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Revision: 1.75
Committed: Sun May 4 08:25:33 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_54, rel-2_55, rel-2_56, rel-2_53, rel-2_61
Changes since 1.74: +2 -2 lines
Log Message:
rewrite objetc_create_clone to deep_clone and fix randfom map generator bug

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.72 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.53 *
4 root 1.73 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.53 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.72 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.59 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.53 *
13 root 1.59 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.53 *
18 root 1.59 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.53 *
21 root 1.72 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.34 */
23 elmex 1.1
24     /*
25     * Routines that is executed from objects based on their speed have been
26     * collected in this file.
27     */
28     #include <global.h>
29     #include <spells.h>
30 root 1.28 #include <sproto.h>
31 elmex 1.1
32     /* The following removes doors. The functions check to see if similar
33     * doors are next to the one that is being removed, and if so, set it
34     * so those will be removed shortly (in a cascade like fashion.)
35     */
36 root 1.9 void
37     remove_door (object *op)
38     {
39 root 1.71 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 root 1.70 {
41 root 1.71 object *tmp;
42 root 1.70 mapxy pos (op);
43     pos.move (i);
44     if (pos.normalise ()
45 root 1.71 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 root 1.70 {
47     tmp->set_speed (0.1f);
48     tmp->speed_left = -0.2f;
49     }
50     }
51 root 1.9
52     if (op->other_arch)
53     {
54 root 1.71 object *tmp = arch_to_object (op->other_arch);
55 root 1.9 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 root 1.17
62     op->destroy ();
63 elmex 1.1 }
64    
65 root 1.9 void
66     remove_door2 (object *op)
67     {
68 elmex 1.1 int i;
69     object *tmp;
70 root 1.9
71     for (i = 1; i < 9; i += 2)
72     {
73     tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74     if (tmp && tmp->slaying == op->slaying)
75     { /* same key both doors */
76 root 1.49 tmp->set_speed (0.1f);
77     tmp->speed_left = -0.2f;
78 root 1.9 }
79     }
80 root 1.27
81 root 1.9 if (op->other_arch)
82     {
83     tmp = arch_to_object (op->other_arch);
84     tmp->x = op->x;
85     tmp->y = op->y;
86     tmp->map = op->map;
87     tmp->level = op->level;
88     insert_ob_in_map (tmp, op->map, op, 0);
89     }
90 root 1.17
91     op->destroy ();
92 elmex 1.1 }
93    
94 root 1.45 void
95     generate_monster (object *gen)
96 root 1.9 {
97 root 1.45 if (!gen->map)
98     return;
99    
100     if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101     return;
102    
103     object *op;
104 root 1.67 int dir;
105 root 1.45
106     if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
107     {
108 root 1.58 // either copy one item from the inventory...
109 root 1.45 if (!gen->inv)
110     return;
111    
112     // first select one item from the inventory
113     int index = 0;
114     for (object *tmp = gen->inv; tmp; tmp = tmp->below)
115     if (!rndm (++index))
116     op = tmp;
117    
118 root 1.67 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119     if (dir < 0)
120 root 1.63 return;
121    
122 root 1.75 op = op->deep_clone ();
123 root 1.45
124     CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125     unflag_inv (op, FLAG_IS_A_TEMPLATE);
126     }
127 root 1.58 else if (gen->other_arch)
128 root 1.45 {
129     // ...or use other_arch
130 root 1.67 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131     if (dir < 0)
132 root 1.63 return;
133    
134 root 1.58 op = arch_to_object (gen->other_arch);
135 root 1.45 }
136 root 1.58 else
137     return;
138 root 1.45
139 root 1.44 op->expand_tail ();
140 root 1.9
141 root 1.67 mapxy pos (gen); pos.move (dir);
142    
143     if (pos.insert (op, gen))
144 root 1.9 {
145 root 1.63 if (rndm (0, 9))
146     generate_artifact (op, gen->map->difficulty);
147 root 1.43
148 root 1.63 if (op->has_random_items ())
149     create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
150 root 1.43
151 root 1.63 return;
152 elmex 1.1 }
153 root 1.43
154 root 1.44 op->destroy ();
155 root 1.9 }
156    
157     void
158     remove_force (object *op)
159     {
160     if (--op->duration > 0)
161     return;
162 elmex 1.1
163 root 1.25 if (op->env)
164     switch (op->subtype)
165     {
166     case FORCE_CONFUSION:
167     CLEAR_FLAG (op->env, FLAG_CONFUSED);
168     new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
169 root 1.6
170 root 1.25 default:
171     CLEAR_FLAG (op, FLAG_APPLIED);
172     change_abil (op->env, op);
173     op->env->update_stats ();
174     }
175 root 1.17
176     op->destroy ();
177 elmex 1.1 }
178    
179 root 1.9 void
180     remove_blindness (object *op)
181     {
182     if (--op->stats.food > 0)
183 elmex 1.1 return;
184 root 1.17
185 root 1.9 CLEAR_FLAG (op, FLAG_APPLIED);
186 root 1.17
187 root 1.27 if (op->env)
188 root 1.9 {
189     change_abil (op->env, op);
190 root 1.23 op->env->update_stats ();
191 root 1.9 }
192 root 1.17
193     op->destroy ();
194 elmex 1.1 }
195    
196 root 1.9 void
197     poison_more (object *op)
198     {
199     if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
200     {
201 root 1.17 op->destroy ();
202 root 1.9 return;
203     }
204 root 1.17
205 root 1.9 if (op->stats.food == 1)
206     {
207 root 1.38 /* need to unapply the object before update_stats is called, else fix_player
208 root 1.9 * will not do anything.
209     */
210     if (op->env->type == PLAYER)
211     {
212     CLEAR_FLAG (op, FLAG_APPLIED);
213 root 1.23 op->env->update_stats ();
214 root 1.9 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
215     }
216 root 1.17
217     op->destroy ();
218 root 1.9 return;
219     }
220 root 1.17
221 root 1.9 if (op->env->type == PLAYER)
222     {
223     op->env->stats.food--;
224     new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
225 elmex 1.1 }
226 elmex 1.32
227     hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228 elmex 1.1 }
229    
230    
231 root 1.9 void
232     move_gate (object *op)
233 root 1.46 { /* 1 = going down, 0 = going up */
234 root 1.9 object *tmp;
235    
236     if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
237     {
238     LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
239     op->stats.wc = 0;
240     }
241    
242     /* We're going down */
243     if (op->value)
244     {
245     if (--op->stats.wc <= 0)
246     { /* Reached bottom, let's stop */
247     op->stats.wc = 0;
248 root 1.56 if (op->arch->speed)
249 root 1.9 op->value = 0;
250     else
251 root 1.26 op->set_speed (0);
252 root 1.6 }
253 root 1.26
254 root 1.9 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255     {
256     op->move_block = 0;
257     CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
258     update_all_los (op->map, op->x, op->y);
259     }
260 root 1.26
261 root 1.9 SET_ANIMATION (op, op->stats.wc);
262     update_object (op, UP_OBJ_CHANGE);
263     return;
264 elmex 1.1 }
265    
266 root 1.9 /* We're going up */
267 elmex 1.1
268 root 1.9 /* First, lets see if we are already at the top */
269     if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270     {
271 elmex 1.1
272 root 1.9 /* Check to make sure that only non pickable and non rollable
273     * objects are above the gate. If so, we finish closing the gate,
274     * otherwise, we fall through to the code below which should lower
275     * the gate slightly.
276     */
277    
278 root 1.65 for (tmp = op->above; tmp; tmp = tmp->above)
279 root 1.9 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
280     break;
281 root 1.6
282 root 1.65 if (!tmp)
283 root 1.9 {
284 root 1.56 if (op->arch->speed)
285 root 1.9 op->value = 1;
286     else
287 root 1.26 op->set_speed (0);
288    
289 root 1.9 return;
290     }
291     }
292    
293     if (op->stats.food)
294     { /* The gate is going temporarily down */
295     if (--op->stats.wc <= 0)
296     { /* Gone all the way down? */
297     op->stats.food = 0; /* Then let's try again */
298     op->stats.wc = 0;
299 root 1.6 }
300 elmex 1.1 }
301 root 1.9 else
302     { /* The gate is still going up */
303     op->stats.wc++;
304 elmex 1.1
305 root 1.69 if (op->stats.wc >= NUM_ANIMATIONS (op))
306     op->stats.wc = NUM_ANIMATIONS (op) - 1;
307 root 1.9
308     /* If there is something on top of the gate, we try to roll it off.
309     * If a player/monster, we don't roll, we just hit them with damage
310     */
311 root 1.69 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
312 root 1.9 {
313     /* Halfway or further, check blocks */
314     /* First, get the top object on the square. */
315 root 1.46 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316     ;
317 root 1.9
318 root 1.46 if (tmp)
319 root 1.9 {
320     if (QUERY_FLAG (tmp, FLAG_ALIVE))
321     {
322 root 1.46 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 root 1.65 op->play_sound (sound_find ("blocked_gate"));
324 root 1.46
325 root 1.9 if (tmp->type == PLAYER)
326     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
327     }
328     /* If the object is not alive, and the object either can
329     * be picked up or the object rolls, move the object
330     * off the gate.
331     */
332 root 1.65 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
333 root 1.9 {
334     /* If it has speed, it should move itself, otherwise: */
335 root 1.69 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
336 root 1.9
337     /* If there is a free spot, move the object someplace */
338 root 1.69 if (i > 0)
339 root 1.9 {
340 root 1.69 mapxy pos (tmp);
341     pos.move (i);
342     if (pos.normalise ())
343     tmp->move_to (pos);
344 root 1.6 }
345     }
346     }
347    
348 root 1.9 /* See if there is still anything blocking the gate */
349 root 1.65 for (tmp = op->above; tmp; tmp = tmp->above)
350 root 1.9 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
351     break;
352    
353     /* IF there is, start putting the gate down */
354     if (tmp)
355 root 1.65 op->stats.food = 1;
356 root 1.9 else
357     {
358     op->move_block = MOVE_ALL;
359 root 1.65
360 root 1.56 if (!op->arch->stats.ac)
361 root 1.9 SET_FLAG (op, FLAG_BLOCKSVIEW);
362     update_all_los (op->map, op->x, op->y);
363     }
364     } /* gate is halfway up */
365    
366     SET_ANIMATION (op, op->stats.wc);
367     update_object (op, UP_OBJ_CHANGE);
368     } /* gate is going up */
369 elmex 1.1 }
370    
371     /* hp : how long door is open/closed
372     * maxhp : initial value for hp
373     * sp : 1 = open, 0 = close
374     */
375 root 1.9 void
376     move_timed_gate (object *op)
377 elmex 1.1 {
378     int v = op->value;
379    
380 root 1.9 if (op->stats.sp)
381     {
382     move_gate (op);
383 root 1.65
384 root 1.9 if (op->value != v) /* change direction ? */
385     op->stats.sp = 0;
386     return;
387     }
388 root 1.65
389 root 1.9 if (--op->stats.hp <= 0)
390     { /* keep gate down */
391     move_gate (op);
392 root 1.65
393 root 1.9 if (op->value != v)
394 root 1.26 op->set_speed (0);
395 elmex 1.1 }
396     }
397    
398     /* slaying: name of the thing the detector is to look for
399     * speed: frequency of 'glances'
400     * connected: connected value of detector
401     * sp: 1 if detection sets buttons
402     * -1 if detection unsets buttons
403     */
404    
405 root 1.9 void
406     move_detector (object *op)
407 elmex 1.1 {
408 root 1.9 object *tmp;
409     int last = op->value;
410     int detected;
411    
412     detected = 0;
413    
414 root 1.66 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
415 root 1.9 {
416     object *tmp2;
417    
418     if (op->stats.hp)
419     {
420     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
421     {
422 root 1.37 if (op->slaying && op->slaying == tmp->name)
423 root 1.9 detected = 1;
424 root 1.37
425     if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
426 root 1.9 detected = 1;
427     }
428     }
429 root 1.37
430     if (op->slaying && op->slaying == tmp->name)
431     detected = 1;
432 root 1.9 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
433     detected = 1;
434 elmex 1.1 }
435    
436 root 1.9 /* the detector sets the button if detection is found */
437     if (op->stats.sp == 1)
438     {
439     if (detected && last == 0)
440     {
441     op->value = 1;
442     push_button (op);
443 root 1.6 }
444 root 1.65
445 root 1.9 if (!detected && last == 1)
446     {
447     op->value = 0;
448     push_button (op);
449 root 1.6 }
450 elmex 1.1 }
451 root 1.9 else
452     { /* in this case, we unset buttons */
453     if (detected && last == 1)
454     {
455     op->value = 0;
456     push_button (op);
457 root 1.6 }
458 root 1.65
459 root 1.9 if (!detected && last == 0)
460     {
461     op->value = 1;
462     push_button (op);
463 root 1.6 }
464 elmex 1.1 }
465     }
466    
467 root 1.9 void
468     animate_trigger (object *op)
469 elmex 1.1 {
470 root 1.9 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
471     {
472     op->stats.wc = 0;
473     check_trigger (op, NULL);
474     }
475     else
476     {
477     SET_ANIMATION (op, op->stats.wc);
478     update_object (op, UP_OBJ_FACE);
479     }
480 elmex 1.1 }
481    
482 root 1.9 void
483     move_hole (object *op)
484     { /* 1 = opening, 0 = closing */
485     object *next, *tmp;
486    
487     if (op->value)
488     { /* We're opening */
489     if (--op->stats.wc <= 0)
490     { /* Opened, let's stop */
491     op->stats.wc = 0;
492 root 1.26 op->set_speed (0);
493 root 1.9
494     /* Hard coding this makes sense for holes I suppose */
495     op->move_on = MOVE_WALK;
496     for (tmp = op->above; tmp != NULL; tmp = next)
497     {
498     next = tmp->above;
499     move_apply (op, tmp, tmp);
500 root 1.6 }
501     }
502 root 1.26
503 root 1.9 SET_ANIMATION (op, op->stats.wc);
504     update_object (op, UP_OBJ_FACE);
505     return;
506 elmex 1.1 }
507 root 1.66
508 root 1.9 /* We're closing */
509     op->move_on = 0;
510 elmex 1.1
511 root 1.9 op->stats.wc++;
512     if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
513     op->stats.wc = NUM_ANIMATIONS (op) - 1;
514 root 1.26
515 root 1.9 SET_ANIMATION (op, op->stats.wc);
516     update_object (op, UP_OBJ_FACE);
517     if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
518 root 1.26 op->set_speed (0); /* closed, let's stop */
519 elmex 1.1 }
520    
521    
522     /* stop_item() returns a pointer to the stopped object. The stopped object
523     * may or may not have been removed from maps or inventories. It will not
524     * have been merged with other items.
525     *
526     * This function assumes that only items on maps need special treatment.
527     *
528     * If the object can't be stopped, or it was destroyed while trying to stop
529     * it, NULL is returned.
530     *
531     * fix_stopped_item() should be used if the stopped item should be put on
532     * the map.
533     */
534 root 1.9 object *
535     stop_item (object *op)
536 elmex 1.1 {
537 root 1.9 if (op->map == NULL)
538     return op;
539 elmex 1.1
540 root 1.9 switch (op->type)
541 elmex 1.1 {
542 root 1.10 case THROWN_OBJ:
543     {
544     object *payload = op->inv;
545 root 1.9
546 root 1.10 if (payload == NULL)
547     return NULL;
548 root 1.16 payload->remove ();
549 root 1.17 op->destroy ();
550 root 1.10 return payload;
551     }
552 elmex 1.1
553 root 1.10 case ARROW:
554 elmex 1.29 if (op->has_active_speed ())
555 root 1.10 op = fix_stopped_arrow (op);
556     return op;
557 elmex 1.1
558 root 1.10 default:
559     return op;
560 elmex 1.1 }
561     }
562    
563     /* fix_stopped_item() - put stopped item where stop_item() had found it.
564     * Inserts item into the old map, or merges it if it already is on the map.
565     *
566     * 'map' must be the value of op->map before stop_item() was called.
567     */
568 root 1.9 void
569 root 1.13 fix_stopped_item (object *op, maptile *map, object *originator)
570 elmex 1.1 {
571 root 1.9 if (map == NULL)
572     return;
573 root 1.40
574 root 1.9 if (QUERY_FLAG (op, FLAG_REMOVED))
575     insert_ob_in_map (op, map, originator, 0);
576     else if (op->type == ARROW)
577     merge_ob (op, NULL); /* only some arrows actually need this */
578 elmex 1.1 }
579    
580 root 1.9 object *
581     fix_stopped_arrow (object *op)
582     {
583     if (rndm (0, 99) < op->stats.food)
584     {
585     /* Small chance of breaking */
586 root 1.17 op->destroy ();
587 root 1.9 return NULL;
588     }
589    
590 root 1.26 op->set_speed (0);
591 root 1.9 op->direction = 0;
592 root 1.47 op->move_on = 0;
593 root 1.9 op->move_type = 0;
594 root 1.47 op->skill = 0; // really?
595    
596     // restore original wc, dam, attacktype and slaying
597     op->stats.wc = op->stats.sp;
598     op->stats.dam = op->stats.hp;
599 root 1.9 op->attacktype = op->stats.grace;
600    
601 root 1.47 if (op->spellarg)
602 root 1.9 {
603     op->slaying = op->spellarg;
604     free (op->spellarg);
605 root 1.47 op->spellarg = 0;
606 root 1.9 }
607     else
608 root 1.47 op->slaying = 0;
609 root 1.9
610 root 1.18 /* Reset these to zero, so that object::can_merge will work properly */
611 root 1.9 op->spellarg = NULL;
612     op->stats.sp = 0;
613     op->stats.hp = 0;
614     op->stats.grace = 0;
615     op->level = 0;
616 root 1.56 op->face = op->arch->face;
617 root 1.9 op->owner = NULL; /* So that stopped arrows will be saved */
618 root 1.40 update_object (op, UP_OBJ_CHANGE);
619 root 1.9 return op;
620 elmex 1.1 }
621    
622     /* stop_arrow() - what to do when a non-living flying object
623     * has to stop. Sept 96 - I added in thrown object code in
624     * here too. -b.t.
625     *
626     * Returns a pointer to the stopped object (which will have been removed
627     * from maps or inventories), or NULL if was destroyed.
628     */
629 root 1.9 static void
630     stop_arrow (object *op)
631 elmex 1.1 {
632 root 1.9 if (INVOKE_OBJECT (STOP, op))
633     return;
634    
635     if (op->inv)
636     {
637     object *payload = op->inv;
638 root 1.4
639 root 1.16 payload->remove ();
640 root 1.18 payload->owner = 0;
641 root 1.9 insert_ob_in_map (payload, op->map, payload, 0);
642 root 1.17 op->destroy ();
643 root 1.9 }
644     else
645     {
646     op = fix_stopped_arrow (op);
647 root 1.47
648 root 1.9 if (op)
649 root 1.47 merge_ob (op, 0);
650 elmex 1.1 }
651     }
652    
653     /* Move an arrow along its course. op is the arrow or thrown object.
654     */
655 root 1.9 void
656     move_arrow (object *op)
657     {
658 root 1.66 int was_reflected;
659 root 1.9
660 root 1.66 if (!op->map)
661 root 1.9 {
662     LOG (llevError, "BUG: Arrow had no map.\n");
663 root 1.17 op->destroy ();
664 root 1.9 return;
665 elmex 1.1 }
666    
667 root 1.9 /* we need to stop thrown objects at some point. Like here. */
668     if (op->type == THROWN_OBJ)
669     {
670     /* If the object that the THROWN_OBJ encapsulates disappears,
671     * we need to have this object go away also - otherwise, you get
672     * left over remnants on the map. Where this currently happens
673     * is if the player throws a bomb - the bomb explodes on its own,
674     * but this object sticks around. We could handle the cleanup in the
675     * bomb code, but there are potential other cases where that could happen,
676     * and it is easy enough to clean it up here.
677     */
678     if (op->inv == NULL)
679     {
680 root 1.17 op->destroy ();
681 root 1.9 return;
682 root 1.6 }
683 root 1.14
684 root 1.9 if (op->last_sp-- < 0)
685     {
686     stop_arrow (op);
687     return;
688 root 1.6 }
689 elmex 1.1 }
690    
691 root 1.9 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
692     values look rediculous. */
693     if (op->speed < 0.5 && op->type == ARROW)
694     {
695     stop_arrow (op);
696     return;
697 elmex 1.1 }
698    
699 root 1.9 /* Calculate target map square */
700     was_reflected = 0;
701 elmex 1.1
702 root 1.66 mapxy pos (op); pos.move (op->direction);
703 elmex 1.1
704 root 1.66 if (!pos.normalise ())
705 root 1.9 {
706     stop_arrow (op);
707     return;
708 elmex 1.1 }
709    
710 root 1.9 /* only need to look for living creatures if this flag is set */
711 root 1.66 if (pos->flags () & P_IS_ALIVE)
712 root 1.9 {
713 root 1.66 object *tmp;
714    
715     for (tmp = pos->bot; tmp; tmp = tmp->above)
716 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717     break;
718    
719     /* Not really fair, but don't let monsters hit themselves with
720     * their own arrow - this can be because they fire it then
721     * move into it.
722     */
723 root 1.14 if (tmp && tmp != op->owner)
724 root 1.9 {
725     /* Found living object, but it is reflecting the missile. Update
726     * as below. (Note that for living creatures there is a small
727     * chance that reflect_missile fails.)
728     */
729     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
730     {
731 root 1.39 int number = op->face;
732 root 1.9
733     op->direction = absdir (op->direction + 4);
734 root 1.41 update_turn_face (op);
735 root 1.9 was_reflected = 1; /* skip normal movement calculations */
736 root 1.6 }
737 root 1.9 else
738     {
739     /* Attack the object. */
740     op = hit_with_arrow (op, tmp);
741 root 1.14
742     if (!op)
743 root 1.9 return;
744     }
745     } /* if this is not hitting its owner */
746     } /* if there is something alive on this space */
747 root 1.6
748 root 1.66 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 root 1.9 {
750     int retry = 0;
751    
752     /* if the object doesn't reflect, stop the arrow from moving
753     * note that this code will now catch cases where a monster is
754     * on a wall but has reflecting - the arrow won't reflect.
755     * Mapmakers shouldn't put monsters on top of wall in the first
756     * place, so I don't consider that a problem.
757     */
758     if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
759     {
760     stop_arrow (op);
761     return;
762     }
763     else
764     {
765     /* If one of the major directions (n,s,e,w), just reverse it */
766     if (op->direction & 1)
767     {
768     op->direction = absdir (op->direction + 4);
769     retry = 1;
770     }
771 root 1.66
772 root 1.9 /* There were two blocks with identical code -
773     * use this retry here to make this one block
774     * that did the same thing.
775     */
776     while (retry < 2)
777     {
778     retry++;
779    
780 root 1.66 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
781 root 1.9 * over a corner in a tiled map, it is possible that
782     * op->direction is within an adjacent map but either
783     * op->direction-1 or op->direction+1 does not exist.
784     */
785 root 1.66 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
786     bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
787    
788     mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
789     bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
790 root 1.9
791     if (left == right)
792     op->direction = absdir (op->direction + 4);
793     else if (left)
794     op->direction = absdir (op->direction + 2);
795     else if (right)
796     op->direction = absdir (op->direction - 2);
797    
798     /* If this space is not out of the map and not blocked, valid space -
799     * don't need to retry again.
800     */
801 root 1.66 mapxy pos3 (pos); pos3.move (op->direction);
802     if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
803 root 1.9 break;
804 root 1.66 }
805 root 1.6
806 root 1.9 /* Couldn't find a direction to move the arrow to - just
807 root 1.66 * stop it from moving.
808 root 1.9 */
809     if (retry == 2)
810     {
811     stop_arrow (op);
812     return;
813     }
814 root 1.66
815 root 1.9 /* update object image for new facing */
816     /* many thrown objects *don't* have more than one face */
817     if (GET_ANIM_ID (op))
818     SET_ANIMATION (op, op->direction);
819     } /* object is reflected */
820     } /* object ran into a wall */
821    
822     /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823     * about 17 squares. Tune as needed.
824     */
825     op->speed -= 0.05;
826 root 1.66
827     /* Move the arrow. */
828     op->move_to (pos);
829 elmex 1.1 }
830    
831 root 1.9 void
832     change_object (object *op)
833     { /* Doesn`t handle linked objs yet */
834     int i, j;
835    
836 root 1.67 if (!op->other_arch)
837 root 1.9 {
838 root 1.67 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
839 root 1.9 return;
840     }
841    
842     /* In non-living items only change when food value is 0 */
843     if (!QUERY_FLAG (op, FLAG_ALIVE))
844     {
845     if (op->stats.food-- > 0)
846     return;
847 root 1.67
848     op->stats.food = 1; /* so 1 other_arch is made */
849 root 1.9 }
850 root 1.20
851     object *env = op->env;
852    
853 root 1.16 op->remove ();
854 root 1.67 for (i = 0; i < op->stats.food; i++)
855 root 1.9 {
856 root 1.20 object *tmp = arch_to_object (op->other_arch);
857    
858 root 1.9 if (op->type == LAMP)
859     tmp->stats.food = op->stats.food - 1;
860 root 1.20
861 root 1.9 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 root 1.74
863 root 1.9 if (env)
864 root 1.74 env->insert (tmp);
865 root 1.9 else
866     {
867     j = find_first_free_spot (tmp, op->map, op->x, op->y);
868 root 1.67 if (j < 0) /* No free spot */
869 root 1.17 tmp->destroy ();
870 root 1.9 else
871     {
872 root 1.67 mapxy pos (op); pos.move (j);
873    
874     if (pos.normalise ())
875     pos.insert (tmp, op);
876 root 1.9 }
877     }
878     }
879 root 1.17
880     op->destroy ();
881 root 1.9 }
882    
883     void
884     move_teleporter (object *op)
885     {
886     object *tmp, *head = op;
887 elmex 1.1
888 root 1.9 /* if this is a multipart teleporter, handle the other parts
889     * The check for speed isn't strictly needed - basically, if
890     * there is an old multipart teleporter in which the other parts
891     * have speed, we don't really want to call it twice for the same
892     * function - in fact, as written below, part N would get called
893     * N times without the speed check.
894     */
895 elmex 1.29 if (op->more && !op->more->has_active_speed ())
896 root 1.9 move_teleporter (op->more);
897    
898     if (op->head)
899     head = op->head;
900    
901 root 1.57 for (tmp = op->above; tmp; tmp = tmp->above)
902 root 1.9 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
903     break;
904    
905     /* If nothing above us to move, nothing to do */
906     if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
907 elmex 1.1 return;
908    
909 root 1.9 if (EXIT_PATH (head))
910     {
911     if (tmp->type == PLAYER)
912     {
913     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
914     return;
915 root 1.3
916 root 1.28 tmp->enter_exit (head);
917 root 1.6 }
918 root 1.9 else
919     /* Currently only players can transfer maps */
920     return;
921 elmex 1.1 }
922 root 1.9 else if (EXIT_X (head) || EXIT_Y (head))
923     {
924     if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
925     {
926     LOG (llevError, "Removed illegal teleporter.\n");
927 root 1.17 head->destroy ();
928 root 1.9 return;
929 root 1.6 }
930 root 1.17
931 root 1.9 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
932     return;
933 root 1.17
934 root 1.9 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
935 elmex 1.1 }
936 root 1.9 else
937     {
938     /* Random teleporter */
939     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
940     return;
941     teleport (head, TELEPORTER, tmp);
942 elmex 1.1 }
943     }
944    
945     /* This object will teleport someone to a different map
946     and will also apply changes to the player from its inventory.
947     This was invented for giving classes, but there's no reason it
948     can't be generalized.
949     */
950 root 1.9 void
951     move_player_changer (object *op)
952     {
953     object *player;
954     object *walk;
955    
956     if (!op->above || !EXIT_PATH (op))
957     return;
958    
959     /* This isn't all that great - means that the player_mover
960     * needs to be on top.
961     */
962     if (op->above->type == PLAYER)
963     {
964     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
965 root 1.34 return;
966    
967 root 1.9 player = op->above;
968    
969 root 1.35 for (walk = op->inv; walk; walk = walk->below)
970 root 1.9 apply_changes_to_player (player, walk);
971    
972 root 1.23 player->update_stats ();
973 root 1.9
974     esrv_send_inventory (op->above, op->above);
975     esrv_update_item (UPD_FACE, op->above, op->above);
976    
977     /* update players death & WoR home-position */
978 root 1.35 if (*EXIT_PATH (op) == '/')
979 root 1.9 {
980 root 1.30 player->contr->savebed_map = EXIT_PATH (op);
981     player->contr->bed_x = EXIT_X (op);
982     player->contr->bed_y = EXIT_Y (op);
983 root 1.9 }
984     else
985     LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
986    
987 root 1.28 op->above->enter_exit (op);
988 elmex 1.1 }
989     }
990    
991     /* firewalls fire other spells.
992     * The direction of the wall is stored in op->stats.sp.
993     * walls can have hp, so they can be torn down.
994     */
995 root 1.9 void
996     move_firewall (object *op)
997     {
998     object *spell;
999 elmex 1.1
1000 root 1.9 if (!op->map)
1001     return; /* dm has created a firewall in his inventory */
1002 elmex 1.1
1003 root 1.9 spell = op->inv;
1004 root 1.24
1005 root 1.9 if (!spell || spell->type != SPELL)
1006 root 1.56 spell = op->other_arch;
1007 root 1.24
1008 root 1.9 if (!spell)
1009     {
1010 root 1.28 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1011 root 1.9 return;
1012 elmex 1.1 }
1013    
1014 root 1.9 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1015 elmex 1.1 }
1016    
1017     /* move_player_mover: this function takes a "player mover" as an
1018     * argument, and performs the function of a player mover, which is:
1019     *
1020     * a player mover finds any players that are sitting on it. It
1021     * moves them in the op->stats.sp direction. speed is how often it'll move.
1022     * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1023     * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1024     * it'll paralyze the victim for hp*his speed/op->speed
1025     */
1026 root 1.9 void
1027     move_player_mover (object *op)
1028     {
1029     int dir = op->stats.sp;
1030     sint16 nx, ny;
1031 root 1.13 maptile *m;
1032 root 1.9
1033     /* Determine direction now for random movers so we do the right thing */
1034     if (!dir)
1035     dir = rndm (1, 8);
1036    
1037 root 1.50 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1038 root 1.9 {
1039     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1040     (victim->move_type & op->move_type || !victim->move_type))
1041     {
1042    
1043     if (victim->head)
1044     victim = victim->head;
1045    
1046     if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1047     {
1048 root 1.16 op->remove ();
1049 root 1.9 return;
1050     }
1051 root 1.17
1052 root 1.9 nx = op->x + freearr_x[dir];
1053     ny = op->y + freearr_y[dir];
1054     m = op->map;
1055     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1056     {
1057 root 1.28 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1058 root 1.9 return;
1059 root 1.6 }
1060 root 1.9
1061     if (should_director_abort (op, victim))
1062     return;
1063    
1064 root 1.50 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1065 root 1.9 {
1066     if (nextmover->type == PLAYERMOVER)
1067 root 1.50 nextmover->speed_left = -.99f;
1068    
1069 root 1.9 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1070 root 1.50 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1071 root 1.6 }
1072    
1073 root 1.9 if (victim->type == PLAYER)
1074     {
1075     /* only level >=1 movers move people */
1076     if (op->level)
1077     {
1078     /* Following is a bit of hack. We need to make sure it
1079     * is cleared, otherwise the player will get stuck in
1080     * place. This can happen if the player used a spell to
1081     * get to this space.
1082     */
1083     victim->contr->fire_on = 0;
1084 root 1.52 victim->speed_left = 1.f;
1085 root 1.9 move_player (victim, dir);
1086 root 1.6 }
1087 root 1.9 else
1088     return;
1089 root 1.6 }
1090 root 1.9 else
1091     move_object (victim, dir);
1092 root 1.6
1093 root 1.9 if (!op->stats.maxsp && op->attacktype)
1094     op->stats.maxsp = 2;
1095 root 1.6
1096 root 1.9 if (op->attacktype)
1097     { /* flag to paralyze the player */
1098 root 1.50 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1099 root 1.6 }
1100     }
1101 elmex 1.1 }
1102     }
1103    
1104     /*
1105     * Will duplicate a specified object placed on top of it.
1106     * connected: what will trigger it.
1107     * level: multiplier. 0 to destroy.
1108     * other_arch: the object to look for and duplicate.
1109     */
1110    
1111 root 1.9 void
1112     move_duplicator (object *op)
1113     {
1114     object *tmp;
1115 elmex 1.1
1116 root 1.9 if (!op->other_arch)
1117     {
1118 root 1.28 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1119 root 1.9 return;
1120 elmex 1.1 }
1121    
1122 root 1.9 if (op->above == NULL)
1123     return;
1124 root 1.37
1125     for (tmp = op->above; tmp; tmp = tmp->above)
1126 root 1.9 {
1127 root 1.55 if (op->other_arch->archname == tmp->arch->archname)
1128 root 1.9 {
1129     if (op->level <= 0)
1130 root 1.17 tmp->destroy ();
1131 root 1.9 else
1132     {
1133     uint64 new_nrof = (uint64) tmp->nrof * op->level;
1134    
1135     if (new_nrof >= 1UL << 31)
1136     new_nrof = 1UL << 31;
1137 root 1.17
1138 root 1.9 tmp->nrof = new_nrof;
1139 root 1.6 }
1140 root 1.17
1141 root 1.9 break;
1142 root 1.6 }
1143 elmex 1.1 }
1144     }
1145    
1146     /* move_creator (by peterm)
1147     * it has the creator object create it's other_arch right on top of it.
1148     * connected: what will trigger it
1149     * hp: how many times it may create before stopping
1150     * lifesave: if set, it'll never disappear but will go on creating
1151     * everytime it's triggered
1152     * other_arch: the object to create
1153     * Note this can create large objects, however, in that case, it
1154     * has to make sure that there is in fact space for the object.
1155     * It should really do this for small objects also, but there is
1156     * more concern with large objects, most notably a part being placed
1157     * outside of the map which would cause the server to crash
1158     */
1159 root 1.9 void
1160     move_creator (object *creator)
1161     {
1162     object *new_ob;
1163 elmex 1.1
1164 root 1.9 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1165     {
1166     creator->stats.hp = -1;
1167     return;
1168 elmex 1.1 }
1169    
1170 root 1.9 if (creator->inv != NULL)
1171     {
1172     object *ob;
1173     int i;
1174     object *ob_to_copy;
1175    
1176     /* select random object from inventory to copy */
1177     ob_to_copy = creator->inv;
1178     for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1179     {
1180     if (rndm (0, i) == 0)
1181     {
1182     ob_to_copy = ob;
1183     }
1184     }
1185 root 1.75 new_ob = ob_to_copy->deep_clone ();
1186 root 1.9 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1187     unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1188     }
1189     else
1190     {
1191     if (creator->other_arch == NULL)
1192     {
1193 root 1.28 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1194     &creator->name, &creator->map->path, creator->x, creator->y);
1195 root 1.9 return;
1196 root 1.6 }
1197 elmex 1.1
1198 root 1.9 new_ob = object_create_arch (creator->other_arch);
1199     fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1200 elmex 1.1 }
1201    
1202 root 1.9 /* Make sure this multipart object fits */
1203 root 1.68 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1204 root 1.9 {
1205 root 1.17 new_ob->destroy ();
1206 root 1.9 return;
1207 elmex 1.1 }
1208    
1209 elmex 1.62 // for now lets try to identify everything generated here, it mostly
1210     // happens automated, so this will at least fix many identify-experience holes
1211     SET_FLAG (new_ob, FLAG_IDENTIFIED);
1212    
1213 root 1.9 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1214     if (QUERY_FLAG (new_ob, FLAG_FREED))
1215     return;
1216 elmex 1.1
1217 root 1.9 if (creator->slaying)
1218     {
1219     new_ob->name = new_ob->title = creator->slaying;
1220 elmex 1.1 }
1221     }
1222    
1223     /* move_marker --peterm@soda.csua.berkeley.edu
1224     when moved, a marker will search for a player sitting above
1225     it, and insert an invisible, weightless force into him
1226     with a specific code as the slaying field.
1227     At that time, it writes the contents of its own message
1228     field to the player. The marker will decrement hp to
1229     0 and then delete itself every time it grants a mark.
1230     unless hp was zero to start with, in which case it is infinite.*/
1231 root 1.9 void
1232     move_marker (object *op)
1233     {
1234 root 1.22 if (object *tmp = op->ms ().player ())
1235     {
1236     /* remove an old force with a slaying field == op->name */
1237 root 1.60 if (object *force = tmp->force_find (op->name))
1238     force->destroy ();
1239 root 1.9
1240 root 1.60 if (!tmp->force_find (op->slaying))
1241 root 1.22 {
1242 root 1.60 tmp->force_add (op->slaying, op->stats.food);
1243 root 1.26
1244 root 1.22 if (op->msg)
1245     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246 root 1.9
1247 root 1.22 if (op->stats.hp > 0)
1248 root 1.9 {
1249 root 1.22 op->stats.hp--;
1250 root 1.60
1251 root 1.22 if (op->stats.hp == 0)
1252 root 1.9 {
1253 root 1.22 /* marker expires--granted mark number limit */
1254     op->destroy ();
1255     return;
1256 root 1.6 }
1257 root 1.22 }
1258     }
1259     }
1260 root 1.9 }
1261    
1262 root 1.51 void
1263 root 1.9 process_object (object *op)
1264     {
1265 root 1.54 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1266 root 1.51 return;
1267 root 1.9
1268 root 1.54 if (expect_false (INVOKE_OBJECT (TICK, op)))
1269 root 1.51 return;
1270 root 1.9
1271     if (QUERY_FLAG (op, FLAG_MONSTER))
1272     if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1273 root 1.51 return;
1274 root 1.9
1275     if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1276     {
1277 root 1.48 animate_object (op, op->contr ? op->facing : op->direction);
1278 root 1.9
1279     if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1280     make_sure_seen (op);
1281     }
1282 root 1.10
1283 root 1.54 if (expect_false (
1284     op->flag [FLAG_GENERATOR]
1285     || op->flag [FLAG_CHANGING]
1286     || op->flag [FLAG_IS_USED_UP]
1287     ))
1288 root 1.9 {
1289 root 1.51 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1290     {
1291     change_object (op);
1292     return;
1293     }
1294 root 1.10
1295 root 1.51 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1296     generate_monster (op);
1297 root 1.9
1298 root 1.51 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1299 root 1.9 {
1300 root 1.51 if (QUERY_FLAG (op, FLAG_APPLIED))
1301     remove_force (op);
1302     else
1303     {
1304     op->remove ();
1305 root 1.10
1306 root 1.51 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1307     make_sure_not_seen (op);
1308 root 1.10
1309 root 1.51 op->destroy ();
1310     }
1311    
1312     return;
1313 root 1.6 }
1314 elmex 1.1 }
1315 root 1.11
1316 root 1.9 switch (op->type)
1317     {
1318 root 1.10 case SPELL_EFFECT:
1319     move_spell_effect (op);
1320 root 1.51 break;
1321 root 1.10
1322     case ROD:
1323     case HORN:
1324     regenerate_rod (op);
1325 root 1.51 break;
1326 root 1.10
1327     case FORCE:
1328     case POTION_EFFECT:
1329     remove_force (op);
1330 root 1.51 break;
1331 elmex 1.1
1332 root 1.10 case BLINDNESS:
1333     remove_blindness (op);
1334 root 1.51 break;
1335 root 1.10
1336     case POISONING:
1337     poison_more (op);
1338 root 1.51 break;
1339 root 1.10
1340     case DISEASE:
1341     move_disease (op);
1342 root 1.51 break;
1343 root 1.10
1344     case SYMPTOM:
1345     move_symptom (op);
1346 root 1.51 break;
1347 root 1.10
1348     case THROWN_OBJ:
1349     case ARROW:
1350     move_arrow (op);
1351 root 1.51 break;
1352 root 1.10
1353     case DOOR:
1354     remove_door (op);
1355 root 1.51 break;
1356 root 1.10
1357     case LOCKED_DOOR:
1358     remove_door2 (op);
1359 root 1.51 break;
1360 root 1.10
1361     case TELEPORTER:
1362     move_teleporter (op);
1363 root 1.51 break;
1364 root 1.10
1365     case GOLEM:
1366     move_golem (op);
1367 root 1.51 break;
1368 root 1.10
1369     case EARTHWALL:
1370     hit_player (op, 2, op, AT_PHYSICAL, 1);
1371 root 1.51 break;
1372 root 1.10
1373     case FIREWALL:
1374     move_firewall (op);
1375     if (op->stats.maxsp)
1376     animate_turning (op);
1377 root 1.51 break;
1378 root 1.10
1379     case MOOD_FLOOR:
1380     do_mood_floor (op);
1381 root 1.51 break;
1382 root 1.10
1383     case GATE:
1384     move_gate (op);
1385 root 1.51 break;
1386 root 1.10
1387     case TIMED_GATE:
1388     move_timed_gate (op);
1389 root 1.51 break;
1390 root 1.10
1391     case TRIGGER:
1392     case TRIGGER_BUTTON:
1393     case TRIGGER_PEDESTAL:
1394     case TRIGGER_ALTAR:
1395     animate_trigger (op);
1396 root 1.51 break;
1397 root 1.10
1398     case DETECTOR:
1399     move_detector (op);
1400    
1401     case DIRECTOR:
1402     if (op->stats.maxsp)
1403     animate_turning (op);
1404 root 1.51 break;
1405 root 1.10
1406     case HOLE:
1407     move_hole (op);
1408 root 1.51 break;
1409 root 1.10
1410     case DEEP_SWAMP:
1411     move_deep_swamp (op);
1412 root 1.51 break;
1413 root 1.10
1414     case RUNE:
1415     case TRAP:
1416     move_rune (op);
1417 root 1.51 break;
1418 root 1.10
1419     case PLAYERMOVER:
1420     move_player_mover (op);
1421 root 1.51 break;
1422 root 1.10
1423     case CREATOR:
1424     move_creator (op);
1425 root 1.51 break;
1426 root 1.10
1427     case MARKER:
1428     move_marker (op);
1429 root 1.51 break;
1430 root 1.10
1431     case PLAYER_CHANGER:
1432     move_player_changer (op);
1433 root 1.51 break;
1434 root 1.10
1435     case PEACEMAKER:
1436     move_peacemaker (op);
1437 root 1.51 break;
1438    
1439     case PLAYER:
1440     // players have their own speed-management, so undo the --speed_left
1441     ++op->speed_left;
1442     break;
1443 elmex 1.1 }
1444     }
1445 root 1.48