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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 1.95 by root, Mon Oct 26 11:31:39 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
42{ 68{
43 int i; 69 int i;
44 object *tmp; 70 object *tmp;
45 71
46 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
49 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
52 } 79 }
80 }
53 81
54 if (op->other_arch) 82 if (op->other_arch)
55 { 83 {
56 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 85 tmp->x = op->x;
58 tmp->y = op->y; 86 tmp->y = op->y;
59 tmp->map = op->map; 87 tmp->map = op->map;
60 tmp->level = op->level; 88 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
62 } 90 }
63 op->remove (); 91
64 op->destroy (0); 92 op->drop_and_destroy ();
65} 93}
66 94
67void 95void
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) 96generate_monster (object *gen)
101{ 97{
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) 98 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; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 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; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 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; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
168 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
171 144
172 if (head != NULL) 145 op->expand_tail ();
173 op->head = head, prev->more = op;
174 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 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); 155 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}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 op->remove (); 181
226 op->destroy (0); 182 op->destroy ();
227} 183}
228 184
229void 185void
230remove_blindness (object *op) 186remove_blindness (object *op)
231{ 187{
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
190
234 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
192
235 if (op->env != NULL) 193 if (op->env)
236 { 194 {
237 change_abil (op->env, op); 195 change_abil (op->env, op);
238 fix_player (op->env); 196 op->env->update_stats ();
239 } 197 }
240 op->remove (); 198
241 op->destroy (0); 199 op->destroy ();
242} 200}
243 201
244void 202void
245poison_more (object *op) 203poison_more (object *op)
246{ 204{
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 { 206 {
249 op->remove ();
250 op->destroy (0); 207 op->destroy ();
251 return; 208 return;
252 } 209 }
210
253 if (op->stats.food == 1) 211 if (op->stats.food == 1)
254 { 212 {
255 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
256 * will not do anything. 214 * will not do anything.
257 */ 215 */
258 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
259 { 217 {
260 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env); 219 op->env->update_stats ();
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 } 221 }
264 op->remove (); 222
265 op->destroy (0); 223 op->destroy ();
266 return; 224 return;
267 } 225 }
226
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 243 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
289 if (op->value) 249 if (op->value)
290 { 250 {
291 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 253 op->stats.wc = 0;
294 if (op->arch->clone.speed) 254 if (op->arch->speed)
295 op->value = 0; 255 op->value = 0;
296 else 256 else
297 {
298 op->speed = 0; 257 op->set_speed (0);
299 update_ob_speed (op);
300 } 258 }
301 } 259
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 261 {
304 op->move_block = 0; 262 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
307 } 265 }
266
308 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
310 return; 269 return;
311 } 270 }
312 271
320 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
321 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 281 * the gate slightly.
323 */ 282 */
324 283
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327 break; 286 break;
328 287
329 if (tmp == NULL) 288 if (!tmp)
330 { 289 {
331 if (op->arch->clone.speed) 290 if (op->arch->speed)
332 op->value = 1; 291 op->value = 1;
333 else 292 else
334 {
335 op->speed = 0; 293 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 294
337 }
338 return; 295 return;
339 } 296 }
340 } 297 }
341 298
342 if (op->stats.food) 299 if (op->stats.food)
349 } 306 }
350 else 307 else
351 { /* The gate is still going up */ 308 { /* The gate is still going up */
352 op->stats.wc++; 309 op->stats.wc++;
353 310
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 313
357 /* If there is something on top of the gate, we try to roll it off. 314 /* 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 315 * If a player/monster, we don't roll, we just hit them with damage
359 */ 316 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 318 {
362 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
365 323
366 if (tmp != NULL) 324 if (tmp)
367 { 325 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 327 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
371 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 } 333 }
374 else
375 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
377 * off the gate. 336 * off the gate.
378 */ 337 */
379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380 { 339 {
381 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
383 342
384 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
385 if (i != -1) 344 if (i > 0)
386 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
387 tmp->remove (); 349 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 } 350 }
391 } 351 }
392 } 352 }
393 353
394 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 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)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397 break; 357 break;
398 358
399 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
400 if (tmp) 360 if (tmp)
401 {
402 op->stats.food = 1; 361 op->stats.food = 1;
403 }
404 else 362 else
405 { 363 {
406 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
407 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
410 } 369 }
411 } /* gate is halfway up */ 370 } /* gate is halfway up */
412 371
425 int v = op->value; 384 int v = op->value;
426 385
427 if (op->stats.sp) 386 if (op->stats.sp)
428 { 387 {
429 move_gate (op); 388 move_gate (op);
389
430 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 391 op->stats.sp = 0;
432 return; 392 return;
433 } 393 }
394
434 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 396 { /* keep gate down */
436 move_gate (op); 397 move_gate (op);
398
437 if (op->value != v) 399 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 400 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 401 }
443} 402}
444 403
445/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
456 int last = op->value; 415 int last = op->value;
457 int detected; 416 int detected;
458 417
459 detected = 0; 418 detected = 0;
460 419
461 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
462 { 421 {
463 object *tmp2; 422 object *tmp2;
464 423
465 if (op->stats.hp) 424 if (op->stats.hp)
466 { 425 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 427 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 429 detected = 1;
430
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 432 detected = 1;
473 } 433 }
474 } 434 }
435
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 437 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 439 detected = 1;
481 } 440 }
482 441
483 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
485 { 444 {
486 if (detected && last == 0) 445 if (detected && last == 0)
487 { 446 {
488 op->value = 1; 447 op->value = 1;
489 push_button (op); 448 push_button (op, tmp);
490 } 449 }
450
491 if (!detected && last == 1) 451 if (!detected && last == 1)
492 { 452 {
493 op->value = 0; 453 op->value = 0;
494 push_button (op); 454 push_button (op, tmp);
495 } 455 }
496 } 456 }
497 else 457 else
498 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
499 if (detected && last == 1) 459 if (detected && last == 1)
500 { 460 {
501 op->value = 0; 461 op->value = 0;
502 push_button (op); 462 push_button (op, tmp);
503 } 463 }
464
504 if (!detected && last == 0) 465 if (!detected && last == 0)
505 { 466 {
506 op->value = 1; 467 op->value = 1;
507 push_button (op); 468 push_button (op, tmp);
508 } 469 }
509 } 470 }
510} 471}
511
512 472
513void 473void
514animate_trigger (object *op) 474animate_trigger (object *op)
515{ 475{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
526} 486}
527 487
528void 488void
529move_hole (object *op) 489move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 491 if (op->value)
534 { /* We're opening */ 492 { /* We're opening */
535 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
537 op->stats.wc = 0; 495 op->stats.wc = 0;
538 op->speed = 0; 496 op->set_speed (0);
539 update_ob_speed (op);
540 497
541 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 501 {
545 next = tmp->above; 502 next = tmp->above;
546 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
547 } 504 }
548 } 505 }
506
549 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
551 return; 509 return;
552 } 510 }
511
553 /* We're closing */ 512 /* We're closing */
554 op->move_on = 0; 513 op->move_on = 0;
555 514
556 op->stats.wc++; 515 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
559 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 523}
568 524
569 525
570/* stop_item() returns a pointer to the stopped object. The stopped object 526/* 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 527 * may or may not have been removed from maps or inventories. It will not
591 { 547 {
592 object *payload = op->inv; 548 object *payload = op->inv;
593 549
594 if (payload == NULL) 550 if (payload == NULL)
595 return NULL; 551 return NULL;
552
596 payload->remove (); 553 payload->remove ();
597 op->remove ();
598 op->destroy (0); 554 op->destroy ();
599 return payload; 555 return payload;
600 } 556 }
601 557
602 case ARROW: 558 case ARROW:
603 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
604 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
605 return op; 561 return op;
606 562
607 default: 563 default:
608 return op; 564 return op;
617void 573void
618fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
619{ 575{
620 if (map == NULL) 576 if (map == NULL)
621 return; 577 return;
578
622 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
623 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
624 else if (op->type == ARROW) 581 else if (op->type == ARROW)
625 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
626} 583}
627 584
628
629object * 585object *
630fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
631{ 587{
632 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
633 { 589 {
634 /* Small chance of breaking */ 590 /* Small chance of breaking */
635 op->remove ();
636 op->destroy (0); 591 op->destroy ();
637 return NULL; 592 return NULL;
638 } 593 }
639 594
595 op->set_speed (0);
640 op->direction = 0; 596 op->direction = 0;
641 op->move_on = 0; 597 op->move_on = 0;
642 op->move_type = 0; 598 op->move_type = 0;
643 op->speed = 0; 599 op->skill = 0; // really?
644 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
645 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
646 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
647 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
648 op->slaying = 0; 605 op->slaying = op->custom_name;
649 op->skill = 0;
650 606
651 if (op->spellarg != NULL)
652 {
653 op->slaying = op->spellarg;
654 free (op->spellarg);
655 op->spellarg = NULL;
656 }
657 else
658 op->slaying = NULL;
659
660 /* Reset these to zero, so that CAN_MERGE will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
661 op->spellarg = NULL; 608 op->custom_name = 0;
662 op->stats.sp = 0; 609 op->stats.sp = 0;
663 op->stats.hp = 0; 610 op->stats.hp = 0;
664 op->stats.grace = 0; 611 op->stats.grace = 0;
665 op->level = 0; 612 op->level = 0;
666 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
667 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
668 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
669 return op; 618 return op;
670} 619}
671 620
672/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
673 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
674 * here too. -b.t. 623 * here too. -b.t.
675 * 624 *
676 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
677 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
678 */ 627 */
679
680static void 628static void
681stop_arrow (object *op) 629stop_arrow (object *op)
682{ 630{
683 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
684 return; 632 return;
685 633
686 if (op->inv) 634 if (op->inv)
687 { 635 {
636 // replace this by straightforward drop to ground?
688 object *payload = op->inv; 637 object *payload = op->inv;
689 638
690 payload->remove (); 639 payload->owner = 0;
691 clear_owner (payload);
692 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
693 op->remove ();
694 op->destroy (0); 641 op->destroy ();
695 } 642 }
696 else 643 else
697 { 644 {
698 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
699 if (op) 647 if (op)
700 merge_ob (op, NULL); 648 merge_ob (op, 0);
701 } 649 }
702} 650}
703 651
704/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 653 */
706
707void 654void
708move_arrow (object *op) 655move_arrow (object *op)
709{ 656{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 657 int was_reflected;
713 maptile *m;
714 658
715 if (op->map == NULL) 659 if (!op->map)
716 { 660 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->remove ();
719 op->destroy (0); 662 op->destroy ();
720 return; 663 return;
721 } 664 }
722 665
723 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
724 if (op->type == THROWN_OBJ) 667 if (op->type == THROWN_OBJ)
729 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
730 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
731 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
732 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
733 */ 676 */
734 if (op->inv == NULL) 677 if (!op->inv)
735 { 678 {
736 op->remove ();
737 op->destroy (0); 679 op->destroy ();
738 return; 680 return;
739 } 681 }
740 682
741 if (op->last_sp-- < 0) 683 if (op->last_sp-- < 0)
742 { 684 {
752 stop_arrow (op); 694 stop_arrow (op);
753 return; 695 return;
754 } 696 }
755 697
756 /* Calculate target map square */ 698 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 699 was_reflected = 0;
760 700
761 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 702
764 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
765 { 704 {
766 stop_arrow (op); 705 stop_arrow (op);
767 return; 706 return;
768 } 707 }
769 708
770 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
771 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
772 { 711 {
773 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break; 716 break;
776 717
777 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
784 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
786 */ 727 */
787 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
788 { 729 {
789 int number = op->face->number; 730 int number = op->face;
790 731
791 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
792 op->state = 0; 733 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 */ 734 was_reflected = 1; /* skip normal movement calculations */
805 } 735 }
806 else 736 else
807 { 737 {
808 /* Attack the object. */ 738 /* Attack the object. */
812 return; 742 return;
813 } 743 }
814 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
816 746
817 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
818 { 748 {
819 int retry = 0; 749 int retry = 0;
820 750
821 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
822 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
835 if (op->direction & 1) 765 if (op->direction & 1)
836 { 766 {
837 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
838 retry = 1; 768 retry = 1;
839 } 769 }
770
840 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
841 * use this retry here to make this one block 772 * use this retry here to make this one block
842 * that did the same thing. 773 * that did the same thing.
843 */ 774 */
844 while (retry < 2) 775 while (retry < 2)
845 { 776 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 777 retry++;
851 778
852 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
853 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
856 */ 783 */
857 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 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)));
860 786
861 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 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)));
864 789
865 if (left == right) 790 if (left == right)
866 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
867 else if (left) 792 else if (left)
868 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
869 else if (right) 794 else if (right)
870 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
871 796
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 - 797 /* If this space is not out of the map and not blocked, valid space -
875 * don't need to retry again. 798 * don't need to retry again.
876 */ 799 */
877 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
878 break; 802 break;
879
880 } 803 }
804
881 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 806 * stop it from moving.
883 */ 807 */
884 if (retry == 2) 808 if (retry == 2)
885 { 809 {
886 stop_arrow (op); 810 stop_arrow (op);
887 return; 811 return;
888 } 812 }
813
889 /* update object image for new facing */ 814 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
892 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
893 } /* object is reflected */ 818 } /* object is reflected */
894 } /* object ran into a wall */ 819 } /* object ran into a wall */
895
896 /* Move the arrow. */
897 op->remove ();
898 op->x = new_x;
899 op->y = new_y;
900 820
901 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
902 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
903 */ 823 */
904 op->speed -= 0.05; 824 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906}
907 825
908/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
909 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
910 * Modified this routine to allow held objects. b.t. */ 828}
911 829
912void 830void
913change_object (object *op) 831change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
915 object *tmp, *env, *pl;
916 int i, j; 833 int i, j;
917 834
918 if (op->other_arch == NULL) 835 if (!op->other_arch)
919 { 836 {
920 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
921 return; 838 return;
922 } 839 }
923 840
924 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
925 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
926 { 843 {
927 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
928 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
929 else 861 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 { 862 {
956 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
957 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
958 tmp->destroy (0); 865 tmp->destroy ();
959 else 866 else
960 { 867 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 869
963 } 870 if (pos.normalise ())
871 pos.insert (tmp, op);
964 } 872 }
873 }
965 } 874 }
875
966 op->destroy (0); 876 op->destroy ();
967} 877}
968 878
969void 879void
970move_teleporter (object *op) 880move_teleporter (object *op)
971{ 881{
976 * there is an old multipart teleporter in which the other parts 886 * 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 887 * 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 888 * function - in fact, as written below, part N would get called
979 * N times without the speed check. 889 * N times without the speed check.
980 */ 890 */
981 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
982 move_teleporter (op->more); 892 move_teleporter (op->more);
983 893
984 if (op->head) 894 if (op->head)
985 head = op->head; 895 head = op->head;
986 896
987 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
988 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
989 break; 899 break;
990 900
991 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
992 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
997 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
998 { 908 {
999 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1000 return; 910 return;
1001 911
1002 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1003 } 913 }
1004 else 914 else
1005 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1006 return; 916 return;
1007 } 917 }
1008 else if (EXIT_X (head) || EXIT_Y (head)) 918 else if (EXIT_X (head) || EXIT_Y (head))
1009 { 919 {
1010 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) 920 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1011 { 921 {
1012 LOG (llevError, "Removed illegal teleporter.\n"); 922 LOG (llevError, "Removed illegal teleporter.\n");
1013 head->remove ();
1014 head->destroy (0); 923 head->destroy ();
1015 return; 924 return;
1016 } 925 }
926
1017 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1018 return; 928 return;
929
1019 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); 930 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1020 } 931 }
1021 else 932 else
1022 { 933 {
1023 /* Random teleporter */ 934 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 936 return;
937
1026 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1027 } 939 }
1028} 940}
1029
1030 941
1031/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 945 can't be generalized.
1035*/ 946*/
1036
1037void 947void
1038move_player_changer (object *op) 948move_player_changer (object *op)
1039{ 949{
1040 object *player; 950 object *player;
1041 object *walk; 951 object *walk;
1042 char c;
1043 952
1044 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1045 return; 954 return;
1046 955
1047 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 957 * needs to be on top.
1049 */ 958 */
1050 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1051 { 960 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 962 return;
963
1054 player = op->above; 964 player = op->above;
1055 965
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1058 968
1059 fix_player (player); 969 player->update_stats ();
1060 970
1061 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1063 973
1064 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 976 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1071 } 980 }
1072 else 981 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 983
1075 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 985 }
1078} 986}
1079 987
1080/* firewalls fire other spells. 988/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1088 996
1089 if (!op->map) 997 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1091 999
1092 spell = op->inv; 1000 spell = op->inv;
1001
1093 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1004
1095 if (!spell) 1005 if (!spell)
1096 { 1006 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1008 return;
1099 } 1009 }
1100 1010
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1012}
1103
1104 1013
1105/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
1107 * 1016 *
1108 * a player mover finds any players that are sitting on it. It 1017 * a player mover finds any players that are sitting on it. It
1112 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1022 */
1114void 1023void
1115move_player_mover (object *op) 1024move_player_mover (object *op)
1116{ 1025{
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1119 sint16 nx, ny; 1027 sint16 nx, ny;
1120 maptile *m; 1028 maptile *m;
1121 1029
1122 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1031 if (!dir)
1124 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1125 1033
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1127 { 1035 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1038 {
1131 1039
1133 victim = victim->head; 1041 victim = victim->head;
1134 1042
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1136 { 1044 {
1137 op->remove (); 1045 op->remove ();
1138 op->destroy (0);
1139 return; 1046 return;
1140 } 1047 }
1048
1141 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1143 m = op->map; 1051 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1053 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1054 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; 1055 return;
1148 } 1056 }
1149 1057
1150 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1151 return; 1059 return;
1152 1060
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1154 { 1062 {
1155 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1160 }
1161 } 1068 }
1162 1069
1163 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1164 { 1071 {
1165 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1169 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1171 * get to this space. 1078 * get to this space.
1172 */ 1079 */
1173 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1082 move_player (victim, dir);
1176 } 1083 }
1177 else 1084 else
1178 return; 1085 return;
1179 } 1086 }
1183 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1185 1092
1186 if (op->attacktype) 1093 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 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 } 1096 }
1199 } 1097 }
1200 } 1098 }
1201} 1099}
1202 1100
1212{ 1110{
1213 object *tmp; 1111 object *tmp;
1214 1112
1215 if (!op->other_arch) 1113 if (!op->other_arch)
1216 { 1114 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1115 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1116 return;
1219 } 1117 }
1220 1118
1221 if (op->above == NULL) 1119 if (op->above == NULL)
1222 return; 1120 return;
1121
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1123 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1125 {
1227 if (op->level <= 0) 1126 if (op->level <= 0)
1228 {
1229 tmp->remove ();
1230 tmp->destroy (0); 1127 tmp->destroy ();
1231 }
1232 else 1128 else
1233 { 1129 {
1234 uint64 new_nrof = (uint64) tmp->nrof * op->level; 1130 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235 1131
1236 if (new_nrof >= 1UL << 31) 1132 if (new_nrof >= 1UL << 31)
1237 new_nrof = 1UL << 31; 1133 new_nrof = 1UL << 31;
1134
1238 tmp->nrof = new_nrof; 1135 tmp->nrof = new_nrof;
1239 } 1136 }
1137
1240 break; 1138 break;
1241 } 1139 }
1242 } 1140 }
1243} 1141}
1244 1142
1253 * has to make sure that there is in fact space for the object. 1151 * 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 1152 * It should really do this for small objects also, but there is
1255 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1256 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1257*/ 1155*/
1258
1259void 1156void
1260move_creator (object *creator) 1157move_creator (object *creator)
1261{ 1158{
1262 object *new_ob; 1159 object *new_ob;
1263 1160
1265 { 1162 {
1266 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1267 return; 1164 return;
1268 } 1165 }
1269 1166
1270 if (creator->inv != NULL) 1167 if (creator->inv)
1271 { 1168 {
1272 object *ob; 1169 object *ob;
1273 int i; 1170 int i;
1274 object *ob_to_copy; 1171 object *ob_to_copy;
1275 1172
1280 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1281 { 1178 {
1282 ob_to_copy = ob; 1179 ob_to_copy = ob;
1283 } 1180 }
1284 } 1181 }
1285 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1286 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1287 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1288 } 1185 }
1289 else 1186 else
1290 { 1187 {
1291 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1292 { 1189 {
1293 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1294 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1295 return; 1192 return;
1296 } 1193 }
1297 1194
1298 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1299 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1300 } 1197 }
1301 1198
1302 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1303 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1304 { 1201 {
1305 new_ob->destroy (0); 1202 new_ob->destroy ();
1306 return; 1203 return;
1307 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1308 1209
1309 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1310 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1311 return; 1212 return;
1312 1213
1313 if (creator->slaying) 1214 if (creator->slaying)
1314 {
1315 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1316 }
1317} 1216}
1318 1217
1319/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1320 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1321 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1322 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1323 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1324 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1325 0 and then delete itself every time it grants a mark. 1224 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.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1327
1328void 1226void
1329move_marker (object *op) 1227move_marker (object *op)
1330{ 1228{
1331 object *tmp, *tmp2; 1229 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 { 1230 {
1335 if (tmp->type == PLAYER)
1336 { /* we've got someone to MARK */
1337
1338 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1339 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1340 { 1236 {
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1237 tmp->force_add (op->slaying, op->stats.food);
1342 break; 1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1343 } 1243 {
1244 op->stats.hp--;
1344 1245
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) 1246 if (op->stats.hp == 0)
1367 { 1247 {
1368 force->speed = 0.01; 1248 /* marker expires--granted mark number limit */
1369 force->speed_left = -op->stats.food; 1249 op->destroy ();
1250 return;
1370 } 1251 }
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 } 1252 }
1393 } /* if tmp2 == NULL */ 1253 }
1394 } /* if tmp->type == PLAYER */ 1254 }
1395 } /* For all objects on this space */
1396} 1255}
1397 1256
1398int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1399process_object (object *op) 1303process_object (object *op)
1400{ 1304{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1306 return;
1403 1307
1404 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1309 return;
1406 1310
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1313 return;
1410 1314
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1316 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1417 1318
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1320 make_sure_seen (op);
1420 } 1321 }
1421 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1330 {
1424 change_object (op); 1331 change_object (op);
1425 return 1; 1332 return;
1426 } 1333 }
1427 1334
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1336 generate_monster (op);
1430 1337
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1339 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1341 remove_force (op);
1435 else 1342 else
1436 { 1343 {
1437 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1438 object *pl = is_player_inv (op);
1439 1345
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1447 1348
1448 op->destroy (0); 1349 op->drop_and_destroy ();
1449 } 1350 }
1450 1351
1451 return 1; 1352 return;
1353 }
1452 } 1354 }
1453 1355
1454 switch (op->type) 1356 switch (op->type)
1455 { 1357 {
1456 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1457 move_spell_effect (op); 1359 move_spell_effect (op);
1458 return 1; 1360 break;
1459 1361
1460 case ROD: 1362 case ROD:
1461 case HORN: 1363 case HORN:
1462 regenerate_rod (op); 1364 regenerate_rod (op);
1463 return 1; 1365 break;
1464 1366
1465 case FORCE: 1367 case FORCE:
1466 case POTION_EFFECT: 1368 case POTION_EFFECT:
1467 remove_force (op); 1369 remove_force (op);
1468 return 1; 1370 break;
1469 1371
1470 case BLINDNESS: 1372 case BLINDNESS:
1471 remove_blindness (op); 1373 remove_blindness (op);
1472 return 0; 1374 break;
1473 1375
1474 case POISONING: 1376 case POISONING:
1475 poison_more (op); 1377 poison_more (op);
1476 return 0; 1378 break;
1477 1379
1478 case DISEASE: 1380 case DISEASE:
1479 move_disease (op); 1381 move_disease (op);
1480 return 0; 1382 break;
1481 1383
1482 case SYMPTOM: 1384 case SYMPTOM:
1483 move_symptom (op); 1385 move_symptom (op);
1484 return 0; 1386 break;
1485 1387
1486 case THROWN_OBJ: 1388 case THROWN_OBJ:
1487 case ARROW: 1389 case ARROW:
1488 move_arrow (op); 1390 move_arrow (op);
1489 return 0; 1391 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1392
1495 case DOOR: 1393 case DOOR:
1496 remove_door (op); 1394 remove_door (op);
1497 return 0; 1395 break;
1498 1396
1499 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1500 remove_door2 (op); 1398 remove_door2 (op);
1501 return 0; 1399 break;
1502 1400
1503 case TELEPORTER: 1401 case TELEPORTER:
1504 move_teleporter (op); 1402 move_teleporter (op);
1505 return 0; 1403 break;
1506 1404
1507 case GOLEM: 1405 case GOLEM:
1508 move_golem (op); 1406 move_golem (op);
1509 return 0; 1407 break;
1510 1408
1511 case EARTHWALL: 1409 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1411 break;
1514 1412
1515 case FIREWALL: 1413 case FIREWALL:
1516 move_firewall (op); 1414 move_firewall (op);
1517 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1518 animate_turning (op); 1416 animate_turning (op);
1519 return 0; 1417 break;
1520 1418
1521 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1522 do_mood_floor (op); 1420 do_mood_floor (op);
1523 return 0; 1421 break;
1524 1422
1525 case GATE: 1423 case GATE:
1526 move_gate (op); 1424 move_gate (op);
1527 return 0; 1425 break;
1528 1426
1529 case TIMED_GATE: 1427 case TIMED_GATE:
1530 move_timed_gate (op); 1428 move_timed_gate (op);
1531 return 0; 1429 break;
1532 1430
1533 case TRIGGER: 1431 case TRIGGER:
1534 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1435 animate_trigger (op);
1538 return 0; 1436 break;
1539 1437
1540 case DETECTOR: 1438 case DETECTOR:
1541 move_detector (op); 1439 move_detector (op);
1542 1440
1543 case DIRECTOR: 1441 case DIRECTOR:
1544 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1545 animate_turning (op); 1443 animate_turning (op);
1546 return 0; 1444 break;
1547 1445
1548 case HOLE: 1446 case HOLE:
1549 move_hole (op); 1447 move_hole (op);
1550 return 0; 1448 break;
1551 1449
1552 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1451 move_deep_swamp (op);
1554 return 0; 1452 break;
1555 1453
1556 case RUNE: 1454 case RUNE:
1557 case TRAP: 1455 case TRAP:
1558 move_rune (op); 1456 move_rune (op);
1559 return 0; 1457 break;
1560 1458
1561 case PLAYERMOVER: 1459 case PLAYERMOVER:
1562 move_player_mover (op); 1460 move_player_mover (op);
1563 return 0; 1461 break;
1564 1462
1565 case CREATOR: 1463 case CREATOR:
1566 move_creator (op); 1464 move_creator (op);
1567 return 0; 1465 break;
1568 1466
1569 case MARKER: 1467 case MARKER:
1570 move_marker (op); 1468 move_marker (op);
1571 return 0; 1469 break;
1572 1470
1573 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1574 move_player_changer (op); 1472 move_player_changer (op);
1575 return 0; 1473 break;
1576 1474
1577 case PEACEMAKER: 1475 case PEACEMAKER:
1578 move_peacemaker (op); 1476 move_peacemaker (op);
1579 return 0; 1477 break;
1580 }
1581 1478
1582 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1583} 1493}
1494

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