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Comparing deliantra/server/server/time.C (file contents):
Revision 1.49 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1f); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61}
62
63void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2f;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90} 92}
91 93
92void 94void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
96 return; 98 return;
97 99
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 101 return;
100 102
103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
101 object *op; 108 object *op;
109 int dir;
102 110
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 112 {
105 // either copy one item form the inventory... 113 // either copy one item from the inventory...
106 if (!gen->inv) 114 if (!gen->inv)
107 return; 115 return;
108 116
109 // first select one item from the inventory 117 // first select one item from the inventory
110 int index = 0; 118 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 120 if (!rndm (++index))
113 op = tmp; 121 op = tmp;
114 122
115 op = object_create_clone (op); 123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
139 op = arch_to_object (gen->other_arch);
140 }
120 else 141 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 142 return;
127 }
128 143
129 op->expand_tail (); 144 op->expand_tail ();
130 145
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 146 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 147
148 if (pos.insert (op, gen))
133 { 149 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 150 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
138 152
139 if (op->has_random_items ()) 153 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 155
142 return; 156 return;
143 }
144 } 157 }
145 158
146 op->destroy (); 159 op->destroy ();
147} 160}
148 161
235 if (op->value) 248 if (op->value)
236 { 249 {
237 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 252 op->stats.wc = 0;
240 if (op->arch->clone.speed) 253 if (op->arch->speed)
241 op->value = 0; 254 op->value = 0;
242 else 255 else
243 op->set_speed (0); 256 op->set_speed (0);
244 } 257 }
245 258
265 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->speed)
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 321 ;
310 if (tmp) 323 if (tmp)
311 { 324 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 326 {
314 hit_player (tmp, random_roll (0, 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"));
315 329
316 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
317 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);
318 } 332 }
319 else
320 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
322 * off the gate. 335 * off the gate.
323 */ 336 */
324 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)))
325 { 338 {
326 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
327 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);
328 341
329 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
330 if (i != -1) 343 if (i > 0)
331 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
332 tmp->remove (); 348 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 349 }
336 } 350 }
337 } 351 }
338 352
339 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 356 break;
343 357
344 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
345 if (tmp) 359 if (tmp)
346 {
347 op->stats.food = 1; 360 op->stats.food = 1;
348 }
349 else 361 else
350 { 362 {
351 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
352 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
355 } 368 }
356 } /* gate is halfway up */ 369 } /* gate is halfway up */
357 370
370 int v = op->value; 383 int v = op->value;
371 384
372 if (op->stats.sp) 385 if (op->stats.sp)
373 { 386 {
374 move_gate (op); 387 move_gate (op);
388
375 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 390 op->stats.sp = 0;
377 return; 391 return;
378 } 392 }
393
379 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 395 { /* keep gate down */
381 move_gate (op); 396 move_gate (op);
397
382 if (op->value != v) 398 if (op->value != v)
383 op->set_speed (0); 399 op->set_speed (0);
384 } 400 }
385} 401}
386 402
398 int last = op->value; 414 int last = op->value;
399 int detected; 415 int detected;
400 416
401 detected = 0; 417 detected = 0;
402 418
403 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)
404 { 420 {
405 object *tmp2; 421 object *tmp2;
406 422
407 if (op->stats.hp) 423 if (op->stats.hp)
408 { 424 {
426 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
427 { 443 {
428 if (detected && last == 0) 444 if (detected && last == 0)
429 { 445 {
430 op->value = 1; 446 op->value = 1;
431 push_button (op); 447 push_button (op, tmp);
432 } 448 }
449
433 if (!detected && last == 1) 450 if (!detected && last == 1)
434 { 451 {
435 op->value = 0; 452 op->value = 0;
436 push_button (op); 453 push_button (op, tmp);
437 } 454 }
438 } 455 }
439 else 456 else
440 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
441 if (detected && last == 1) 458 if (detected && last == 1)
442 { 459 {
443 op->value = 0; 460 op->value = 0;
444 push_button (op); 461 push_button (op, tmp);
445 } 462 }
463
446 if (!detected && last == 0) 464 if (!detected && last == 0)
447 { 465 {
448 op->value = 1; 466 op->value = 1;
449 push_button (op); 467 push_button (op, tmp);
450 } 468 }
451 } 469 }
452} 470}
453
454 471
455void 472void
456animate_trigger (object *op) 473animate_trigger (object *op)
457{ 474{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468} 485}
469 486
470void 487void
471move_hole (object *op) 488move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 490 if (op->value)
476 { /* We're opening */ 491 { /* We're opening */
477 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
479 op->stats.wc = 0; 494 op->stats.wc = 0;
480 op->set_speed (0); 495 op->set_speed (0);
481 496
482 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 500 {
486 next = tmp->above; 501 next = tmp->above;
487 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
488 } 503 }
489 } 504 }
490 505
491 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
493 return; 508 return;
494 } 509 }
510
495 /* We're closing */ 511 /* We're closing */
496 op->move_on = 0; 512 op->move_on = 0;
497 513
498 op->stats.wc++; 514 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 546 {
531 object *payload = op->inv; 547 object *payload = op->inv;
532 548
533 if (payload == NULL) 549 if (payload == NULL)
534 return NULL; 550 return NULL;
551
535 payload->remove (); 552 payload->remove ();
536 op->destroy (); 553 op->destroy ();
537 return payload; 554 return payload;
538 } 555 }
539 556
598 op->spellarg = NULL; 615 op->spellarg = NULL;
599 op->stats.sp = 0; 616 op->stats.sp = 0;
600 op->stats.hp = 0; 617 op->stats.hp = 0;
601 op->stats.grace = 0; 618 op->stats.grace = 0;
602 op->level = 0; 619 op->level = 0;
603 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
606 return op; 623 return op;
607} 624}
608 625
619 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
620 return; 637 return;
621 638
622 if (op->inv) 639 if (op->inv)
623 { 640 {
641 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 642 object *payload = op->inv;
625 643
626 payload->remove ();
627 payload->owner = 0; 644 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 646 op->destroy ();
630 } 647 }
631 else 648 else
640/* 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.
641 */ 658 */
642void 659void
643move_arrow (object *op) 660move_arrow (object *op)
644{ 661{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 662 int was_reflected;
648 maptile *m;
649 663
650 if (op->map == NULL) 664 if (!op->map)
651 { 665 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 667 op->destroy ();
654 return; 668 return;
655 } 669 }
663 * 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,
664 * 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
665 * 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,
666 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
667 */ 681 */
668 if (op->inv == NULL) 682 if (!op->inv)
669 { 683 {
670 op->destroy (); 684 op->destroy ();
671 return; 685 return;
672 } 686 }
673 687
685 stop_arrow (op); 699 stop_arrow (op);
686 return; 700 return;
687 } 701 }
688 702
689 /* Calculate target map square */ 703 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 704 was_reflected = 0;
693 705
694 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 707
697 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
698 { 709 {
699 stop_arrow (op); 710 stop_arrow (op);
700 return; 711 return;
701 } 712 }
702 713
703 /* 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 */
704 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
705 { 716 {
706 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)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 721 break;
709 722
710 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
734 return; 747 return;
735 } 748 }
736 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
738 751
739 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))
740 { 753 {
741 int retry = 0; 754 int retry = 0;
742 755
743 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
744 * 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
757 if (op->direction & 1) 770 if (op->direction & 1)
758 { 771 {
759 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
760 retry = 1; 773 retry = 1;
761 } 774 }
775
762 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
763 * use this retry here to make this one block 777 * use this retry here to make this one block
764 * that did the same thing. 778 * that did the same thing.
765 */ 779 */
766 while (retry < 2) 780 while (retry < 2)
767 { 781 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 782 retry++;
773 783
774 /* 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
775 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
778 */ 788 */
779 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));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 791
783 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));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 794
787 if (left == right) 795 if (left == right)
788 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
789 else if (left) 797 else if (left)
790 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
791 else if (right) 799 else if (right)
792 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
793 801
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 803 * don't need to retry again.
798 */ 804 */
799 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))
800 break; 807 break;
801
802 } 808 }
809
803 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 811 * stop it from moving.
805 */ 812 */
806 if (retry == 2) 813 if (retry == 2)
807 { 814 {
808 stop_arrow (op); 815 stop_arrow (op);
809 return; 816 return;
810 } 817 }
818
811 /* update object image for new facing */ 819 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 823 } /* object is reflected */
816 } /* object ran into a wall */ 824 } /* object ran into a wall */
817 825
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
825 */ 828 */
826 op->speed -= 0.05; 829 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 830
830/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 833}
833 834
834void 835void
835change_object (object *op) 836change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
837 int i, j; 838 int i, j;
838 839
839 if (op->other_arch == NULL) 840 if (!op->other_arch)
840 { 841 {
841 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 ());
842 return; 843 return;
843 } 844 }
844 845
845 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 848 {
848 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
849 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);
850 else 866 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 { 867 {
883 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);
884 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
885 tmp->destroy (); 870 tmp->destroy ();
886 else 871 else
887 { 872 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
890 } 877 }
891 } 878 }
892 } 879 }
893 880
894 op->destroy (); 881 op->destroy ();
910 move_teleporter (op->more); 897 move_teleporter (op->more);
911 898
912 if (op->head) 899 if (op->head)
913 head = op->head; 900 head = op->head;
914 901
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 904 break;
918 905
919 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 937 else
951 { 938 {
952 /* Random teleporter */ 939 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 941 return;
942
955 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
956 } 944 }
957} 945}
958
959 946
960/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
962 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
963 can't be generalized. 950 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1017 1004
1018 spell = op->inv; 1005 spell = op->inv;
1019 1006
1020 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1022 1009
1023 if (!spell) 1010 if (!spell)
1024 { 1011 {
1025 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);
1026 return; 1013 return;
1039 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1040 */ 1027 */
1041void 1028void
1042move_player_mover (object *op) 1029move_player_mover (object *op)
1043{ 1030{
1044 object *victim, *nextmover;
1045 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1046 sint16 nx, ny; 1032 sint16 nx, ny;
1047 maptile *m; 1033 maptile *m;
1048 1034
1049 /* 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 */
1050 if (!dir) 1036 if (!dir)
1051 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1052 1038
1053 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)
1054 { 1040 {
1055 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1056 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1057 { 1043 {
1058 1044
1075 } 1061 }
1076 1062
1077 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1078 return; 1064 return;
1079 1065
1080 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)
1081 { 1067 {
1082 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1083 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1085 {
1086 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 */
1087 }
1088 } 1073 }
1089 1074
1090 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1091 { 1076 {
1092 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1096 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1098 * get to this space. 1083 * get to this space.
1099 */ 1084 */
1100 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1101 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1102 move_player (victim, dir); 1087 move_player (victim, dir);
1103 } 1088 }
1104 else 1089 else
1105 return; 1090 return;
1106 } 1091 }
1110 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1112 1097
1113 if (op->attacktype) 1098 if (op->attacktype)
1114 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1115
1116 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));
1117 /* Not sure why, but for some chars on metalforge, they
1118 * would sometimes get -inf speed_left, and from the
1119 * description, it could only happen here, so just put
1120 * a lower sanity limit. My only guess is that the
1121 * mover has 0 speed.
1122 */
1123 if (victim->speed_left < -5.f)
1124 victim->speed_left = -5.f;
1125 } 1101 }
1126 } 1102 }
1127 } 1103 }
1128} 1104}
1129 1105
1148 if (op->above == NULL) 1124 if (op->above == NULL)
1149 return; 1125 return;
1150 1126
1151 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1152 { 1128 {
1153 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1154 { 1130 {
1155 if (op->level <= 0) 1131 if (op->level <= 0)
1156 tmp->destroy (); 1132 tmp->destroy ();
1157 else 1133 else
1158 { 1134 {
1180 * 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.
1181 * 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
1182 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1183 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1184*/ 1160*/
1185
1186void 1161void
1187move_creator (object *creator) 1162move_creator (object *creator)
1188{ 1163{
1189 object *new_ob; 1164 object *new_ob;
1190 1165
1192 { 1167 {
1193 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1194 return; 1169 return;
1195 } 1170 }
1196 1171
1197 if (creator->inv != NULL) 1172 if (creator->inv)
1198 { 1173 {
1199 object *ob; 1174 object *ob;
1200 int i; 1175 int i;
1201 object *ob_to_copy; 1176 object *ob_to_copy;
1202 1177
1207 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1208 { 1183 {
1209 ob_to_copy = ob; 1184 ob_to_copy = ob;
1210 } 1185 }
1211 } 1186 }
1212 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1213 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1214 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1215 } 1190 }
1216 else 1191 else
1217 { 1192 {
1218 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1219 { 1194 {
1220 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1221 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1222 return; 1197 return;
1223 } 1198 }
1225 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1226 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1227 } 1202 }
1228 1203
1229 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1230 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))
1231 { 1206 {
1232 new_ob->destroy (); 1207 new_ob->destroy ();
1233 return; 1208 return;
1234 } 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);
1235 1214
1236 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);
1237 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1238 return; 1217 return;
1239 1218
1240 if (creator->slaying) 1219 if (creator->slaying)
1241 {
1242 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1243 }
1244} 1221}
1245 1222
1246/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1247 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1248 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1254void 1231void
1255move_marker (object *op) 1232move_marker (object *op)
1256{ 1233{
1257 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1258 { 1235 {
1259 object *tmp2;
1260
1261 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1262 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1263 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1264 { 1241 {
1265 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1266 break;
1267 }
1268 1243
1269 /* cycle through his inventory to look for the MARK we want to
1270 * place
1271 */
1272 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1273 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1274 break;
1275
1276 /* if we didn't find our own MARK */
1277 if (!tmp2)
1278 {
1279 object *force = get_archetype (FORCE_NAME);
1280
1281 if (op->stats.food)
1282 {
1283 force->set_speed (0.01);
1284 force->speed_left = -op->stats.food;
1285 }
1286 else
1287 force->set_speed (0);
1288
1289 /* put in the lock code */
1290 force->slaying = op->slaying;
1291
1292 if (op->lore)
1293 force->lore = op->lore;
1294
1295 insert_ob_in_ob (force, tmp);
1296 if (op->msg) 1244 if (op->msg)
1297 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1298 1246
1299 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1300 { 1248 {
1301 op->stats.hp--; 1249 op->stats.hp--;
1250
1302 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1303 { 1252 {
1304 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1305 op->destroy (); 1254 op->destroy ();
1306 return; 1255 return;
1308 } 1257 }
1309 } 1258 }
1310 } 1259 }
1311} 1260}
1312 1261
1313int 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
1314process_object (object *op) 1307process_object (object *op)
1315{ 1308{
1316 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1317 return 0; 1310 return;
1318 1311
1319 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1320 return 0; 1313 return;
1321 1314
1322 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1323 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1324 return 1; 1317 return;
1325 1318
1326 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1327 { 1320 {
1328 animate_object (op, op->contr ? op->facing : op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1329 1322
1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1331 make_sure_seen (op); 1324 make_sure_seen (op);
1332 } 1325 }
1333 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1334 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1335 { 1334 {
1336 change_object (op); 1335 change_object (op);
1337 return 1; 1336 return;
1338 } 1337 }
1339 1338
1340 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1341 generate_monster (op); 1340 generate_monster (op);
1342 1341
1343 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)
1344 { 1343 {
1345 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1346 remove_force (op); 1345 remove_force (op);
1347 else 1346 else
1348 { 1347 {
1349 /* If necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1350 object *pl = op->in_player ();
1351 1349
1352 if (pl)
1353 esrv_del_item (pl->contr, op->count);
1354
1355 op->remove ();
1356
1357 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1358 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1359 1352
1360 op->destroy (); 1353 op->drop_and_destroy ();
1361 } 1354 }
1362 1355
1363 return 1; 1356 return;
1357 }
1364 } 1358 }
1365 1359
1366 switch (op->type) 1360 switch (op->type)
1367 { 1361 {
1368 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1369 move_spell_effect (op); 1363 move_spell_effect (op);
1370 return 1; 1364 break;
1371 1365
1372 case ROD: 1366 case ROD:
1373 case HORN: 1367 case HORN:
1374 regenerate_rod (op); 1368 regenerate_rod (op);
1375 return 1; 1369 break;
1376 1370
1377 case FORCE: 1371 case FORCE:
1378 case POTION_EFFECT: 1372 case POTION_EFFECT:
1379 remove_force (op); 1373 remove_force (op);
1380 return 1; 1374 break;
1381 1375
1382 case BLINDNESS: 1376 case BLINDNESS:
1383 remove_blindness (op); 1377 remove_blindness (op);
1384 return 0; 1378 break;
1385 1379
1386 case POISONING: 1380 case POISONING:
1387 poison_more (op); 1381 poison_more (op);
1388 return 0; 1382 break;
1389 1383
1390 case DISEASE: 1384 case DISEASE:
1391 move_disease (op); 1385 move_disease (op);
1392 return 0; 1386 break;
1393 1387
1394 case SYMPTOM: 1388 case SYMPTOM:
1395 move_symptom (op); 1389 move_symptom (op);
1396 return 0; 1390 break;
1397 1391
1398 case THROWN_OBJ: 1392 case THROWN_OBJ:
1399 case ARROW: 1393 case ARROW:
1400 move_arrow (op); 1394 move_arrow (op);
1401 return 0; 1395 break;
1402 1396
1403 case DOOR: 1397 case DOOR:
1404 remove_door (op); 1398 remove_door (op);
1405 return 0; 1399 break;
1406 1400
1407 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1408 remove_door2 (op); 1402 remove_door2 (op);
1409 return 0; 1403 break;
1410 1404
1411 case TELEPORTER: 1405 case TELEPORTER:
1412 move_teleporter (op); 1406 move_teleporter (op);
1413 return 0; 1407 break;
1414 1408
1415 case GOLEM: 1409 case GOLEM:
1416 move_golem (op); 1410 move_golem (op);
1417 return 0; 1411 break;
1418 1412
1419 case EARTHWALL: 1413 case EARTHWALL:
1420 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1421 return 0; 1415 break;
1422 1416
1423 case FIREWALL: 1417 case FIREWALL:
1424 move_firewall (op); 1418 move_firewall (op);
1425 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1426 animate_turning (op); 1420 animate_turning (op);
1427 return 0; 1421 break;
1428 1422
1429 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1430 do_mood_floor (op); 1424 do_mood_floor (op);
1431 return 0; 1425 break;
1432 1426
1433 case GATE: 1427 case GATE:
1434 move_gate (op); 1428 move_gate (op);
1435 return 0; 1429 break;
1436 1430
1437 case TIMED_GATE: 1431 case TIMED_GATE:
1438 move_timed_gate (op); 1432 move_timed_gate (op);
1439 return 0; 1433 break;
1440 1434
1441 case TRIGGER: 1435 case TRIGGER:
1442 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1445 animate_trigger (op); 1439 animate_trigger (op);
1446 return 0; 1440 break;
1447 1441
1448 case DETECTOR: 1442 case DETECTOR:
1449 move_detector (op); 1443 move_detector (op);
1450 1444
1451 case DIRECTOR: 1445 case DIRECTOR:
1452 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1453 animate_turning (op); 1447 animate_turning (op);
1454 return 0; 1448 break;
1455 1449
1456 case HOLE: 1450 case HOLE:
1457 move_hole (op); 1451 move_hole (op);
1458 return 0; 1452 break;
1459 1453
1460 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1461 move_deep_swamp (op); 1455 move_deep_swamp (op);
1462 return 0; 1456 break;
1463 1457
1464 case RUNE: 1458 case RUNE:
1465 case TRAP: 1459 case TRAP:
1466 move_rune (op); 1460 move_rune (op);
1467 return 0; 1461 break;
1468 1462
1469 case PLAYERMOVER: 1463 case PLAYERMOVER:
1470 move_player_mover (op); 1464 move_player_mover (op);
1471 return 0; 1465 break;
1472 1466
1473 case CREATOR: 1467 case CREATOR:
1474 move_creator (op); 1468 move_creator (op);
1475 return 0; 1469 break;
1476 1470
1477 case MARKER: 1471 case MARKER:
1478 move_marker (op); 1472 move_marker (op);
1479 return 0; 1473 break;
1480 1474
1481 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1482 move_player_changer (op); 1476 move_player_changer (op);
1483 return 0; 1477 break;
1484 1478
1485 case PEACEMAKER: 1479 case PEACEMAKER:
1486 move_peacemaker (op); 1480 move_peacemaker (op);
1487 return 0; 1481 break;
1488 }
1489 1482
1490 return 0; 1483 case PLAYER:
1491} 1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1492 1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1497}
1498

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