ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
Revision: 1.76
Committed: Tue Aug 26 02:05:48 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.75: +1 -0 lines
Log Message:
*** empty log message ***

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 root 1.76
942 root 1.9 teleport (head, TELEPORTER, tmp);
943 elmex 1.1 }
944     }
945    
946     /* This object will teleport someone to a different map
947     and will also apply changes to the player from its inventory.
948     This was invented for giving classes, but there's no reason it
949     can't be generalized.
950     */
951 root 1.9 void
952     move_player_changer (object *op)
953     {
954     object *player;
955     object *walk;
956    
957     if (!op->above || !EXIT_PATH (op))
958     return;
959    
960     /* This isn't all that great - means that the player_mover
961     * needs to be on top.
962     */
963     if (op->above->type == PLAYER)
964     {
965     if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
966 root 1.34 return;
967    
968 root 1.9 player = op->above;
969    
970 root 1.35 for (walk = op->inv; walk; walk = walk->below)
971 root 1.9 apply_changes_to_player (player, walk);
972    
973 root 1.23 player->update_stats ();
974 root 1.9
975     esrv_send_inventory (op->above, op->above);
976     esrv_update_item (UPD_FACE, op->above, op->above);
977    
978     /* update players death & WoR home-position */
979 root 1.35 if (*EXIT_PATH (op) == '/')
980 root 1.9 {
981 root 1.30 player->contr->savebed_map = EXIT_PATH (op);
982     player->contr->bed_x = EXIT_X (op);
983     player->contr->bed_y = EXIT_Y (op);
984 root 1.9 }
985     else
986     LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
987    
988 root 1.28 op->above->enter_exit (op);
989 elmex 1.1 }
990     }
991    
992     /* firewalls fire other spells.
993     * The direction of the wall is stored in op->stats.sp.
994     * walls can have hp, so they can be torn down.
995     */
996 root 1.9 void
997     move_firewall (object *op)
998     {
999     object *spell;
1000 elmex 1.1
1001 root 1.9 if (!op->map)
1002     return; /* dm has created a firewall in his inventory */
1003 elmex 1.1
1004 root 1.9 spell = op->inv;
1005 root 1.24
1006 root 1.9 if (!spell || spell->type != SPELL)
1007 root 1.56 spell = op->other_arch;
1008 root 1.24
1009 root 1.9 if (!spell)
1010     {
1011 root 1.28 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1012 root 1.9 return;
1013 elmex 1.1 }
1014    
1015 root 1.9 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1016 elmex 1.1 }
1017    
1018     /* move_player_mover: this function takes a "player mover" as an
1019     * argument, and performs the function of a player mover, which is:
1020     *
1021     * a player mover finds any players that are sitting on it. It
1022     * moves them in the op->stats.sp direction. speed is how often it'll move.
1023     * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1024     * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1025     * it'll paralyze the victim for hp*his speed/op->speed
1026     */
1027 root 1.9 void
1028     move_player_mover (object *op)
1029     {
1030     int dir = op->stats.sp;
1031     sint16 nx, ny;
1032 root 1.13 maptile *m;
1033 root 1.9
1034     /* Determine direction now for random movers so we do the right thing */
1035     if (!dir)
1036     dir = rndm (1, 8);
1037    
1038 root 1.50 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1039 root 1.9 {
1040     if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1041     (victim->move_type & op->move_type || !victim->move_type))
1042     {
1043    
1044     if (victim->head)
1045     victim = victim->head;
1046    
1047     if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1048     {
1049 root 1.16 op->remove ();
1050 root 1.9 return;
1051     }
1052 root 1.17
1053 root 1.9 nx = op->x + freearr_x[dir];
1054     ny = op->y + freearr_y[dir];
1055     m = op->map;
1056     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1057     {
1058 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);
1059 root 1.9 return;
1060 root 1.6 }
1061 root 1.9
1062     if (should_director_abort (op, victim))
1063     return;
1064    
1065 root 1.50 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1066 root 1.9 {
1067     if (nextmover->type == PLAYERMOVER)
1068 root 1.50 nextmover->speed_left = -.99f;
1069    
1070 root 1.9 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1071 root 1.50 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1072 root 1.6 }
1073    
1074 root 1.9 if (victim->type == PLAYER)
1075     {
1076     /* only level >=1 movers move people */
1077     if (op->level)
1078     {
1079     /* Following is a bit of hack. We need to make sure it
1080     * is cleared, otherwise the player will get stuck in
1081     * place. This can happen if the player used a spell to
1082     * get to this space.
1083     */
1084     victim->contr->fire_on = 0;
1085 root 1.52 victim->speed_left = 1.f;
1086 root 1.9 move_player (victim, dir);
1087 root 1.6 }
1088 root 1.9 else
1089     return;
1090 root 1.6 }
1091 root 1.9 else
1092     move_object (victim, dir);
1093 root 1.6
1094 root 1.9 if (!op->stats.maxsp && op->attacktype)
1095     op->stats.maxsp = 2;
1096 root 1.6
1097 root 1.9 if (op->attacktype)
1098     { /* flag to paralyze the player */
1099 root 1.50 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1100 root 1.6 }
1101     }
1102 elmex 1.1 }
1103     }
1104    
1105     /*
1106     * Will duplicate a specified object placed on top of it.
1107     * connected: what will trigger it.
1108     * level: multiplier. 0 to destroy.
1109     * other_arch: the object to look for and duplicate.
1110     */
1111    
1112 root 1.9 void
1113     move_duplicator (object *op)
1114     {
1115     object *tmp;
1116 elmex 1.1
1117 root 1.9 if (!op->other_arch)
1118     {
1119 root 1.28 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1120 root 1.9 return;
1121 elmex 1.1 }
1122    
1123 root 1.9 if (op->above == NULL)
1124     return;
1125 root 1.37
1126     for (tmp = op->above; tmp; tmp = tmp->above)
1127 root 1.9 {
1128 root 1.55 if (op->other_arch->archname == tmp->arch->archname)
1129 root 1.9 {
1130     if (op->level <= 0)
1131 root 1.17 tmp->destroy ();
1132 root 1.9 else
1133     {
1134     uint64 new_nrof = (uint64) tmp->nrof * op->level;
1135    
1136     if (new_nrof >= 1UL << 31)
1137     new_nrof = 1UL << 31;
1138 root 1.17
1139 root 1.9 tmp->nrof = new_nrof;
1140 root 1.6 }
1141 root 1.17
1142 root 1.9 break;
1143 root 1.6 }
1144 elmex 1.1 }
1145     }
1146    
1147     /* move_creator (by peterm)
1148     * it has the creator object create it's other_arch right on top of it.
1149     * connected: what will trigger it
1150     * hp: how many times it may create before stopping
1151     * lifesave: if set, it'll never disappear but will go on creating
1152     * everytime it's triggered
1153     * other_arch: the object to create
1154     * Note this can create large objects, however, in that case, it
1155     * has to make sure that there is in fact space for the object.
1156     * It should really do this for small objects also, but there is
1157     * more concern with large objects, most notably a part being placed
1158     * outside of the map which would cause the server to crash
1159     */
1160 root 1.9 void
1161     move_creator (object *creator)
1162     {
1163     object *new_ob;
1164 elmex 1.1
1165 root 1.9 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1166     {
1167     creator->stats.hp = -1;
1168     return;
1169 elmex 1.1 }
1170    
1171 root 1.9 if (creator->inv != NULL)
1172     {
1173     object *ob;
1174     int i;
1175     object *ob_to_copy;
1176    
1177     /* select random object from inventory to copy */
1178     ob_to_copy = creator->inv;
1179     for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1180     {
1181     if (rndm (0, i) == 0)
1182     {
1183     ob_to_copy = ob;
1184     }
1185     }
1186 root 1.75 new_ob = ob_to_copy->deep_clone ();
1187 root 1.9 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1188     unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1189     }
1190     else
1191     {
1192     if (creator->other_arch == NULL)
1193     {
1194 root 1.28 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1195     &creator->name, &creator->map->path, creator->x, creator->y);
1196 root 1.9 return;
1197 root 1.6 }
1198 elmex 1.1
1199 root 1.9 new_ob = object_create_arch (creator->other_arch);
1200     fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1201 elmex 1.1 }
1202    
1203 root 1.9 /* Make sure this multipart object fits */
1204 root 1.68 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1205 root 1.9 {
1206 root 1.17 new_ob->destroy ();
1207 root 1.9 return;
1208 elmex 1.1 }
1209    
1210 elmex 1.62 // for now lets try to identify everything generated here, it mostly
1211     // happens automated, so this will at least fix many identify-experience holes
1212     SET_FLAG (new_ob, FLAG_IDENTIFIED);
1213    
1214 root 1.9 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1215     if (QUERY_FLAG (new_ob, FLAG_FREED))
1216     return;
1217 elmex 1.1
1218 root 1.9 if (creator->slaying)
1219     {
1220     new_ob->name = new_ob->title = creator->slaying;
1221 elmex 1.1 }
1222     }
1223    
1224     /* move_marker --peterm@soda.csua.berkeley.edu
1225     when moved, a marker will search for a player sitting above
1226     it, and insert an invisible, weightless force into him
1227     with a specific code as the slaying field.
1228     At that time, it writes the contents of its own message
1229     field to the player. The marker will decrement hp to
1230     0 and then delete itself every time it grants a mark.
1231     unless hp was zero to start with, in which case it is infinite.*/
1232 root 1.9 void
1233     move_marker (object *op)
1234     {
1235 root 1.22 if (object *tmp = op->ms ().player ())
1236     {
1237     /* remove an old force with a slaying field == op->name */
1238 root 1.60 if (object *force = tmp->force_find (op->name))
1239     force->destroy ();
1240 root 1.9
1241 root 1.60 if (!tmp->force_find (op->slaying))
1242 root 1.22 {
1243 root 1.60 tmp->force_add (op->slaying, op->stats.food);
1244 root 1.26
1245 root 1.22 if (op->msg)
1246     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1247 root 1.9
1248 root 1.22 if (op->stats.hp > 0)
1249 root 1.9 {
1250 root 1.22 op->stats.hp--;
1251 root 1.60
1252 root 1.22 if (op->stats.hp == 0)
1253 root 1.9 {
1254 root 1.22 /* marker expires--granted mark number limit */
1255     op->destroy ();
1256     return;
1257 root 1.6 }
1258 root 1.22 }
1259     }
1260     }
1261 root 1.9 }
1262    
1263 root 1.51 void
1264 root 1.9 process_object (object *op)
1265     {
1266 root 1.54 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1267 root 1.51 return;
1268 root 1.9
1269 root 1.54 if (expect_false (INVOKE_OBJECT (TICK, op)))
1270 root 1.51 return;
1271 root 1.9
1272     if (QUERY_FLAG (op, FLAG_MONSTER))
1273     if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1274 root 1.51 return;
1275 root 1.9
1276     if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1277     {
1278 root 1.48 animate_object (op, op->contr ? op->facing : op->direction);
1279 root 1.9
1280     if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1281     make_sure_seen (op);
1282     }
1283 root 1.10
1284 root 1.54 if (expect_false (
1285     op->flag [FLAG_GENERATOR]
1286     || op->flag [FLAG_CHANGING]
1287     || op->flag [FLAG_IS_USED_UP]
1288     ))
1289 root 1.9 {
1290 root 1.51 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1291     {
1292     change_object (op);
1293     return;
1294     }
1295 root 1.10
1296 root 1.51 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1297     generate_monster (op);
1298 root 1.9
1299 root 1.51 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1300 root 1.9 {
1301 root 1.51 if (QUERY_FLAG (op, FLAG_APPLIED))
1302     remove_force (op);
1303     else
1304     {
1305     op->remove ();
1306 root 1.10
1307 root 1.51 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1308     make_sure_not_seen (op);
1309 root 1.10
1310 root 1.51 op->destroy ();
1311     }
1312    
1313     return;
1314 root 1.6 }
1315 elmex 1.1 }
1316 root 1.11
1317 root 1.9 switch (op->type)
1318     {
1319 root 1.10 case SPELL_EFFECT:
1320     move_spell_effect (op);
1321 root 1.51 break;
1322 root 1.10
1323     case ROD:
1324     case HORN:
1325     regenerate_rod (op);
1326 root 1.51 break;
1327 root 1.10
1328     case FORCE:
1329     case POTION_EFFECT:
1330     remove_force (op);
1331 root 1.51 break;
1332 elmex 1.1
1333 root 1.10 case BLINDNESS:
1334     remove_blindness (op);
1335 root 1.51 break;
1336 root 1.10
1337     case POISONING:
1338     poison_more (op);
1339 root 1.51 break;
1340 root 1.10
1341     case DISEASE:
1342     move_disease (op);
1343 root 1.51 break;
1344 root 1.10
1345     case SYMPTOM:
1346     move_symptom (op);
1347 root 1.51 break;
1348 root 1.10
1349     case THROWN_OBJ:
1350     case ARROW:
1351     move_arrow (op);
1352 root 1.51 break;
1353 root 1.10
1354     case DOOR:
1355     remove_door (op);
1356 root 1.51 break;
1357 root 1.10
1358     case LOCKED_DOOR:
1359     remove_door2 (op);
1360 root 1.51 break;
1361 root 1.10
1362     case TELEPORTER:
1363     move_teleporter (op);
1364 root 1.51 break;
1365 root 1.10
1366     case GOLEM:
1367     move_golem (op);
1368 root 1.51 break;
1369 root 1.10
1370     case EARTHWALL:
1371     hit_player (op, 2, op, AT_PHYSICAL, 1);
1372 root 1.51 break;
1373 root 1.10
1374     case FIREWALL:
1375     move_firewall (op);
1376     if (op->stats.maxsp)
1377     animate_turning (op);
1378 root 1.51 break;
1379 root 1.10
1380     case MOOD_FLOOR:
1381     do_mood_floor (op);
1382 root 1.51 break;
1383 root 1.10
1384     case GATE:
1385     move_gate (op);
1386 root 1.51 break;
1387 root 1.10
1388     case TIMED_GATE:
1389     move_timed_gate (op);
1390 root 1.51 break;
1391 root 1.10
1392     case TRIGGER:
1393     case TRIGGER_BUTTON:
1394     case TRIGGER_PEDESTAL:
1395     case TRIGGER_ALTAR:
1396     animate_trigger (op);
1397 root 1.51 break;
1398 root 1.10
1399     case DETECTOR:
1400     move_detector (op);
1401    
1402     case DIRECTOR:
1403     if (op->stats.maxsp)
1404     animate_turning (op);
1405 root 1.51 break;
1406 root 1.10
1407     case HOLE:
1408     move_hole (op);
1409 root 1.51 break;
1410 root 1.10
1411     case DEEP_SWAMP:
1412     move_deep_swamp (op);
1413 root 1.51 break;
1414 root 1.10
1415     case RUNE:
1416     case TRAP:
1417     move_rune (op);
1418 root 1.51 break;
1419 root 1.10
1420     case PLAYERMOVER:
1421     move_player_mover (op);
1422 root 1.51 break;
1423 root 1.10
1424     case CREATOR:
1425     move_creator (op);
1426 root 1.51 break;
1427 root 1.10
1428     case MARKER:
1429     move_marker (op);
1430 root 1.51 break;
1431 root 1.10
1432     case PLAYER_CHANGER:
1433     move_player_changer (op);
1434 root 1.51 break;
1435 root 1.10
1436     case PEACEMAKER:
1437     move_peacemaker (op);
1438 root 1.51 break;
1439    
1440     case PLAYER:
1441     // players have their own speed-management, so undo the --speed_left
1442     ++op->speed_left;
1443     break;
1444 elmex 1.1 }
1445     }
1446 root 1.48