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Revision: 1.11
Committed: Thu Sep 14 01:12:28 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +2 -1 lines
Log Message:
aggressively use refcounted pointers for object references - seems to fix all random stomping. also reduced size of object further from originally 656 to 624 bytes

File Contents

# Content
1
2 /*
3 * static char *rcsid_time_c =
4 * "$Id: time.C,v 1.10 2006-09-11 20:26:41 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /*
31 * Routines that is executed from objects based on their speed have been
32 * collected in this file.
33 */
34
35 #include <global.h>
36 #include <spells.h>
37 #ifndef __CEXTRACT__
38 # include <sproto.h>
39 #endif
40
41 /* The following removes doors. The functions check to see if similar
42 * doors are next to the one that is being removed, and if so, set it
43 * so those will be removed shortly (in a cascade like fashion.)
44 */
45
46 void
47 remove_door (object *op)
48 {
49 int i;
50 object *tmp;
51
52 for (i = 1; i < 9; i += 2)
53 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
54 {
55 tmp->speed = 0.1;
56 update_ob_speed (tmp);
57 tmp->speed_left = -0.2;
58 }
59
60 if (op->other_arch)
61 {
62 tmp = arch_to_object (op->other_arch);
63 tmp->x = op->x;
64 tmp->y = op->y;
65 tmp->map = op->map;
66 tmp->level = op->level;
67 insert_ob_in_map (tmp, op->map, op, 0);
68 }
69 remove_ob (op);
70 free_object (op);
71 }
72
73 void
74 remove_door2 (object *op)
75 {
76 int i;
77 object *tmp;
78
79 for (i = 1; i < 9; i += 2)
80 {
81 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
82 if (tmp && tmp->slaying == op->slaying)
83 { /* same key both doors */
84 tmp->speed = 0.1;
85 update_ob_speed (tmp);
86 tmp->speed_left = -0.2;
87 }
88 }
89 if (op->other_arch)
90 {
91 tmp = arch_to_object (op->other_arch);
92 tmp->x = op->x;
93 tmp->y = op->y;
94 tmp->map = op->map;
95 tmp->level = op->level;
96 insert_ob_in_map (tmp, op->map, op, 0);
97 }
98 remove_ob (op);
99 free_object (op);
100 }
101
102 /* Will generate a monster according to content
103 * of generator.
104 */
105 void
106 generate_monster_inv (object *gen)
107 {
108 int i;
109 object *op, *head = NULL;
110
111 int qty = 0;
112
113 /* Code below assumes the generator is on a map, as it tries
114 * to place the monster on the map. So if the generator
115 * isn't on a map, complain and exit.
116 */
117 if (gen->map == NULL)
118 {
119 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
120 return;
121 }
122 /*First count numer of objects in inv */
123 for (op = gen->inv; op; op = op->below)
124 qty++;
125 if (!qty)
126 {
127 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
128 return; /*No inventory */
129 }
130 qty = rndm (0, qty - 1);
131 for (op = gen->inv; qty; qty--)
132 op = op->below;
133 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
134 if (i == -1)
135 return;
136 head = object_create_clone (op);
137 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
138 unflag_inv (head, FLAG_IS_A_TEMPLATE);
139 if (rndm (0, 9))
140 generate_artifact (head, gen->map->difficulty);
141 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
142 if (QUERY_FLAG (head, FLAG_FREED))
143 return;
144 if (HAS_RANDOM_ITEMS (head))
145 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
146 }
147
148 void
149 generate_monster_arch (object *gen)
150 {
151 int i;
152 object *op, *head = NULL, *prev = NULL;
153 archetype *at = gen->other_arch;
154
155 if (gen->other_arch == NULL)
156 {
157 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
158 return;
159 }
160 /* Code below assumes the generator is on a map, as it tries
161 * to place the monster on the map. So if the generator
162 * isn't on a map, complain and exit.
163 */
164 if (gen->map == NULL)
165 {
166 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
167 return;
168 }
169 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
170 if (i == -1)
171 return;
172 while (at != NULL)
173 {
174 op = arch_to_object (at);
175 op->x = gen->x + freearr_x[i] + at->clone.x;
176 op->y = gen->y + freearr_y[i] + at->clone.y;
177
178 if (head != NULL)
179 op->head = head, prev->more = op;
180
181 if (rndm (0, 9))
182 generate_artifact (op, gen->map->difficulty);
183 insert_ob_in_map (op, gen->map, gen, 0);
184 if (QUERY_FLAG (op, FLAG_FREED))
185 return;
186 if (HAS_RANDOM_ITEMS (op))
187 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
188 if (head == NULL)
189 head = op;
190 prev = op;
191 at = at->more;
192 }
193 }
194
195 void
196 generate_monster (object *gen)
197 {
198
199 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
200 return;
201 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
202 generate_monster_inv (gen);
203 else
204 generate_monster_arch (gen);
205
206 }
207
208 void
209 remove_force (object *op)
210 {
211 if (--op->duration > 0)
212 return;
213
214 switch (op->subtype)
215 {
216 case FORCE_CONFUSION:
217 if (op->env != NULL)
218 {
219 CLEAR_FLAG (op->env, FLAG_CONFUSED);
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
221 }
222
223 default:
224 if (op->env != NULL)
225 {
226 CLEAR_FLAG (op, FLAG_APPLIED);
227 change_abil (op->env, op);
228 fix_player (op->env);
229 }
230 }
231 remove_ob (op);
232 free_object (op);
233 }
234
235 void
236 remove_blindness (object *op)
237 {
238 if (--op->stats.food > 0)
239 return;
240 CLEAR_FLAG (op, FLAG_APPLIED);
241 if (op->env != NULL)
242 {
243 change_abil (op->env, op);
244 fix_player (op->env);
245 }
246 remove_ob (op);
247 free_object (op);
248 }
249
250 void
251 poison_more (object *op)
252 {
253 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
254 {
255 remove_ob (op);
256 free_object (op);
257 return;
258 }
259 if (op->stats.food == 1)
260 {
261 /* need to remove the object before fix_player is called, else fix_player
262 * will not do anything.
263 */
264 if (op->env->type == PLAYER)
265 {
266 CLEAR_FLAG (op, FLAG_APPLIED);
267 fix_player (op->env);
268 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
269 }
270 remove_ob (op);
271 free_object (op);
272 return;
273 }
274 if (op->env->type == PLAYER)
275 {
276 op->env->stats.food--;
277 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
278 }
279 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
280 }
281
282
283 void
284 move_gate (object *op)
285 { /* 1 = going down, 0 = goind up */
286 object *tmp;
287
288 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
289 {
290 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
291 dump_object (op);
292 LOG (llevError, "%s\n", errmsg);
293 op->stats.wc = 0;
294 }
295
296 /* We're going down */
297 if (op->value)
298 {
299 if (--op->stats.wc <= 0)
300 { /* Reached bottom, let's stop */
301 op->stats.wc = 0;
302 if (op->arch->clone.speed)
303 op->value = 0;
304 else
305 {
306 op->speed = 0;
307 update_ob_speed (op);
308 }
309 }
310 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
311 {
312 op->move_block = 0;
313 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
314 update_all_los (op->map, op->x, op->y);
315 }
316 SET_ANIMATION (op, op->stats.wc);
317 update_object (op, UP_OBJ_CHANGE);
318 return;
319 }
320
321 /* We're going up */
322
323 /* First, lets see if we are already at the top */
324 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
325 {
326
327 /* Check to make sure that only non pickable and non rollable
328 * objects are above the gate. If so, we finish closing the gate,
329 * otherwise, we fall through to the code below which should lower
330 * the gate slightly.
331 */
332
333 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
334 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
335 break;
336
337 if (tmp == NULL)
338 {
339 if (op->arch->clone.speed)
340 op->value = 1;
341 else
342 {
343 op->speed = 0;
344 update_ob_speed (op); /* Reached top, let's stop */
345 }
346 return;
347 }
348 }
349
350 if (op->stats.food)
351 { /* The gate is going temporarily down */
352 if (--op->stats.wc <= 0)
353 { /* Gone all the way down? */
354 op->stats.food = 0; /* Then let's try again */
355 op->stats.wc = 0;
356 }
357 }
358 else
359 { /* The gate is still going up */
360 op->stats.wc++;
361
362 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
363 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
364
365 /* If there is something on top of the gate, we try to roll it off.
366 * If a player/monster, we don't roll, we just hit them with damage
367 */
368 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
369 {
370 /* Halfway or further, check blocks */
371 /* First, get the top object on the square. */
372 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
373
374 if (tmp != NULL)
375 {
376 if (QUERY_FLAG (tmp, FLAG_ALIVE))
377 {
378 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
379 if (tmp->type == PLAYER)
380 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
381 }
382 else
383 /* If the object is not alive, and the object either can
384 * be picked up or the object rolls, move the object
385 * off the gate.
386 */
387 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
388 {
389 /* If it has speed, it should move itself, otherwise: */
390 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
391
392 /* If there is a free spot, move the object someplace */
393 if (i != -1)
394 {
395 remove_ob (tmp);
396 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
397 insert_ob_in_map (tmp, op->map, op, 0);
398 }
399 }
400 }
401
402 /* See if there is still anything blocking the gate */
403 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
404 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
405 break;
406
407 /* IF there is, start putting the gate down */
408 if (tmp)
409 {
410 op->stats.food = 1;
411 }
412 else
413 {
414 op->move_block = MOVE_ALL;
415 if (!op->arch->clone.stats.ac)
416 SET_FLAG (op, FLAG_BLOCKSVIEW);
417 update_all_los (op->map, op->x, op->y);
418 }
419 } /* gate is halfway up */
420
421 SET_ANIMATION (op, op->stats.wc);
422 update_object (op, UP_OBJ_CHANGE);
423 } /* gate is going up */
424 }
425
426 /* hp : how long door is open/closed
427 * maxhp : initial value for hp
428 * sp : 1 = open, 0 = close
429 */
430 void
431 move_timed_gate (object *op)
432 {
433 int v = op->value;
434
435 if (op->stats.sp)
436 {
437 move_gate (op);
438 if (op->value != v) /* change direction ? */
439 op->stats.sp = 0;
440 return;
441 }
442 if (--op->stats.hp <= 0)
443 { /* keep gate down */
444 move_gate (op);
445 if (op->value != v)
446 { /* ready ? */
447 op->speed = 0;
448 update_ob_speed (op);
449 }
450 }
451 }
452
453 /* slaying: name of the thing the detector is to look for
454 * speed: frequency of 'glances'
455 * connected: connected value of detector
456 * sp: 1 if detection sets buttons
457 * -1 if detection unsets buttons
458 */
459
460 void
461 move_detector (object *op)
462 {
463 object *tmp;
464 int last = op->value;
465 int detected;
466
467 detected = 0;
468
469 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
470 {
471 object *tmp2;
472
473 if (op->stats.hp)
474 {
475 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
476 {
477 if (op->slaying && !strcmp (op->slaying, tmp->name))
478 detected = 1;
479 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
480 detected = 1;
481 }
482 }
483 if (op->slaying && !strcmp (op->slaying, tmp->name))
484 {
485 detected = 1;
486 }
487 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
488 detected = 1;
489 }
490
491 /* the detector sets the button if detection is found */
492 if (op->stats.sp == 1)
493 {
494 if (detected && last == 0)
495 {
496 op->value = 1;
497 push_button (op);
498 }
499 if (!detected && last == 1)
500 {
501 op->value = 0;
502 push_button (op);
503 }
504 }
505 else
506 { /* in this case, we unset buttons */
507 if (detected && last == 1)
508 {
509 op->value = 0;
510 push_button (op);
511 }
512 if (!detected && last == 0)
513 {
514 op->value = 1;
515 push_button (op);
516 }
517 }
518 }
519
520
521 void
522 animate_trigger (object *op)
523 {
524 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
525 {
526 op->stats.wc = 0;
527 check_trigger (op, NULL);
528 }
529 else
530 {
531 SET_ANIMATION (op, op->stats.wc);
532 update_object (op, UP_OBJ_FACE);
533 }
534 }
535
536 void
537 move_hole (object *op)
538 { /* 1 = opening, 0 = closing */
539 object *next, *tmp;
540
541 if (op->value)
542 { /* We're opening */
543 if (--op->stats.wc <= 0)
544 { /* Opened, let's stop */
545 op->stats.wc = 0;
546 op->speed = 0;
547 update_ob_speed (op);
548
549 /* Hard coding this makes sense for holes I suppose */
550 op->move_on = MOVE_WALK;
551 for (tmp = op->above; tmp != NULL; tmp = next)
552 {
553 next = tmp->above;
554 move_apply (op, tmp, tmp);
555 }
556 }
557 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE);
559 return;
560 }
561 /* We're closing */
562 op->move_on = 0;
563
564 op->stats.wc++;
565 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
566 op->stats.wc = NUM_ANIMATIONS (op) - 1;
567 SET_ANIMATION (op, op->stats.wc);
568 update_object (op, UP_OBJ_FACE);
569 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
570 {
571 op->speed = 0;
572 update_ob_speed (op); /* closed, let's stop */
573 return;
574 }
575 }
576
577
578 /* stop_item() returns a pointer to the stopped object. The stopped object
579 * may or may not have been removed from maps or inventories. It will not
580 * have been merged with other items.
581 *
582 * This function assumes that only items on maps need special treatment.
583 *
584 * If the object can't be stopped, or it was destroyed while trying to stop
585 * it, NULL is returned.
586 *
587 * fix_stopped_item() should be used if the stopped item should be put on
588 * the map.
589 */
590 object *
591 stop_item (object *op)
592 {
593 if (op->map == NULL)
594 return op;
595
596 switch (op->type)
597 {
598 case THROWN_OBJ:
599 {
600 object *payload = op->inv;
601
602 if (payload == NULL)
603 return NULL;
604 remove_ob (payload);
605 remove_ob (op);
606 free_object (op);
607 return payload;
608 }
609
610 case ARROW:
611 if (op->speed >= MIN_ACTIVE_SPEED)
612 op = fix_stopped_arrow (op);
613 return op;
614
615 default:
616 return op;
617 }
618 }
619
620 /* fix_stopped_item() - put stopped item where stop_item() had found it.
621 * Inserts item into the old map, or merges it if it already is on the map.
622 *
623 * 'map' must be the value of op->map before stop_item() was called.
624 */
625 void
626 fix_stopped_item (object *op, mapstruct *map, object *originator)
627 {
628 if (map == NULL)
629 return;
630 if (QUERY_FLAG (op, FLAG_REMOVED))
631 insert_ob_in_map (op, map, originator, 0);
632 else if (op->type == ARROW)
633 merge_ob (op, NULL); /* only some arrows actually need this */
634 }
635
636
637 object *
638 fix_stopped_arrow (object *op)
639 {
640 if (rndm (0, 99) < op->stats.food)
641 {
642 /* Small chance of breaking */
643 remove_ob (op);
644 free_object (op);
645 return NULL;
646 }
647
648 op->direction = 0;
649 op->move_on = 0;
650 op->move_type = 0;
651 op->speed = 0;
652 update_ob_speed (op);
653 op->stats.wc = op->stats.sp;
654 op->stats.dam = op->stats.hp;
655 op->attacktype = op->stats.grace;
656 op->slaying = 0;
657 op->skill = 0;
658
659 if (op->spellarg != NULL)
660 {
661 op->slaying = op->spellarg;
662 free (op->spellarg);
663 op->spellarg = NULL;
664 }
665 else
666 op->slaying = NULL;
667
668 /* Reset these to zero, so that CAN_MERGE will work properly */
669 op->spellarg = NULL;
670 op->stats.sp = 0;
671 op->stats.hp = 0;
672 op->stats.grace = 0;
673 op->level = 0;
674 op->face = op->arch->clone.face;
675 op->owner = NULL; /* So that stopped arrows will be saved */
676 update_object (op, UP_OBJ_FACE);
677 return op;
678 }
679
680 /* stop_arrow() - what to do when a non-living flying object
681 * has to stop. Sept 96 - I added in thrown object code in
682 * here too. -b.t.
683 *
684 * Returns a pointer to the stopped object (which will have been removed
685 * from maps or inventories), or NULL if was destroyed.
686 */
687
688 static void
689 stop_arrow (object *op)
690 {
691 if (INVOKE_OBJECT (STOP, op))
692 return;
693
694 if (op->inv)
695 {
696 object *payload = op->inv;
697
698 remove_ob (payload);
699 clear_owner (payload);
700 insert_ob_in_map (payload, op->map, payload, 0);
701 remove_ob (op);
702 free_object (op);
703 }
704 else
705 {
706 op = fix_stopped_arrow (op);
707 if (op)
708 merge_ob (op, NULL);
709 }
710 }
711
712 /* Move an arrow along its course. op is the arrow or thrown object.
713 */
714
715 void
716 move_arrow (object *op)
717 {
718 object *tmp;
719 sint16 new_x, new_y;
720 int was_reflected, mflags;
721 mapstruct *m;
722
723 if (op->map == NULL)
724 {
725 LOG (llevError, "BUG: Arrow had no map.\n");
726 remove_ob (op);
727 free_object (op);
728 return;
729 }
730
731 /* we need to stop thrown objects at some point. Like here. */
732 if (op->type == THROWN_OBJ)
733 {
734 /* If the object that the THROWN_OBJ encapsulates disappears,
735 * we need to have this object go away also - otherwise, you get
736 * left over remnants on the map. Where this currently happens
737 * is if the player throws a bomb - the bomb explodes on its own,
738 * but this object sticks around. We could handle the cleanup in the
739 * bomb code, but there are potential other cases where that could happen,
740 * and it is easy enough to clean it up here.
741 */
742 if (op->inv == NULL)
743 {
744 remove_ob (op);
745 free_object (op);
746 return;
747 }
748 if (op->last_sp-- < 0)
749 {
750 stop_arrow (op);
751 return;
752 }
753 }
754
755 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
756 values look rediculous. */
757 if (op->speed < 0.5 && op->type == ARROW)
758 {
759 stop_arrow (op);
760 return;
761 }
762
763 /* Calculate target map square */
764 new_x = op->x + DIRX (op);
765 new_y = op->y + DIRY (op);
766 was_reflected = 0;
767
768 m = op->map;
769 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
770
771 if (mflags & P_OUT_OF_MAP)
772 {
773 stop_arrow (op);
774 return;
775 }
776
777 /* only need to look for living creatures if this flag is set */
778 if (mflags & P_IS_ALIVE)
779 {
780 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
781 if (QUERY_FLAG (tmp, FLAG_ALIVE))
782 break;
783
784
785 /* Not really fair, but don't let monsters hit themselves with
786 * their own arrow - this can be because they fire it then
787 * move into it.
788 */
789
790 if (tmp != NULL && tmp != op->owner)
791 {
792 /* Found living object, but it is reflecting the missile. Update
793 * as below. (Note that for living creatures there is a small
794 * chance that reflect_missile fails.)
795 */
796
797 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
798 {
799
800 int number = op->face->number;
801
802 op->direction = absdir (op->direction + 4);
803 op->state = 0;
804 if (GET_ANIM_ID (op))
805 {
806 number += 4;
807 if (number > GET_ANIMATION (op, 8))
808 number -= 8;
809 op->face = &new_faces[number];
810 }
811 was_reflected = 1; /* skip normal movement calculations */
812 }
813 else
814 {
815 /* Attack the object. */
816 op = hit_with_arrow (op, tmp);
817 if (op == NULL)
818 return;
819 }
820 } /* if this is not hitting its owner */
821 } /* if there is something alive on this space */
822
823
824 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
825 {
826 int retry = 0;
827
828 /* if the object doesn't reflect, stop the arrow from moving
829 * note that this code will now catch cases where a monster is
830 * on a wall but has reflecting - the arrow won't reflect.
831 * Mapmakers shouldn't put monsters on top of wall in the first
832 * place, so I don't consider that a problem.
833 */
834 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
835 {
836 stop_arrow (op);
837 return;
838 }
839 else
840 {
841 /* If one of the major directions (n,s,e,w), just reverse it */
842 if (op->direction & 1)
843 {
844 op->direction = absdir (op->direction + 4);
845 retry = 1;
846 }
847 /* There were two blocks with identical code -
848 * use this retry here to make this one block
849 * that did the same thing.
850 */
851 while (retry < 2)
852 {
853 int left, right, mflags;
854 mapstruct *m1;
855 sint16 x1, y1;
856
857 retry++;
858
859 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
860 * over a corner in a tiled map, it is possible that
861 * op->direction is within an adjacent map but either
862 * op->direction-1 or op->direction+1 does not exist.
863 */
864 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
865 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
866 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
867
868 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
869 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
870 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
871
872 if (left == right)
873 op->direction = absdir (op->direction + 4);
874 else if (left)
875 op->direction = absdir (op->direction + 2);
876 else if (right)
877 op->direction = absdir (op->direction - 2);
878
879 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
880
881 /* If this space is not out of the map and not blocked, valid space -
882 * don't need to retry again.
883 */
884 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
885 break;
886
887 }
888 /* Couldn't find a direction to move the arrow to - just
889 * top it from moving.
890 */
891 if (retry == 2)
892 {
893 stop_arrow (op);
894 return;
895 }
896 /* update object image for new facing */
897 /* many thrown objects *don't* have more than one face */
898 if (GET_ANIM_ID (op))
899 SET_ANIMATION (op, op->direction);
900 } /* object is reflected */
901 } /* object ran into a wall */
902
903 /* Move the arrow. */
904 remove_ob (op);
905 op->x = new_x;
906 op->y = new_y;
907
908 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
909 * about 17 squares. Tune as needed.
910 */
911 op->speed -= 0.05;
912 insert_ob_in_map (op, m, op, 0);
913 }
914
915 /* This routine doesnt seem to work for "inanimate" objects that
916 * are being carried, ie a held torch leaps from your hands!.
917 * Modified this routine to allow held objects. b.t. */
918
919 void
920 change_object (object *op)
921 { /* Doesn`t handle linked objs yet */
922 object *tmp, *env, *pl;
923 int i, j;
924
925 if (op->other_arch == NULL)
926 {
927 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
928 return;
929 }
930
931 /* In non-living items only change when food value is 0 */
932 if (!QUERY_FLAG (op, FLAG_ALIVE))
933 {
934 if (op->stats.food-- > 0)
935 return;
936 else
937 op->stats.food = 1; /* so 1 other_arch is made */
938 }
939 env = op->env;
940 remove_ob (op);
941 for (i = 0; i < NROFNEWOBJS (op); i++)
942 {
943 tmp = arch_to_object (op->other_arch);
944 if (op->type == LAMP)
945 tmp->stats.food = op->stats.food - 1;
946 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
947 if (env)
948 {
949 tmp->x = env->x, tmp->y = env->y;
950 tmp = insert_ob_in_ob (tmp, env);
951 /* If this object is the players inventory, we need to tell the
952 * client of the change. Insert_ob_in_map takes care of the
953 * updating the client, so we don't need to do that below.
954 */
955 if ((pl = is_player_inv (env)) != NULL)
956 {
957 esrv_del_item (pl->contr, op->count);
958 esrv_send_item (pl, tmp);
959 }
960 }
961 else
962 {
963 j = find_first_free_spot (tmp, op->map, op->x, op->y);
964 if (j == -1) /* No free spot */
965 free_object (tmp);
966 else
967 {
968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
969 insert_ob_in_map (tmp, op->map, op, 0);
970 }
971 }
972 }
973 free_object (op);
974 }
975
976 void
977 move_teleporter (object *op)
978 {
979 object *tmp, *head = op;
980
981 /* if this is a multipart teleporter, handle the other parts
982 * The check for speed isn't strictly needed - basically, if
983 * there is an old multipart teleporter in which the other parts
984 * have speed, we don't really want to call it twice for the same
985 * function - in fact, as written below, part N would get called
986 * N times without the speed check.
987 */
988 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
989 move_teleporter (op->more);
990
991 if (op->head)
992 head = op->head;
993
994 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
995 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
996 break;
997
998 /* If nothing above us to move, nothing to do */
999 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1000 return;
1001
1002 if (EXIT_PATH (head))
1003 {
1004 if (tmp->type == PLAYER)
1005 {
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return;
1008
1009 enter_exit (tmp, head);
1010 }
1011 else
1012 /* Currently only players can transfer maps */
1013 return;
1014 }
1015 else if (EXIT_X (head) || EXIT_Y (head))
1016 {
1017 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1018 {
1019 LOG (llevError, "Removed illegal teleporter.\n");
1020 remove_ob (head);
1021 free_object (head);
1022 return;
1023 }
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return;
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 }
1028 else
1029 {
1030 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return;
1033 teleport (head, TELEPORTER, tmp);
1034 }
1035 }
1036
1037
1038 /* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it
1041 can't be generalized.
1042 */
1043
1044 void
1045 move_player_changer (object *op)
1046 {
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op))
1052 return;
1053
1054 /* This isn't all that great - means that the player_mover
1055 * needs to be on top.
1056 */
1057 if (op->above->type == PLAYER)
1058 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return;
1061 player = op->above;
1062
1063 for (walk = op->inv; walk != NULL; walk = walk->below)
1064 apply_changes_to_player (player, walk);
1065
1066 fix_player (player);
1067
1068 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above);
1070
1071 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c);
1073 if (c == '/')
1074 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op));
1076 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op);
1078 }
1079 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081
1082 enter_exit (op->above, op);
1083 save_player (player, 1);
1084 }
1085 }
1086
1087 /* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp.
1089 * walls can have hp, so they can be torn down.
1090 */
1091 void
1092 move_firewall (object *op)
1093 {
1094 object *spell;
1095
1096 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */
1098
1099 spell = op->inv;
1100 if (!spell || spell->type != SPELL)
1101 spell = &op->other_arch->clone;
1102 if (!spell)
1103 {
1104 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1105 return;
1106 }
1107
1108 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1109 }
1110
1111
1112 /* move_player_mover: this function takes a "player mover" as an
1113 * argument, and performs the function of a player mover, which is:
1114 *
1115 * a player mover finds any players that are sitting on it. It
1116 * moves them in the op->stats.sp direction. speed is how often it'll move.
1117 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1118 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1119 * it'll paralyze the victim for hp*his speed/op->speed
1120 */
1121 void
1122 move_player_mover (object *op)
1123 {
1124 object *victim, *nextmover;
1125 int dir = op->stats.sp;
1126 sint16 nx, ny;
1127 mapstruct *m;
1128
1129 /* Determine direction now for random movers so we do the right thing */
1130 if (!dir)
1131 dir = rndm (1, 8);
1132
1133 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1134 {
1135 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1136 (victim->move_type & op->move_type || !victim->move_type))
1137 {
1138
1139 if (victim->head)
1140 victim = victim->head;
1141
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1143 {
1144 remove_ob (op);
1145 free_object (op);
1146 return;
1147 }
1148 nx = op->x + freearr_x[dir];
1149 ny = op->y + freearr_y[dir];
1150 m = op->map;
1151 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1152 {
1153 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1154 return;
1155 }
1156
1157 if (should_director_abort (op, victim))
1158 return;
1159
1160 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1161 {
1162 if (nextmover->type == PLAYERMOVER)
1163 nextmover->speed_left = -.99;
1164 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1165 {
1166 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1167 }
1168 }
1169
1170 if (victim->type == PLAYER)
1171 {
1172 /* only level >=1 movers move people */
1173 if (op->level)
1174 {
1175 /* Following is a bit of hack. We need to make sure it
1176 * is cleared, otherwise the player will get stuck in
1177 * place. This can happen if the player used a spell to
1178 * get to this space.
1179 */
1180 victim->contr->fire_on = 0;
1181 victim->speed_left = -FABS (victim->speed);
1182 move_player (victim, dir);
1183 }
1184 else
1185 return;
1186 }
1187 else
1188 move_object (victim, dir);
1189
1190 if (!op->stats.maxsp && op->attacktype)
1191 op->stats.maxsp = 2;
1192
1193 if (op->attacktype)
1194 { /* flag to paralyze the player */
1195
1196 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1197 /* Not sure why, but for some chars on metalforge, they
1198 * would sometimes get -inf speed_left, and from the
1199 * description, it could only happen here, so just put
1200 * a lower sanity limit. My only guess is that the
1201 * mover has 0 speed.
1202 */
1203 if (victim->speed_left < -5.0)
1204 victim->speed_left = -5.0;
1205 }
1206 }
1207 }
1208 }
1209
1210 /*
1211 * Will duplicate a specified object placed on top of it.
1212 * connected: what will trigger it.
1213 * level: multiplier. 0 to destroy.
1214 * other_arch: the object to look for and duplicate.
1215 */
1216
1217 void
1218 move_duplicator (object *op)
1219 {
1220 object *tmp;
1221
1222 if (!op->other_arch)
1223 {
1224 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1225 return;
1226 }
1227
1228 if (op->above == NULL)
1229 return;
1230 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1231 {
1232 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1233 {
1234 if (op->level <= 0)
1235 {
1236 remove_ob (tmp);
1237 free_object (tmp);
1238 }
1239 else
1240 {
1241 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1242
1243 if (new_nrof >= 1UL << 31)
1244 new_nrof = 1UL << 31;
1245 tmp->nrof = new_nrof;
1246 }
1247 break;
1248 }
1249 }
1250 }
1251
1252 /* move_creator (by peterm)
1253 * it has the creator object create it's other_arch right on top of it.
1254 * connected: what will trigger it
1255 * hp: how many times it may create before stopping
1256 * lifesave: if set, it'll never disappear but will go on creating
1257 * everytime it's triggered
1258 * other_arch: the object to create
1259 * Note this can create large objects, however, in that case, it
1260 * has to make sure that there is in fact space for the object.
1261 * It should really do this for small objects also, but there is
1262 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash
1264 */
1265
1266 void
1267 move_creator (object *creator)
1268 {
1269 object *new_ob;
1270
1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1272 {
1273 creator->stats.hp = -1;
1274 return;
1275 }
1276
1277 if (creator->inv != NULL)
1278 {
1279 object *ob;
1280 int i;
1281 object *ob_to_copy;
1282
1283 /* select random object from inventory to copy */
1284 ob_to_copy = creator->inv;
1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1286 {
1287 if (rndm (0, i) == 0)
1288 {
1289 ob_to_copy = ob;
1290 }
1291 }
1292 new_ob = object_create_clone (ob_to_copy);
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 }
1296 else
1297 {
1298 if (creator->other_arch == NULL)
1299 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1301 creator->x, creator->y);
1302 return;
1303 }
1304
1305 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 }
1308
1309 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1311 {
1312 free_object (new_ob);
1313 return;
1314 }
1315
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return;
1319
1320 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324 }
1325
1326 /* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/
1334
1335 void
1336 move_marker (object *op)
1337 {
1338 object *tmp, *tmp2;
1339
1340 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1341 {
1342 if (tmp->type == PLAYER)
1343 { /* we've got someone to MARK */
1344
1345 /* remove an old force with a slaying field == op->name */
1346 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1347 {
1348 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1349 break;
1350 }
1351
1352 if (tmp2)
1353 {
1354 remove_ob (tmp2);
1355 free_object (tmp2);
1356 }
1357
1358 /* cycle through his inventory to look for the MARK we want to
1359 * place
1360 */
1361 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1362 {
1363 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1364 break;
1365 }
1366
1367 /* if we didn't find our own MARK */
1368 if (tmp2 == NULL)
1369 {
1370 object *force = get_archetype (FORCE_NAME);
1371
1372 force->speed = 0;
1373 if (op->stats.food)
1374 {
1375 force->speed = 0.01;
1376 force->speed_left = -op->stats.food;
1377 }
1378 update_ob_speed (force);
1379 /* put in the lock code */
1380 force->slaying = op->slaying;
1381
1382 if (op->lore)
1383 force->lore = op->lore;
1384
1385 insert_ob_in_ob (force, tmp);
1386 if (op->msg)
1387 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1388
1389 if (op->stats.hp > 0)
1390 {
1391 op->stats.hp--;
1392 if (op->stats.hp == 0)
1393 {
1394 /* marker expires--granted mark number limit */
1395 remove_ob (op);
1396 free_object (op);
1397 return;
1398 }
1399 }
1400 } /* if tmp2 == NULL */
1401 } /* if tmp->type == PLAYER */
1402 } /* For all objects on this space */
1403 }
1404
1405 int
1406 process_object (object *op)
1407 {
1408 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1409 return 0;
1410
1411 if (INVOKE_OBJECT (TICK, op))
1412 return 0;
1413
1414 if (QUERY_FLAG (op, FLAG_MONSTER))
1415 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1416 return 1;
1417
1418 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1419 {
1420 if (op->type == PLAYER)
1421 animate_object (op, op->facing);
1422 else
1423 animate_object (op, op->direction);
1424
1425 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1426 make_sure_seen (op);
1427 }
1428
1429 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1430 {
1431 change_object (op);
1432 return 1;
1433 }
1434
1435 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1436 generate_monster (op);
1437
1438 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1439 {
1440 if (QUERY_FLAG (op, FLAG_APPLIED))
1441 remove_force (op);
1442 else
1443 {
1444 /* IF necessary, delete the item from the players inventory */
1445 object *pl = is_player_inv (op);
1446
1447 if (pl)
1448 esrv_del_item (pl->contr, op->count);
1449
1450 remove_ob (op);
1451
1452 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1453 make_sure_not_seen (op);
1454
1455 free_object (op);
1456 }
1457
1458 return 1;
1459 }
1460
1461 switch (op->type)
1462 {
1463 case SPELL_EFFECT:
1464 move_spell_effect (op);
1465 return 1;
1466
1467 case ROD:
1468 case HORN:
1469 regenerate_rod (op);
1470 return 1;
1471
1472 case FORCE:
1473 case POTION_EFFECT:
1474 remove_force (op);
1475 return 1;
1476
1477 case BLINDNESS:
1478 remove_blindness (op);
1479 return 0;
1480
1481 case POISONING:
1482 poison_more (op);
1483 return 0;
1484
1485 case DISEASE:
1486 move_disease (op);
1487 return 0;
1488
1489 case SYMPTOM:
1490 move_symptom (op);
1491 return 0;
1492
1493 case THROWN_OBJ:
1494 case ARROW:
1495 move_arrow (op);
1496 return 0;
1497
1498 case LIGHTNING: /* It now moves twice as fast */
1499 move_bolt (op);
1500 return 0;
1501
1502 case DOOR:
1503 remove_door (op);
1504 return 0;
1505
1506 case LOCKED_DOOR:
1507 remove_door2 (op);
1508 return 0;
1509
1510 case TELEPORTER:
1511 move_teleporter (op);
1512 return 0;
1513
1514 case GOLEM:
1515 move_golem (op);
1516 return 0;
1517
1518 case EARTHWALL:
1519 hit_player (op, 2, op, AT_PHYSICAL, 1);
1520 return 0;
1521
1522 case FIREWALL:
1523 move_firewall (op);
1524 if (op->stats.maxsp)
1525 animate_turning (op);
1526 return 0;
1527
1528 case MOOD_FLOOR:
1529 do_mood_floor (op);
1530 return 0;
1531
1532 case GATE:
1533 move_gate (op);
1534 return 0;
1535
1536 case TIMED_GATE:
1537 move_timed_gate (op);
1538 return 0;
1539
1540 case TRIGGER:
1541 case TRIGGER_BUTTON:
1542 case TRIGGER_PEDESTAL:
1543 case TRIGGER_ALTAR:
1544 animate_trigger (op);
1545 return 0;
1546
1547 case DETECTOR:
1548 move_detector (op);
1549
1550 case DIRECTOR:
1551 if (op->stats.maxsp)
1552 animate_turning (op);
1553 return 0;
1554
1555 case HOLE:
1556 move_hole (op);
1557 return 0;
1558
1559 case DEEP_SWAMP:
1560 move_deep_swamp (op);
1561 return 0;
1562
1563 case RUNE:
1564 case TRAP:
1565 move_rune (op);
1566 return 0;
1567
1568 case PLAYERMOVER:
1569 move_player_mover (op);
1570 return 0;
1571
1572 case CREATOR:
1573 move_creator (op);
1574 return 0;
1575
1576 case MARKER:
1577 move_marker (op);
1578 return 0;
1579
1580 case PLAYER_CHANGER:
1581 move_player_changer (op);
1582 return 0;
1583
1584 case PEACEMAKER:
1585 move_peacemaker (op);
1586 return 0;
1587 }
1588
1589 return 0;
1590 }