1507 case GOLEM: 1409 case GOLEM:
1508 move_golem (op); 1410 move_golem (op);
1509 return 0; 1411 break;
1510 1412
1511 case EARTHWALL: 1413 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1415 break;
1514 1416
1515 case FIREWALL: 1417 case FIREWALL:
1516 move_firewall (op); 1418 move_firewall (op);
1517 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1518 animate_turning (op); 1420 animate_turning (op);
1519 return 0; 1421 break;
1520 1422
1521 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1522 do_mood_floor (op); 1424 do_mood_floor (op);
1523 return 0; 1425 break;
1524 1426
1525 case GATE: 1427 case GATE:
1526 move_gate (op); 1428 move_gate (op);
1527 return 0; 1429 break;
1528 1430
1529 case TIMED_GATE: 1431 case TIMED_GATE:
1530 move_timed_gate (op); 1432 move_timed_gate (op);
1531 return 0; 1433 break;
1532 1434
1533 case TRIGGER: 1435 case TRIGGER:
1534 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1439 animate_trigger (op);
1538 return 0; 1440 break;
1539 1441
1540 case DETECTOR: 1442 case DETECTOR:
1541 move_detector (op); 1443 move_detector (op);
1542 1444
1543 case DIRECTOR: 1445 case DIRECTOR:
1544 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1545 animate_turning (op); 1447 animate_turning (op);
1546 return 0; 1448 break;
1547 1449
1548 case HOLE: 1450 case HOLE:
1549 move_hole (op); 1451 move_hole (op);
1550 return 0; 1452 break;
1551 1453
1552 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1455 move_deep_swamp (op);
1554 return 0; 1456 break;
1555 1457
1556 case RUNE: 1458 case RUNE:
1557 case TRAP: 1459 case TRAP:
1558 move_rune (op); 1460 move_rune (op);
1559 return 0; 1461 break;
1560 1462
1561 case PLAYERMOVER: 1463 case PLAYERMOVER:
1562 move_player_mover (op); 1464 move_player_mover (op);
1563 return 0; 1465 break;
1564 1466
1565 case CREATOR: 1467 case CREATOR:
1566 move_creator (op); 1468 move_creator (op);
1567 return 0; 1469 break;
1568 1470
1569 case MARKER: 1471 case MARKER:
1570 move_marker (op); 1472 move_marker (op);
1571 return 0; 1473 break;
1572 1474
1573 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1574 move_player_changer (op); 1476 move_player_changer (op);
1575 return 0; 1477 break;
1576 1478
1577 case PEACEMAKER: 1479 case PEACEMAKER:
1578 move_peacemaker (op); 1480 move_peacemaker (op);
1579 return 0; 1481 break;
1580 }
1581 1482
1582 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1583} 1497}
1498

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