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Comparing deliantra/server/server/time.C (file contents):
Revision 1.25 by root, Tue Dec 26 08:17:59 2006 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
44 object *tmp; 42 object *tmp;
45 43 mapxy pos (op);
46 for (i = 1; i < 9; i += 2) 44 pos.move (i);
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
48 { 47 {
49 tmp->speed = 0.1; 48 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
52 } 50 }
51 }
53 52
54 if (op->other_arch) 53 if (op->other_arch)
55 { 54 {
56 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
57 tmp->x = op->x; 56 tmp->x = op->x;
58 tmp->y = op->y; 57 tmp->y = op->y;
59 tmp->map = op->map; 58 tmp->map = op->map;
60 tmp->level = op->level; 59 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
62 } 61 }
63 62
64 op->destroy (); 63 op->drop_and_destroy ();
65} 64}
66 65
67void 66void
68remove_door2 (object *op) 67remove_door2 (object *op)
69{ 68{
73 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
74 { 73 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 76 { /* same key both doors */
78 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
81 } 79 }
82 } 80 }
81
83 if (op->other_arch) 82 if (op->other_arch)
84 { 83 {
85 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
86 tmp->x = op->x; 85 tmp->x = op->x;
87 tmp->y = op->y; 86 tmp->y = op->y;
88 tmp->map = op->map; 87 tmp->map = op->map;
89 tmp->level = op->level; 88 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
91 } 90 }
92 91
93 op->destroy (); 92 op->drop_and_destroy ();
94} 93}
95 94
96/* Will generate a monster according to content 95static void
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (!gen->other_arch)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map) 98 if (!gen->map)
157 return; 99 return;
158 100
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
160 if (i == -1)
161 return; 102 return;
162 103
163 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
164 { 132 }
165 op = arch_to_object (at); 133 else if (gen->other_arch)
166 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
167 op->y = gen->y + freearr_y[i] + at->clone.y; 135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
168 139
169 if (head) 140 op = gen->other_arch->instance ();
170 op->head = head, prev->more = op; 141 }
142 else
143 return;
171 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
172 if (rndm (0, 9)) 151 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
174 153
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ()) 154 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
181 156
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
191generate_monster (object *gen)
192{
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return; 157 return;
158 }
196 159
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
198 generate_monster_inv (gen);
199 else
200 generate_monster_arch (gen);
201
202} 161}
203 162
204void 163static void
205remove_force (object *op) 164remove_force (object *op)
206{ 165{
207 if (--op->duration > 0) 166 if (--op->duration > 0)
208 return; 167 return;
209 168
221 } 180 }
222 181
223 op->destroy (); 182 op->destroy ();
224} 183}
225 184
226void 185static void
227remove_blindness (object *op) 186remove_blindness (object *op)
228{ 187{
229 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
230 return; 189 return;
231 190
232 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
233 192
234 if (op->env != NULL) 193 if (op->env)
235 { 194 {
236 change_abil (op->env, op); 195 change_abil (op->env, op);
237 op->env->update_stats (); 196 op->env->update_stats ();
238 } 197 }
239 198
240 op->destroy (); 199 op->destroy ();
241} 200}
242 201
243void 202static void
244poison_more (object *op) 203poison_more (object *op)
245{ 204{
246 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
247 { 206 {
248 op->destroy (); 207 op->destroy ();
249 return; 208 return;
250 } 209 }
251 210
252 if (op->stats.food == 1) 211 if (op->stats.food == 1)
253 { 212 {
254 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
255 * will not do anything. 214 * will not do anything.
256 */ 215 */
257 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
258 { 217 {
259 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237static void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 { 243 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
289 if (op->value) 249 if (op->value)
290 { 250 {
291 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 253 op->stats.wc = 0;
294 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
295 op->value = 0; 255 op->value = 0;
296 else 256 else
297 {
298 op->speed = 0; 257 op->set_speed (0);
299 update_ob_speed (op);
300 } 258 }
301 } 259
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 261 {
304 op->move_block = 0; 262 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
307 } 265 }
266
308 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
310 return; 269 return;
311 } 270 }
312 271
320 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
321 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 281 * the gate slightly.
323 */ 282 */
324 283
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
326 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327 break; 286 break;
328 287
329 if (tmp == NULL) 288 if (!tmp)
330 { 289 {
331 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
332 op->value = 1; 291 op->value = 1;
333 else 292 else
334 {
335 op->speed = 0; 293 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 294
337 }
338 return; 295 return;
339 } 296 }
340 } 297 }
341 298
342 if (op->stats.food) 299 if (op->stats.food)
349 } 306 }
350 else 307 else
351 { /* The gate is still going up */ 308 { /* The gate is still going up */
352 op->stats.wc++; 309 op->stats.wc++;
353 310
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 313
357 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
358 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
359 */ 316 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 318 {
362 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
365 323
366 if (tmp != NULL) 324 if (tmp)
367 { 325 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 327 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
371 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 } 333 }
374 else
375 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
377 * off the gate. 336 * off the gate.
378 */ 337 */
379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380 { 339 {
381 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
383 342
384 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
385 if (i != -1) 344 if (i > 0)
386 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
387 tmp->remove (); 349 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 350 }
391 } 351 }
392 } 352 }
393 353
394 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397 break; 357 break;
398 358
399 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
400 if (tmp) 360 if (tmp)
401 {
402 op->stats.food = 1; 361 op->stats.food = 1;
403 }
404 else 362 else
405 { 363 {
406 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
407 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
410 } 369 }
411 } /* gate is halfway up */ 370 } /* gate is halfway up */
412 371
417 376
418/* hp : how long door is open/closed 377/* hp : how long door is open/closed
419 * maxhp : initial value for hp 378 * maxhp : initial value for hp
420 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
421 */ 380 */
422void 381static void
423move_timed_gate (object *op) 382move_timed_gate (object *op)
424{ 383{
425 int v = op->value; 384 int v = op->value;
426 385
427 if (op->stats.sp) 386 if (op->stats.sp)
428 { 387 {
429 move_gate (op); 388 move_gate (op);
389
430 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 391 op->stats.sp = 0;
432 return; 392 return;
433 } 393 }
394
434 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 396 { /* keep gate down */
436 move_gate (op); 397 move_gate (op);
398
437 if (op->value != v) 399 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 400 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 401 }
443} 402}
444 403
445/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
447 * connected: connected value of detector 406 * connected: connected value of detector
448 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
449 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
450 */ 409 */
451 410static void
452void
453move_detector (object *op) 411move_detector (object *op)
454{ 412{
455 object *tmp; 413 object *tmp;
456 int last = op->value; 414 int last = op->value;
457 int detected; 415 int detected;
458 416
459 detected = 0; 417 detected = 0;
460 418
461 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
462 { 420 {
463 object *tmp2; 421 object *tmp2;
464 422
465 if (op->stats.hp) 423 if (op->stats.hp)
466 { 424 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 426 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 428 detected = 1;
429
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 431 detected = 1;
473 } 432 }
474 } 433 }
434
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 436 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 438 detected = 1;
481 } 439 }
482 440
483 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
485 { 443 {
486 if (detected && last == 0) 444 if (detected && last == 0)
487 { 445 {
488 op->value = 1; 446 op->value = 1;
489 push_button (op); 447 push_button (op, tmp);
490 } 448 }
449
491 if (!detected && last == 1) 450 if (!detected && last == 1)
492 { 451 {
493 op->value = 0; 452 op->value = 0;
494 push_button (op); 453 push_button (op, tmp);
495 } 454 }
496 } 455 }
497 else 456 else
498 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
499 if (detected && last == 1) 458 if (detected && last == 1)
500 { 459 {
501 op->value = 0; 460 op->value = 0;
502 push_button (op); 461 push_button (op, tmp);
503 } 462 }
463
504 if (!detected && last == 0) 464 if (!detected && last == 0)
505 { 465 {
506 op->value = 1; 466 op->value = 1;
507 push_button (op); 467 push_button (op, tmp);
508 } 468 }
509 } 469 }
510} 470}
511
512 471
513void 472void
514animate_trigger (object *op) 473animate_trigger (object *op)
515{ 474{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
523 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
524 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
525 } 484 }
526} 485}
527 486
528void 487static void
529move_hole (object *op) 488move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 490 if (op->value)
534 { /* We're opening */ 491 { /* We're opening */
535 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
537 op->stats.wc = 0; 494 op->stats.wc = 0;
538 op->speed = 0; 495 op->set_speed (0);
539 update_ob_speed (op);
540 496
541 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 500 {
545 next = tmp->above; 501 next = tmp->above;
546 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
547 } 503 }
548 } 504 }
505
549 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
551 return; 508 return;
552 } 509 }
510
553 /* We're closing */ 511 /* We're closing */
554 op->move_on = 0; 512 op->move_on = 0;
555 513
556 op->stats.wc++; 514 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
559 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 522}
568 523
569 524
570/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
571 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
591 { 546 {
592 object *payload = op->inv; 547 object *payload = op->inv;
593 548
594 if (payload == NULL) 549 if (payload == NULL)
595 return NULL; 550 return NULL;
551
596 payload->remove (); 552 payload->remove ();
597 op->destroy (); 553 op->destroy ();
598 return payload; 554 return payload;
599 } 555 }
600 556
601 case ARROW: 557 case ARROW:
602 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
603 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
604 return op; 560 return op;
605 561
606 default: 562 default:
607 return op; 563 return op;
616void 572void
617fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
618{ 574{
619 if (map == NULL) 575 if (map == NULL)
620 return; 576 return;
577
621 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
622 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
623 else if (op->type == ARROW) 580 else if (op->type == ARROW)
624 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
625} 582}
626 583
627
628object * 584object *
629fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
630{ 586{
631 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
632 { 588 {
633 /* Small chance of breaking */ 589 /* Small chance of breaking */
634 op->destroy (); 590 op->destroy ();
635 return NULL; 591 return NULL;
636 } 592 }
637 593
594 op->set_speed (0);
638 op->direction = 0; 595 op->direction = 0;
639 op->move_on = 0; 596 op->move_on = 0;
640 op->move_type = 0; 597 op->move_type = 0;
641 op->speed = 0; 598 op->skill = 0; // really?
642 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
643 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
644 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
645 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
646 op->slaying = 0; 604 op->slaying = op->custom_name;
647 op->skill = 0;
648 605
649 if (op->spellarg != NULL)
650 {
651 op->slaying = op->spellarg;
652 free (op->spellarg);
653 op->spellarg = NULL;
654 }
655 else
656 op->slaying = NULL;
657
658 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
659 op->spellarg = NULL; 607 op->custom_name = 0;
660 op->stats.sp = 0; 608 op->stats.sp = 0;
661 op->stats.hp = 0; 609 op->stats.hp = 0;
662 op->stats.grace = 0; 610 op->stats.grace = 0;
663 op->level = 0; 611 op->level = 0;
664 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
665 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
666 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
667 return op; 617 return op;
668} 618}
669 619
670/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
671 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
672 * here too. -b.t. 622 * here too. -b.t.
673 * 623 *
674 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
675 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
676 */ 626 */
677
678static void 627static void
679stop_arrow (object *op) 628stop_arrow (object *op)
680{ 629{
681 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
682 return; 631 return;
683 632
684 if (op->inv) 633 if (op->inv)
685 { 634 {
635 // replace this by straightforward drop to ground?
686 object *payload = op->inv; 636 object *payload = op->inv;
687 637
688 payload->remove ();
689 payload->owner = 0; 638 payload->owner = 0;
690 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
691 op->destroy (); 640 op->destroy ();
692 } 641 }
693 else 642 else
694 { 643 {
695 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
696 if (op) 646 if (op)
697 merge_ob (op, NULL); 647 merge_ob (op, 0);
698 } 648 }
699} 649}
700 650
701/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
702 */ 652 */
703
704void 653void
705move_arrow (object *op) 654move_arrow (object *op)
706{ 655{
707 object *tmp;
708 sint16 new_x, new_y;
709 int was_reflected, mflags; 656 int was_reflected;
710 maptile *m;
711 657
712 if (op->map == NULL) 658 if (!op->map)
713 { 659 {
714 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
715 op->destroy (); 661 op->destroy ();
716 return; 662 return;
717 } 663 }
725 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
726 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
727 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
728 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
729 */ 675 */
730 if (op->inv == NULL) 676 if (!op->inv)
731 { 677 {
732 op->destroy (); 678 op->destroy ();
733 return; 679 return;
734 } 680 }
735 681
747 stop_arrow (op); 693 stop_arrow (op);
748 return; 694 return;
749 } 695 }
750 696
751 /* Calculate target map square */ 697 /* Calculate target map square */
752 new_x = op->x + DIRX (op);
753 new_y = op->y + DIRY (op);
754 was_reflected = 0; 698 was_reflected = 0;
755 699
756 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
757 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
758 701
759 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
760 { 703 {
761 stop_arrow (op); 704 stop_arrow (op);
762 return; 705 return;
763 } 706 }
764 707
765 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
766 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
767 { 710 {
768 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
770 break; 715 break;
771 716
772 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
773 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
779 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
780 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
781 */ 726 */
782 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
783 { 728 {
784 int number = op->face->number; 729 int number = op->face;
785 730
786 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
787 op->state = 0; 732 update_turn_face (op);
788
789 if (GET_ANIM_ID (op))
790 {
791 number += 4;
792
793 if (number > GET_ANIMATION (op, 8))
794 number -= 8;
795
796 op->face = &new_faces[number];
797 }
798
799 was_reflected = 1; /* skip normal movement calculations */ 733 was_reflected = 1; /* skip normal movement calculations */
800 } 734 }
801 else 735 else
802 { 736 {
803 /* Attack the object. */ 737 /* Attack the object. */
807 return; 741 return;
808 } 742 }
809 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
810 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
811 745
812 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
813 { 747 {
814 int retry = 0; 748 int retry = 0;
815 749
816 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
817 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
830 if (op->direction & 1) 764 if (op->direction & 1)
831 { 765 {
832 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
833 retry = 1; 767 retry = 1;
834 } 768 }
769
835 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
836 * use this retry here to make this one block 771 * use this retry here to make this one block
837 * that did the same thing. 772 * that did the same thing.
838 */ 773 */
839 while (retry < 2) 774 while (retry < 2)
840 { 775 {
841 int left, right, mflags;
842 maptile *m1;
843 sint16 x1, y1;
844
845 retry++; 776 retry++;
846 777
847 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
848 * over a corner in a tiled map, it is possible that 779 * over a corner in a tiled map, it is possible that
849 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
850 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
851 */ 782 */
852 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
853 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
854 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
855 785
856 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
857 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
858 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
859 788
860 if (left == right) 789 if (left == right)
861 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
862 else if (left) 791 else if (left)
863 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
864 else if (right) 793 else if (right)
865 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
866 795
867 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
868
869 /* If this space is not out of the map and not blocked, valid space - 796 /* If this space is not out of the map and not blocked, valid space -
870 * don't need to retry again. 797 * don't need to retry again.
871 */ 798 */
872 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
873 break; 801 break;
874
875 } 802 }
803
876 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
877 * top it from moving. 805 * stop it from moving.
878 */ 806 */
879 if (retry == 2) 807 if (retry == 2)
880 { 808 {
881 stop_arrow (op); 809 stop_arrow (op);
882 return; 810 return;
883 } 811 }
812
884 /* update object image for new facing */ 813 /* update object image for new facing */
885 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
886 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
887 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
888 } /* object is reflected */ 817 } /* object is reflected */
889 } /* object ran into a wall */ 818 } /* object ran into a wall */
890
891 /* Move the arrow. */
892 op->remove ();
893 op->x = new_x;
894 op->y = new_y;
895 819
896 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
897 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
898 */ 822 */
899 op->speed -= 0.05; 823 op->speed -= 0.05;
900 insert_ob_in_map (op, m, op, 0);
901}
902 824
903/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
904 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
905 * Modified this routine to allow held objects. b.t. */ 827}
906 828
907void 829static void
908change_object (object *op) 830change_object (object *op)
909{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
910 int i, j;
911
912 if (op->other_arch == NULL) 832 if (!op->other_arch)
913 { 833 {
914 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
915 return; 835 return;
916 } 836 }
917 837
918 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
919 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
920 { 840 {
921 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
922 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
923 else 858 else
924 op->stats.food = 1; /* so 1 other_arch is made */
925 }
926
927 object *pl = op->in_player ();
928 object *env = op->env;
929
930 op->remove ();
931 for (i = 0; i < NROFNEWOBJS (op); i++)
932 {
933 object *tmp = arch_to_object (op->other_arch);
934
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937
938 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939 if (env)
940 {
941 tmp->x = env->x, tmp->y = env->y;
942 tmp = insert_ob_in_ob (tmp, env);
943
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if (pl)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 } 859 {
954 else
955 {
956 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
957 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
958 tmp->destroy (); 863 tmp->destroy ();
959 else 864 else
960 { 865 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
963 } 870 }
964 } 871 }
965 } 872 }
966 873
967 op->destroy (); 874 op->destroy ();
977 * there is an old multipart teleporter in which the other parts 884 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 885 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 886 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 887 * N times without the speed check.
981 */ 888 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 889 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 890 move_teleporter (op->more);
984 891
985 if (op->head) 892 if (op->head)
986 head = op->head; 893 head = op->head;
987 894
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 897 break;
991 898
992 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
999 { 906 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 908 return;
1002 909
1003 enter_exit (tmp, head); 910 tmp->enter_exit (head);
1004 } 911 }
1005 else 912 else
1006 /* Currently only players can transfer maps */ 913 /* Currently only players can transfer maps */
1007 return; 914 return;
1008 } 915 }
1023 else 930 else
1024 { 931 {
1025 /* Random teleporter */ 932 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return; 934 return;
935
1028 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1029 } 937 }
1030} 938}
1031
1032 939
1033/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1034 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1035 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
1036 can't be generalized. 943 can't be generalized.
1037*/ 944*/
1038 945static void
1039void
1040move_player_changer (object *op) 946move_player_changer (object *op)
1041{ 947{
1042 object *player;
1043 object *walk;
1044 char c;
1045
1046 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1047 return; 949 return;
1048 950
1049 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1050 * needs to be on top. 952 * needs to be on top.
1051 */ 953 */
1052 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1053 { 955 {
956 object *player = op->above;
957
1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055 return; 959 return;
1056 player = op->above;
1057 960
1058 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1059 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1060 963
1061 player->update_stats (); 964 player->update_stats ();
1062 965
1063 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1064 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1065 968
1066 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1067 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1068 if (c == '/')
1069 { 971 {
1070 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 972 player->contr->savebed_map = EXIT_PATH (op);
1071 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1072 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1073 } 975 }
1074 else 976 else
1075 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 977 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1076 978
1077 enter_exit (op->above, op); 979 op->above->enter_exit (op);
1078 player->contr->save ();
1079 } 980 }
1080} 981}
1081 982
1082/* firewalls fire other spells. 983/* firewalls fire other spells.
1083 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1092 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1093 994
1094 spell = op->inv; 995 spell = op->inv;
1095 996
1096 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1097 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1098 999
1099 if (!spell) 1000 if (!spell)
1100 { 1001 {
1101 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1102 return; 1003 return;
1103 } 1004 }
1104 1005
1105 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1106} 1007}
1112 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1113 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1114 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1115 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1116 */ 1017 */
1117void 1018static void
1118move_player_mover (object *op) 1019move_player_mover (object *op)
1119{ 1020{
1120 object *victim, *nextmover;
1121 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1122 sint16 nx, ny; 1022 sint16 nx, ny;
1123 maptile *m; 1023 maptile *m;
1124 1024
1125 /* Determine direction now for random movers so we do the right thing */ 1025 /* Determine direction now for random movers so we do the right thing */
1126 if (!dir) 1026 if (!dir)
1127 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1128 1028
1129 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1130 { 1030 {
1131 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1132 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1133 { 1033 {
1134 1034
1144 nx = op->x + freearr_x[dir]; 1044 nx = op->x + freearr_x[dir];
1145 ny = op->y + freearr_y[dir]; 1045 ny = op->y + freearr_y[dir];
1146 m = op->map; 1046 m = op->map;
1147 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1047 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1148 { 1048 {
1149 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1049 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1150 return; 1050 return;
1151 } 1051 }
1152 1052
1153 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1154 return; 1054 return;
1155 1055
1156 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1157 { 1057 {
1158 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1159 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1160 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1161 {
1162 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1163 }
1164 } 1063 }
1165 1064
1166 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1167 { 1066 {
1168 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1169 if (op->level) 1068 if (op->level)
1170 { 1069 {
1171 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1172 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1173 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1174 * get to this space. 1073 * get to this space.
1175 */ 1074 */
1176 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1177 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1178 move_player (victim, dir); 1077 move_player (victim, dir);
1179 } 1078 }
1180 else 1079 else
1181 return; 1080 return;
1182 } 1081 }
1183 else 1082 else
1184 move_object (victim, dir); 1083 victim->move (dir);
1185 1084
1186 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1187 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1188 1087
1189 if (op->attacktype) 1088 if (op->attacktype)
1190 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1191
1192 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1193 /* Not sure why, but for some chars on metalforge, they
1194 * would sometimes get -inf speed_left, and from the
1195 * description, it could only happen here, so just put
1196 * a lower sanity limit. My only guess is that the
1197 * mover has 0 speed.
1198 */
1199 if (victim->speed_left < -5.0)
1200 victim->speed_left = -5.0;
1201 } 1091 }
1202 } 1092 }
1203 } 1093 }
1204} 1094}
1205 1095
1215{ 1105{
1216 object *tmp; 1106 object *tmp;
1217 1107
1218 if (!op->other_arch) 1108 if (!op->other_arch)
1219 { 1109 {
1220 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1110 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1221 return; 1111 return;
1222 } 1112 }
1223 1113
1224 if (op->above == NULL) 1114 if (op->above == NULL)
1225 return; 1115 return;
1116
1226 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1227 { 1118 {
1228 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1229 { 1120 {
1230 if (op->level <= 0) 1121 if (op->level <= 0)
1231 tmp->destroy (); 1122 tmp->destroy ();
1232 else 1123 else
1233 { 1124 {
1255 * has to make sure that there is in fact space for the object. 1146 * has to make sure that there is in fact space for the object.
1256 * It should really do this for small objects also, but there is 1147 * It should really do this for small objects also, but there is
1257 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1258 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1259*/ 1150*/
1260
1261void 1151void
1262move_creator (object *creator) 1152move_creator (object *creator)
1263{ 1153{
1264 object *new_ob; 1154 object *new_ob;
1265 1155
1267 { 1157 {
1268 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1269 return; 1159 return;
1270 } 1160 }
1271 1161
1272 if (creator->inv != NULL) 1162 if (creator->inv)
1273 { 1163 {
1274 object *ob; 1164 object *ob;
1275 int i; 1165 int i;
1276 object *ob_to_copy; 1166 object *ob_to_copy;
1277 1167
1282 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1283 { 1173 {
1284 ob_to_copy = ob; 1174 ob_to_copy = ob;
1285 } 1175 }
1286 } 1176 }
1287 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1288 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290 } 1180 }
1291 else 1181 else
1292 { 1182 {
1293 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1294 { 1184 {
1295 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1296 creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1297 return; 1187 return;
1298 } 1188 }
1299 1189
1300 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 } 1192 }
1303 1193
1304 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1305 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1306 { 1196 {
1307 new_ob->destroy (); 1197 new_ob->destroy ();
1308 return; 1198 return;
1309 } 1199 }
1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1310 1204
1311 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1312 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1313 return; 1207 return;
1314 1208
1315 if (creator->slaying) 1209 if (creator->slaying)
1316 {
1317 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1318 }
1319} 1211}
1320 1212
1321/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1322 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1323 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1324 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1325 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1326 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1327 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1328 unless hp was zero to start with, in which case it is infinite.*/ 1220 unless hp was zero to start with, in which case it is infinite.*/
1329
1330void 1221void
1331move_marker (object *op) 1222move_marker (object *op)
1332{ 1223{
1333 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1334 { 1225 {
1335 object *tmp2;
1336
1337 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1339 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1340 { 1231 {
1341 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1342 break;
1343 }
1344 1233
1345 /* cycle through his inventory to look for the MARK we want to
1346 * place
1347 */
1348 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1349 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1350 break;
1351
1352 /* if we didn't find our own MARK */
1353 if (tmp2 == NULL)
1354 {
1355 object *force = get_archetype (FORCE_NAME);
1356
1357 force->speed = 0;
1358 if (op->stats.food)
1359 {
1360 force->speed = 0.01;
1361 force->speed_left = -op->stats.food;
1362 }
1363 update_ob_speed (force);
1364 /* put in the lock code */
1365 force->slaying = op->slaying;
1366
1367 if (op->lore)
1368 force->lore = op->lore;
1369
1370 insert_ob_in_ob (force, tmp);
1371 if (op->msg) 1234 if (op->msg)
1372 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1373 1236
1374 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1375 { 1238 {
1376 op->stats.hp--; 1239 op->stats.hp--;
1240
1377 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1378 { 1242 {
1379 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1380 op->destroy (); 1244 op->destroy ();
1381 return; 1245 return;
1383 } 1247 }
1384 } 1248 }
1385 } 1249 }
1386} 1250}
1387 1251
1388int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1389process_object (object *op) 1299process_object (object *op)
1390{ 1300{
1391 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1392 return 0; 1302 return;
1393 1303
1394 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1395 return 0; 1305 return;
1396 1306
1397 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1398 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1399 return 1; 1309 return;
1400 1310
1401 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1402 { 1312 {
1403 if (op->type == PLAYER)
1404 animate_object (op, op->facing);
1405 else
1406 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1407 1314
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_seen (op); 1316 make_sure_seen (op);
1410 } 1317 }
1411 1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1412 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1413 { 1326 {
1414 change_object (op); 1327 change_object (op);
1415 return 1; 1328 return;
1416 } 1329 }
1417 1330
1418 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1419 generate_monster (op); 1332 generate_monster (op);
1420 1333
1421 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1422 { 1335 {
1423 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1424 remove_force (op); 1337 remove_force (op);
1425 else 1338 else
1426 { 1339 {
1427 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1428 object *pl = op->in_player ();
1429 1341
1430 if (pl)
1431 esrv_del_item (pl->contr, op->count);
1432
1433 op->remove ();
1434
1435 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1437 1344
1438 op->destroy (); 1345 op->drop_and_destroy ();
1439 } 1346 }
1440 1347
1441 return 1; 1348 return;
1349 }
1442 } 1350 }
1443 1351
1444 switch (op->type) 1352 switch (op->type)
1445 { 1353 {
1446 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1447 move_spell_effect (op); 1355 move_spell_effect (op);
1448 return 1; 1356 break;
1449 1357
1450 case ROD: 1358 case ROD:
1451 case HORN: 1359 case HORN:
1452 regenerate_rod (op); 1360 regenerate_rod (op);
1453 return 1; 1361 break;
1454 1362
1455 case FORCE: 1363 case FORCE:
1456 case POTION_EFFECT: 1364 case POTION_EFFECT:
1457 remove_force (op); 1365 remove_force (op);
1458 return 1; 1366 break;
1459 1367
1460 case BLINDNESS: 1368 case BLINDNESS:
1461 remove_blindness (op); 1369 remove_blindness (op);
1462 return 0; 1370 break;
1463 1371
1464 case POISONING: 1372 case POISONING:
1465 poison_more (op); 1373 poison_more (op);
1466 return 0; 1374 break;
1467 1375
1468 case DISEASE: 1376 case DISEASE:
1469 move_disease (op); 1377 move_disease (op);
1470 return 0; 1378 break;
1471 1379
1472 case SYMPTOM: 1380 case SYMPTOM:
1473 move_symptom (op); 1381 move_symptom (op);
1474 return 0; 1382 break;
1475 1383
1476 case THROWN_OBJ: 1384 case THROWN_OBJ:
1477 case ARROW: 1385 case ARROW:
1478 move_arrow (op); 1386 move_arrow (op);
1479 return 0; 1387 break;
1480 1388
1481 case DOOR: 1389 case DOOR:
1482 remove_door (op); 1390 remove_door (op);
1483 return 0; 1391 break;
1484 1392
1485 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1486 remove_door2 (op); 1394 remove_door2 (op);
1487 return 0; 1395 break;
1488 1396
1489 case TELEPORTER: 1397 case TELEPORTER:
1490 move_teleporter (op); 1398 move_teleporter (op);
1491 return 0; 1399 break;
1492 1400
1493 case GOLEM: 1401 case GOLEM:
1494 move_golem (op); 1402 move_golem (op);
1495 return 0; 1403 break;
1496 1404
1497 case EARTHWALL: 1405 case EARTHWALL:
1498 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1499 return 0; 1407 break;
1500 1408
1501 case FIREWALL: 1409 case FIREWALL:
1502 move_firewall (op); 1410 move_firewall (op);
1503 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1504 animate_turning (op); 1412 animate_turning (op);
1505 return 0; 1413 break;
1506 1414
1507 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1508 do_mood_floor (op); 1416 do_mood_floor (op);
1509 return 0; 1417 break;
1510 1418
1511 case GATE: 1419 case GATE:
1512 move_gate (op); 1420 move_gate (op);
1513 return 0; 1421 break;
1514 1422
1515 case TIMED_GATE: 1423 case TIMED_GATE:
1516 move_timed_gate (op); 1424 move_timed_gate (op);
1517 return 0; 1425 break;
1518 1426
1519 case TRIGGER: 1427 case TRIGGER:
1520 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1521 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1522 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1523 animate_trigger (op); 1431 animate_trigger (op);
1524 return 0; 1432 break;
1525 1433
1526 case DETECTOR: 1434 case DETECTOR:
1527 move_detector (op); 1435 move_detector (op);
1528 1436
1529 case DIRECTOR: 1437 case DIRECTOR:
1530 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1531 animate_turning (op); 1439 animate_turning (op);
1532 return 0; 1440 break;
1533 1441
1534 case HOLE: 1442 case HOLE:
1535 move_hole (op); 1443 move_hole (op);
1536 return 0; 1444 break;
1537 1445
1538 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1539 move_deep_swamp (op); 1447 move_deep_swamp (op);
1540 return 0; 1448 break;
1541 1449
1542 case RUNE: 1450 case RUNE:
1543 case TRAP: 1451 case TRAP:
1544 move_rune (op); 1452 move_rune (op);
1545 return 0; 1453 break;
1546 1454
1547 case PLAYERMOVER: 1455 case PLAYERMOVER:
1548 move_player_mover (op); 1456 move_player_mover (op);
1549 return 0; 1457 break;
1550 1458
1551 case CREATOR: 1459 case CREATOR:
1552 move_creator (op); 1460 move_creator (op);
1553 return 0; 1461 break;
1554 1462
1555 case MARKER: 1463 case MARKER:
1556 move_marker (op); 1464 move_marker (op);
1557 return 0; 1465 break;
1558 1466
1559 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1560 move_player_changer (op); 1468 move_player_changer (op);
1561 return 0; 1469 break;
1562 1470
1563 case PEACEMAKER: 1471 case PEACEMAKER:
1564 move_peacemaker (op); 1472 move_peacemaker (op);
1565 return 0; 1473 break;
1566 }
1567 1474
1568 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1569} 1489}
1490

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