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Comparing deliantra/server/server/time.C (file contents):
Revision 1.31 by root, Tue Jan 2 11:08:36 2007 UTC vs.
Revision 1.107 by root, Sun Apr 11 18:50:04 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#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * 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
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37
38void 37void
39remove_door (object *op) 38remove_door (object *op)
40{ 39{
41 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp; 42 object *tmp;
43 43 mapxy pos (op);
44 for (i = 1; i < 9; i += 2) 44 pos.move (i);
45 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)))
46 { 47 {
47 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
49 } 50 }
51 }
50 52
51 if (op->other_arch) 53 if (op->other_arch)
52 { 54 {
53 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
54 tmp->x = op->x; 56 tmp->x = op->x;
55 tmp->y = op->y; 57 tmp->y = op->y;
56 tmp->map = op->map; 58 tmp->map = op->map;
57 tmp->level = op->level; 59 tmp->level = op->level;
58 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
59 } 61 }
60 62
61 op->destroy (); 63 op->drop_and_destroy ();
62} 64}
63 65
64void 66void
65remove_door2 (object *op) 67remove_door2 (object *op)
66{ 68{
70 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
71 { 73 {
72 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]);
73 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
74 { /* same key both doors */ 76 { /* same key both doors */
75 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
76 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
77 } 79 }
78 } 80 }
79 81
80 if (op->other_arch) 82 if (op->other_arch)
81 { 83 {
82 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
83 tmp->x = op->x; 85 tmp->x = op->x;
84 tmp->y = op->y; 86 tmp->y = op->y;
85 tmp->map = op->map; 87 tmp->map = op->map;
86 tmp->level = op->level; 88 tmp->level = op->level;
87 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
88 } 90 }
89 91
90 op->destroy (); 92 op->drop_and_destroy ();
91} 93}
92 94
93/* Will generate a monster according to content 95static void
94 * of generator.
95 */
96void
97generate_monster_inv (object *gen) 96generate_monster (object *gen)
98{ 97{
99 int i;
100 object *op, *head = NULL;
101
102 int qty = 0;
103
104 /* Code below assumes the generator is on a map, as it tries
105 * to place the monster on the map. So if the generator
106 * isn't on a map, complain and exit.
107 */
108 if (gen->map == NULL)
109 {
110 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
111 return;
112 }
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116 if (!qty)
117 {
118 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
119 return; /*No inventory */
120 }
121 qty = rndm (0, qty - 1);
122 for (op = gen->inv; qty; qty--)
123 op = op->below;
124 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
125 if (i == -1)
126 return;
127 head = object_create_clone (op);
128 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
129 unflag_inv (head, FLAG_IS_A_TEMPLATE);
130 if (rndm (0, 9))
131 generate_artifact (head, gen->map->difficulty);
132 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
133 if (QUERY_FLAG (head, FLAG_FREED))
134 return;
135 if (head->has_random_items ())
136 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
137}
138
139void
140generate_monster_arch (object *gen)
141{
142 int i;
143 object *op, *head = NULL, *prev = NULL;
144 archetype *at = gen->other_arch;
145
146 if (!gen->other_arch)
147 return;
148
149 /* Code below assumes the generator is on a map, as it tries
150 * to place the monster on the map. So if the generator
151 * isn't on a map, complain and exit.
152 */
153 if (!gen->map) 98 if (!gen->map)
154 return; 99 return;
155 100
156 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))
157 if (i == -1)
158 return; 102 return;
159 103
160 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 (gen->flag [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 op->clr_flag (FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
161 { 132 }
162 op = arch_to_object (at); 133 else if (gen->other_arch)
163 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
164 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;
165 139
166 if (head) 140 op = gen->other_arch->instance ();
167 op->head = head, prev->more = op; 141 }
142 else
143 return;
168 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
169 if (rndm (0, 9)) 151 if (rndm (0, 9))
170 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
171 153
172 insert_ob_in_map (op, gen->map, gen, 0);
173 if (QUERY_FLAG (op, FLAG_FREED))
174 return;
175
176 if (op->has_random_items ()) 154 if (op->has_random_items ())
177 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
178 156
179 if (head == NULL)
180 head = op;
181
182 prev = op;
183 at = at->more;
184 }
185}
186
187void
188generate_monster (object *gen)
189{
190
191 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
192 return; 157 return;
158 }
193 159
194 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
195 generate_monster_inv (gen);
196 else
197 generate_monster_arch (gen);
198
199} 161}
200 162
201void 163static void
202remove_force (object *op) 164remove_force (object *op)
203{ 165{
204 if (--op->duration > 0) 166 if (--op->duration > 0)
205 return; 167 return;
206 168
207 if (op->env) 169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
212 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
213 175
214 default: 176 default:
215 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
216 change_abil (op->env, op); 178 change_abil (op->env, op);
217 op->env->update_stats (); 179 op->env->update_stats ();
218 } 180 }
219 181
220 op->destroy (); 182 op->destroy ();
221} 183}
222 184
223void 185static void
224remove_blindness (object *op) 186remove_blindness (object *op)
225{ 187{
226 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
227 return; 189 return;
228 190
229 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
230 192
231 if (op->env) 193 if (op->env)
232 { 194 {
233 change_abil (op->env, op); 195 change_abil (op->env, op);
234 op->env->update_stats (); 196 op->env->update_stats ();
235 } 197 }
236 198
237 op->destroy (); 199 op->destroy ();
238} 200}
239 201
240void 202static void
241poison_more (object *op) 203poison_more (object *op)
242{ 204{
243 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
244 { 206 {
245 op->destroy (); 207 op->destroy ();
246 return; 208 return;
247 } 209 }
248 210
249 if (op->stats.food == 1) 211 if (op->stats.food == 1)
250 { 212 {
251 /* 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
252 * will not do anything. 214 * will not do anything.
253 */ 215 */
254 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
255 { 217 {
256 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
257 op->env->update_stats (); 219 op->env->update_stats ();
258 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
259 } 221 }
260 222
261 op->destroy (); 223 op->destroy ();
265 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
266 { 228 {
267 op->env->stats.food--; 229 op->env->stats.food--;
268 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...");
269 } 231 }
232
270 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 234}
272 235
273 236
274void 237static void
275move_gate (object *op) 238move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
277 object *tmp; 240 object *tmp;
278 241
279 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))
280 { 243 {
281 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));
286 if (op->value) 249 if (op->value)
287 { 250 {
288 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 253 op->stats.wc = 0;
291 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
292 op->value = 0; 255 op->value = 0;
293 else 256 else
294 op->set_speed (0); 257 op->set_speed (0);
295 } 258 }
296 259
297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
298 { 261 {
299 op->move_block = 0; 262 op->move_block = 0;
300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
301 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
302 } 265 }
303 266
304 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
305 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
316 * 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,
317 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 281 * the gate slightly.
319 */ 282 */
320 283
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
323 break; 286 break;
324 287
325 if (tmp == NULL) 288 if (!tmp)
326 { 289 {
327 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
328 op->value = 1; 291 op->value = 1;
329 else 292 else
330 op->set_speed (0); 293 op->set_speed (0);
331 294
332 return; 295 return;
343 } 306 }
344 else 307 else
345 { /* The gate is still going up */ 308 { /* The gate is still going up */
346 op->stats.wc++; 309 op->stats.wc++;
347 310
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 313
351 /* 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.
352 * 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
353 */ 316 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 318 {
356 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 322 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
363 { 327 {
364 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
365 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
366 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);
367 } 333 }
368 else
369 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
371 * off the gate. 336 * off the gate.
372 */ 337 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
374 { 339 {
375 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
376 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);
377 342
378 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
379 if (i != -1) 344 if (i > 0)
380 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
381 tmp->remove (); 349 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 350 }
385 } 351 }
386 } 352 }
387 353
388 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
391 break; 357 break;
392 358
393 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
394 if (tmp) 360 if (tmp)
395 {
396 op->stats.food = 1; 361 op->stats.food = 1;
397 }
398 else 362 else
399 { 363 {
400 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
401 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
404 } 369 }
405 } /* gate is halfway up */ 370 } /* gate is halfway up */
406 371
407 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
411 376
412/* hp : how long door is open/closed 377/* hp : how long door is open/closed
413 * maxhp : initial value for hp 378 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
415 */ 380 */
416void 381static void
417move_timed_gate (object *op) 382move_timed_gate (object *op)
418{ 383{
419 int v = op->value; 384 int v = op->value;
420 385
421 if (op->stats.sp) 386 if (op->stats.sp)
422 { 387 {
423 move_gate (op); 388 move_gate (op);
389
424 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 391 op->stats.sp = 0;
426 return; 392 return;
427 } 393 }
394
428 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 396 { /* keep gate down */
430 move_gate (op); 397 move_gate (op);
398
431 if (op->value != v) 399 if (op->value != v)
432 op->set_speed (0); 400 op->set_speed (0);
433 } 401 }
434} 402}
435 403
437 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
438 * connected: connected value of detector 406 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
441 */ 409 */
442 410static void
443void
444move_detector (object *op) 411move_detector (object *op)
445{ 412{
446 object *tmp; 413 object *tmp;
447 int last = op->value; 414 int last = op->value;
448 int detected; 415 int detected;
449 416
450 detected = 0; 417 detected = 0;
451 418
452 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)
453 { 420 {
454 object *tmp2; 421 object *tmp2;
455 422
456 if (op->stats.hp) 423 if (op->stats.hp)
457 { 424 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 426 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 428 detected = 1;
429
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 431 detected = 1;
464 } 432 }
465 } 433 }
434
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 436 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 438 detected = 1;
472 } 439 }
473 440
474 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
475 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
476 { 443 {
477 if (detected && last == 0) 444 if (detected && last == 0)
478 { 445 {
479 op->value = 1; 446 op->value = 1;
480 push_button (op); 447 push_button (op, tmp);
481 } 448 }
449
482 if (!detected && last == 1) 450 if (!detected && last == 1)
483 { 451 {
484 op->value = 0; 452 op->value = 0;
485 push_button (op); 453 push_button (op, tmp);
486 } 454 }
487 } 455 }
488 else 456 else
489 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
490 if (detected && last == 1) 458 if (detected && last == 1)
491 { 459 {
492 op->value = 0; 460 op->value = 0;
493 push_button (op); 461 push_button (op, tmp);
494 } 462 }
463
495 if (!detected && last == 0) 464 if (!detected && last == 0)
496 { 465 {
497 op->value = 1; 466 op->value = 1;
498 push_button (op); 467 push_button (op, tmp);
499 } 468 }
500 } 469 }
501} 470}
502
503 471
504void 472void
505animate_trigger (object *op) 473animate_trigger (object *op)
506{ 474{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
514 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
516 } 484 }
517} 485}
518 486
519void 487static void
520move_hole (object *op) 488move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 490 if (op->value)
525 { /* We're opening */ 491 { /* We're opening */
526 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
528 op->stats.wc = 0; 494 op->stats.wc = 0;
529 op->set_speed (0); 495 op->set_speed (0);
530 496
531 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 500 {
535 next = tmp->above; 501 next = tmp->above;
536 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
537 } 503 }
538 } 504 }
539 505
540 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
542 return; 508 return;
543 } 509 }
510
544 /* We're closing */ 511 /* We're closing */
545 op->move_on = 0; 512 op->move_on = 0;
546 513
547 op->stats.wc++; 514 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
579 { 546 {
580 object *payload = op->inv; 547 object *payload = op->inv;
581 548
582 if (payload == NULL) 549 if (payload == NULL)
583 return NULL; 550 return NULL;
551
584 payload->remove (); 552 payload->remove ();
585 op->destroy (); 553 op->destroy ();
586 return payload; 554 return payload;
587 } 555 }
588 556
604void 572void
605fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
606{ 574{
607 if (map == NULL) 575 if (map == NULL)
608 return; 576 return;
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
610 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 580 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
613} 582}
614 583
615
616object * 584object *
617fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
618{ 586{
619 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
620 { 588 {
623 return NULL; 591 return NULL;
624 } 592 }
625 593
626 op->set_speed (0); 594 op->set_speed (0);
627 op->direction = 0; 595 op->direction = 0;
628 op->move_on = 0; 596 op->move_on = 0;
629 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
633 op->slaying = 0; 604 op->slaying = op->custom_name;
634 op->skill = 0;
635 605
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* 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 */
646 op->spellarg = NULL; 607 op->custom_name = 0;
647 op->stats.sp = 0; 608 op->stats.sp = 0;
648 op->stats.hp = 0; 609 op->stats.hp = 0;
649 op->stats.grace = 0; 610 op->stats.grace = 0;
650 op->level = 0; 611 op->level = 0;
651 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
653 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
654 return op; 617 return op;
655} 618}
656 619
657/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
658 * 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
667 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
668 return; 631 return;
669 632
670 if (op->inv) 633 if (op->inv)
671 { 634 {
635 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 636 object *payload = op->inv;
673 637
674 payload->remove ();
675 payload->owner = 0; 638 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 640 op->destroy ();
678 } 641 }
679 else 642 else
680 { 643 {
681 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
682 if (op) 646 if (op)
683 merge_ob (op, NULL); 647 merge_ob (op, 0);
684 } 648 }
685} 649}
686 650
687/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
688 */ 652 */
689
690void 653void
691move_arrow (object *op) 654move_arrow (object *op)
692{ 655{
693 object *tmp;
694 sint16 new_x, new_y;
695 int was_reflected, mflags; 656 int was_reflected;
696 maptile *m;
697 657
698 if (op->map == NULL) 658 if (!op->map)
699 { 659 {
700 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
701 op->destroy (); 661 op->destroy ();
702 return; 662 return;
703 } 663 }
711 * 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,
712 * 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
713 * 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,
714 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
715 */ 675 */
716 if (op->inv == NULL) 676 if (!op->inv)
717 { 677 {
718 op->destroy (); 678 op->destroy ();
719 return; 679 return;
720 } 680 }
721 681
724 stop_arrow (op); 684 stop_arrow (op);
725 return; 685 return;
726 } 686 }
727 } 687 }
728 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->speed -= 0.05;
693
729 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
730 values look rediculous. */ 695 values look rediculous. */
731 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
732 { 697 {
733 stop_arrow (op); 698 stop_arrow (op);
734 return; 699 return;
735 } 700 }
736 701
737 /* Calculate target map square */ 702 /* Calculate target map square */
738 new_x = op->x + DIRX (op);
739 new_y = op->y + DIRY (op);
740 was_reflected = 0; 703 was_reflected = 0;
741 704
742 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
743 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
744 706
745 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
746 { 708 {
747 stop_arrow (op); 709 stop_arrow (op);
748 return; 710 return;
749 } 711 }
750 712
751 /* only need to look for living creatures if this flag is set */ 713 /* only need to look for living creatures if this flag is set */
752 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
753 { 715 {
754 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
755 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
756 break; 720 break;
757 721
758 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
759 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
760 * move into it. 724 * move into it.
763 { 727 {
764 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
765 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
767 */ 731 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
769 { 733 {
770 int number = op->face->number; 734 int number = op->face;
771 735
772 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
773 op->state = 0; 737 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 738 was_reflected = 1; /* skip normal movement calculations */
786 } 739 }
787 else 740 else
788 { 741 {
789 /* Attack the object. */ 742 /* Attack the object. */
793 return; 746 return;
794 } 747 }
795 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
796 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
797 750
798 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
799 { 752 {
800 int retry = 0; 753 int retry = 0;
801 754
802 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
803 * note that this code will now catch cases where a monster is 756 * note that this code will now catch cases where a monster is
804 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
805 * Mapmakers shouldn't put monsters on top of wall in the first 758 * Mapmakers shouldn't put monsters on top of wall in the first
806 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
807 */ 760 */
808 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
809 { 762 {
810 stop_arrow (op); 763 stop_arrow (op);
811 return; 764 return;
812 } 765 }
813 else 766 else
816 if (op->direction & 1) 769 if (op->direction & 1)
817 { 770 {
818 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
819 retry = 1; 772 retry = 1;
820 } 773 }
774
821 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
822 * use this retry here to make this one block 776 * use this retry here to make this one block
823 * that did the same thing. 777 * that did the same thing.
824 */ 778 */
825 while (retry < 2) 779 while (retry < 2)
826 { 780 {
827 int left, right, mflags;
828 maptile *m1;
829 sint16 x1, y1;
830
831 retry++; 781 retry++;
832 782
833 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
834 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
835 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
836 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
837 */ 787 */
838 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
839 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
840 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
841 790
842 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
843 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
844 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
845 793
846 if (left == right) 794 if (left == right)
847 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
848 else if (left) 796 else if (left)
849 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
850 else if (right) 798 else if (right)
851 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
852 800
853 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
854
855 /* If this space is not out of the map and not blocked, valid space - 801 /* If this space is not out of the map and not blocked, valid space -
856 * don't need to retry again. 802 * don't need to retry again.
857 */ 803 */
858 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
859 break; 806 break;
860
861 } 807 }
808
862 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
863 * top it from moving. 810 * stop it from moving.
864 */ 811 */
865 if (retry == 2) 812 if (retry == 2)
866 { 813 {
867 stop_arrow (op); 814 stop_arrow (op);
868 return; 815 return;
869 } 816 }
817
870 /* update object image for new facing */ 818 /* update object image for new facing */
871 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
872 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
873 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
874 } /* object is reflected */ 822 } /* object is reflected */
875 } /* object ran into a wall */ 823 } /* object ran into a wall */
876 824
877 /* Move the arrow. */ 825 /* Move the arrow. */
878 op->remove (); 826 op->move_to (pos);
879 op->x = new_x;
880 op->y = new_y;
881
882 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
883 * about 17 squares. Tune as needed.
884 */
885 op->speed -= 0.05;
886 insert_ob_in_map (op, m, op, 0);
887} 827}
888 828
889/* This routine doesnt seem to work for "inanimate" objects that 829static void
890 * are being carried, ie a held torch leaps from your hands!.
891 * Modified this routine to allow held objects. b.t. */
892
893void
894change_object (object *op) 830change_object (object *op)
895{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
896 int i, j;
897
898 if (op->other_arch == NULL) 832 if (!op->other_arch)
899 { 833 {
900 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 ());
901 return; 835 return;
902 } 836 }
903 837
904 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
905 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
906 { 840 {
907 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
908 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);
909 else 858 else
910 op->stats.food = 1; /* so 1 other_arch is made */
911 }
912
913 object *pl = op->in_player ();
914 object *env = op->env;
915
916 op->remove ();
917 for (i = 0; i < NROFNEWOBJS (op); i++)
918 {
919 object *tmp = arch_to_object (op->other_arch);
920
921 if (op->type == LAMP)
922 tmp->stats.food = op->stats.food - 1;
923
924 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
925 if (env)
926 {
927 tmp->x = env->x, tmp->y = env->y;
928 tmp = insert_ob_in_ob (tmp, env);
929
930 /* If this object is the players inventory, we need to tell the
931 * client of the change. Insert_ob_in_map takes care of the
932 * updating the client, so we don't need to do that below.
933 */
934 if (pl)
935 {
936 esrv_del_item (pl->contr, op->count);
937 esrv_send_item (pl, tmp);
938 }
939 } 859 {
940 else
941 {
942 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
943 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
944 tmp->destroy (); 863 tmp->destroy ();
945 else 864 else
946 { 865 {
947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
948 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
949 } 870 }
950 } 871 }
951 } 872 }
952 873
953 op->destroy (); 874 op->destroy ();
969 move_teleporter (op->more); 890 move_teleporter (op->more);
970 891
971 if (op->head) 892 if (op->head)
972 head = op->head; 893 head = op->head;
973 894
974 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
975 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
976 break; 897 break;
977 898
978 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
979 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
980 return; 901 return;
981 902
982 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
983 { 904 {
984 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
1009 else 930 else
1010 { 931 {
1011 /* Random teleporter */ 932 /* Random teleporter */
1012 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1013 return; 934 return;
935
1014 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1015 } 937 }
1016} 938}
1017
1018 939
1019/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1021 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
1022 can't be generalized. 943 can't be generalized.
1023*/ 944*/
1024void 945static void
1025move_player_changer (object *op) 946move_player_changer (object *op)
1026{ 947{
1027 object *player;
1028 object *walk;
1029 char c;
1030
1031 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1032 return; 949 return;
1033 950
1034 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1035 * needs to be on top. 952 * needs to be on top.
1036 */ 953 */
1037 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1038 { 955 {
956 object *player = op->above;
957
1039 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1040 return; 959 return;
1041 player = op->above;
1042 960
1043 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1044 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1045 963
1046 player->update_stats (); 964 player->update_stats ();
1047 965
1048 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1049 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1050 968
1051 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1052 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1053 if (c == '/')
1054 { 971 {
1055 player->contr->savebed_map = EXIT_PATH (op); 972 player->contr->savebed_map = EXIT_PATH (op);
1056 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1057 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1058 } 975 }
1059 else 976 else
1060 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));
1061 978
1062 op->above->enter_exit (op); 979 op->above->enter_exit (op);
1063 player->contr->save ();
1064 } 980 }
1065} 981}
1066 982
1067/* firewalls fire other spells. 983/* firewalls fire other spells.
1068 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1077 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1078 994
1079 spell = op->inv; 995 spell = op->inv;
1080 996
1081 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1082 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1083 999
1084 if (!spell) 1000 if (!spell)
1085 { 1001 {
1086 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);
1087 return; 1003 return;
1097 * 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.
1098 * 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,
1099 * 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,
1100 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1101 */ 1017 */
1102void 1018static void
1103move_player_mover (object *op) 1019move_player_mover (object *op)
1104{ 1020{
1105 object *victim, *nextmover;
1106 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1107 sint16 nx, ny; 1022 sint16 nx, ny;
1108 maptile *m; 1023 maptile *m;
1109 1024
1110 /* 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 */
1111 if (!dir) 1026 if (!dir)
1112 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1113 1028
1114 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)
1115 { 1030 {
1116 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1117 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1118 { 1033 {
1119 1034
1120 if (victim->head) 1035 if (victim->head)
1121 victim = victim->head; 1036 victim = victim->head;
1122 1037
1123 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1124 { 1039 {
1125 op->remove (); 1040 op->remove ();
1126 return; 1041 return;
1127 } 1042 }
1128 1043
1136 } 1051 }
1137 1052
1138 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1139 return; 1054 return;
1140 1055
1141 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)
1142 { 1057 {
1143 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1144 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1145 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1146 {
1147 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 */
1148 }
1149 } 1063 }
1150 1064
1151 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1152 { 1066 {
1153 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1154 if (op->level) 1068 if (op->level)
1155 { 1069 {
1156 /* 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
1157 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1158 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1159 * get to this space. 1073 * get to this space.
1160 */ 1074 */
1161 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1162 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1163 move_player (victim, dir); 1077 move_player (victim, dir);
1164 } 1078 }
1165 else 1079 else
1166 return; 1080 return;
1167 } 1081 }
1168 else 1082 else
1169 move_object (victim, dir); 1083 victim->move (dir);
1170 1084
1171 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1172 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1173 1087
1174 if (op->attacktype) 1088 if (op->attacktype)
1175 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1176
1177 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);
1178 /* Not sure why, but for some chars on metalforge, they
1179 * would sometimes get -inf speed_left, and from the
1180 * description, it could only happen here, so just put
1181 * a lower sanity limit. My only guess is that the
1182 * mover has 0 speed.
1183 */
1184 if (victim->speed_left < -5.0)
1185 victim->speed_left = -5.0;
1186 } 1091 }
1187 } 1092 }
1188 } 1093 }
1189} 1094}
1190 1095
1206 return; 1111 return;
1207 } 1112 }
1208 1113
1209 if (op->above == NULL) 1114 if (op->above == NULL)
1210 return; 1115 return;
1116
1211 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1212 { 1118 {
1213 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1214 { 1120 {
1215 if (op->level <= 0) 1121 if (op->level <= 0)
1216 tmp->destroy (); 1122 tmp->destroy ();
1217 else 1123 else
1218 { 1124 {
1240 * 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.
1241 * 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
1242 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1243 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1244*/ 1150*/
1245
1246void 1151void
1247move_creator (object *creator) 1152move_creator (object *creator)
1248{ 1153{
1249 object *new_ob; 1154 object *new_ob;
1250 1155
1251 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1252 { 1157 {
1253 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1254 return; 1159 return;
1255 } 1160 }
1256 1161
1257 if (creator->inv != NULL) 1162 if (creator->inv)
1258 { 1163 {
1259 object *ob; 1164 object *ob;
1260 int i; 1165 int i;
1261 object *ob_to_copy; 1166 object *ob_to_copy;
1262 1167
1267 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1268 { 1173 {
1269 ob_to_copy = ob; 1174 ob_to_copy = ob;
1270 } 1175 }
1271 } 1176 }
1272 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1273 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1274 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1275 } 1180 }
1276 else 1181 else
1277 { 1182 {
1278 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1279 { 1184 {
1280 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1281 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1282 return; 1187 return;
1283 } 1188 }
1285 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1286 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1287 } 1192 }
1288 1193
1289 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1290 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))
1291 { 1196 {
1292 new_ob->destroy (); 1197 new_ob->destroy ();
1293 return; 1198 return;
1294 } 1199 }
1295 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 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1296 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);
1297 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1298 return; 1207 return;
1299 1208
1300 if (creator->slaying) 1209 if (creator->slaying)
1301 {
1302 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1303 }
1304} 1211}
1305 1212
1306/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1307 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1308 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1309 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1310 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1311 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1312 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1313 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.*/
1314
1315void 1221void
1316move_marker (object *op) 1222move_marker (object *op)
1317{ 1223{
1318 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1319 { 1225 {
1320 object *tmp2;
1321
1322 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1323 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1324 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1325 { 1231 {
1326 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1327 break;
1328 }
1329 1233
1330 /* cycle through his inventory to look for the MARK we want to
1331 * place
1332 */
1333 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1335 break;
1336
1337 /* if we didn't find our own MARK */
1338 if (tmp2 == NULL)
1339 {
1340 object *force = get_archetype (FORCE_NAME);
1341
1342 if (op->stats.food)
1343 {
1344 force->set_speed (0.01);
1345 force->speed_left = -op->stats.food;
1346 }
1347 else
1348 force->set_speed (0);
1349
1350 /* put in the lock code */
1351 force->slaying = op->slaying;
1352
1353 if (op->lore)
1354 force->lore = op->lore;
1355
1356 insert_ob_in_ob (force, tmp);
1357 if (op->msg) 1234 if (op->msg)
1358 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1359 1236
1360 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1361 { 1238 {
1362 op->stats.hp--; 1239 op->stats.hp--;
1240
1363 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1364 { 1242 {
1365 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1366 op->destroy (); 1244 op->destroy ();
1367 return; 1245 return;
1369 } 1247 }
1370 } 1248 }
1371 } 1249 }
1372} 1250}
1373 1251
1374int 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
1375process_object (object *op) 1299process_object (object *op)
1376{ 1300{
1377 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1378 return 0; 1302 return;
1379 1303
1380 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1381 return 0; 1305 return;
1382 1306
1383 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1384 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1385 return 1; 1309 return;
1386 1310
1387 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1388 { 1312 {
1389 if (op->type == PLAYER)
1390 animate_object (op, op->facing);
1391 else
1392 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1393 1314
1394 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1395 make_sure_seen (op); 1316 make_sure_seen (op);
1396 } 1317 }
1397 1318
1398 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1399 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1400 change_object (op); 1327 change_object (op);
1401 return 1; 1328 return;
1402 } 1329 }
1403 1330
1404 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1405 generate_monster (op); 1332 generate_monster (op);
1406 1333
1407 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1408 { 1335 {
1409 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1410 remove_force (op); 1337 remove_force (op);
1411 else 1338 else
1412 { 1339 {
1413 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1414 object *pl = op->in_player ();
1415 1341
1416 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1417 esrv_del_item (pl->contr, op->count);
1418
1419 op->remove ();
1420
1421 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1422 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1423 1344
1424 op->destroy (); 1345 op->drop_and_destroy ();
1425 } 1346 }
1426 1347
1427 return 1; 1348 return;
1349 }
1428 } 1350 }
1429 1351
1430 switch (op->type) 1352 switch (op->type)
1431 { 1353 {
1432 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1433 move_spell_effect (op); 1355 move_spell_effect (op);
1434 return 1; 1356 break;
1435 1357
1436 case ROD: 1358 case ROD:
1437 case HORN: 1359 case HORN:
1438 regenerate_rod (op); 1360 regenerate_rod (op);
1439 return 1; 1361 break;
1440 1362
1441 case FORCE: 1363 case FORCE:
1442 case POTION_EFFECT: 1364 case POTION_EFFECT:
1443 remove_force (op); 1365 remove_force (op);
1444 return 1; 1366 break;
1445 1367
1446 case BLINDNESS: 1368 case BLINDNESS:
1447 remove_blindness (op); 1369 remove_blindness (op);
1448 return 0; 1370 break;
1449 1371
1450 case POISONING: 1372 case POISONING:
1451 poison_more (op); 1373 poison_more (op);
1452 return 0; 1374 break;
1453 1375
1454 case DISEASE: 1376 case DISEASE:
1455 move_disease (op); 1377 move_disease (op);
1456 return 0; 1378 break;
1457 1379
1458 case SYMPTOM: 1380 case SYMPTOM:
1459 move_symptom (op); 1381 move_symptom (op);
1460 return 0; 1382 break;
1461 1383
1462 case THROWN_OBJ: 1384 case THROWN_OBJ:
1463 case ARROW: 1385 case ARROW:
1464 move_arrow (op); 1386 move_arrow (op);
1465 return 0; 1387 break;
1466 1388
1467 case DOOR: 1389 case DOOR:
1468 remove_door (op); 1390 remove_door (op);
1469 return 0; 1391 break;
1470 1392
1471 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1472 remove_door2 (op); 1394 remove_door2 (op);
1473 return 0; 1395 break;
1474 1396
1475 case TELEPORTER: 1397 case TELEPORTER:
1476 move_teleporter (op); 1398 move_teleporter (op);
1477 return 0; 1399 break;
1478 1400
1479 case GOLEM: 1401 case GOLEM:
1480 move_golem (op); 1402 move_golem (op);
1481 return 0; 1403 break;
1482 1404
1483 case EARTHWALL: 1405 case EARTHWALL:
1484 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1485 return 0; 1407 break;
1486 1408
1487 case FIREWALL: 1409 case FIREWALL:
1488 move_firewall (op); 1410 move_firewall (op);
1489 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1490 animate_turning (op); 1412 animate_turning (op);
1491 return 0; 1413 break;
1492 1414
1493 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1494 do_mood_floor (op); 1416 do_mood_floor (op);
1495 return 0; 1417 break;
1496 1418
1497 case GATE: 1419 case GATE:
1498 move_gate (op); 1420 move_gate (op);
1499 return 0; 1421 break;
1500 1422
1501 case TIMED_GATE: 1423 case TIMED_GATE:
1502 move_timed_gate (op); 1424 move_timed_gate (op);
1503 return 0; 1425 break;
1504 1426
1505 case TRIGGER: 1427 case TRIGGER:
1506 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1507 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1508 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1509 animate_trigger (op); 1431 animate_trigger (op);
1510 return 0; 1432 break;
1511 1433
1512 case DETECTOR: 1434 case DETECTOR:
1513 move_detector (op); 1435 move_detector (op);
1514 1436
1515 case DIRECTOR: 1437 case DIRECTOR:
1516 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1517 animate_turning (op); 1439 animate_turning (op);
1518 return 0; 1440 break;
1519 1441
1520 case HOLE: 1442 case HOLE:
1521 move_hole (op); 1443 move_hole (op);
1522 return 0; 1444 break;
1523 1445
1524 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1525 move_deep_swamp (op); 1447 move_deep_swamp (op);
1526 return 0; 1448 break;
1527 1449
1528 case RUNE: 1450 case RUNE:
1529 case TRAP: 1451 case TRAP:
1530 move_rune (op); 1452 move_rune (op);
1531 return 0; 1453 break;
1532 1454
1533 case PLAYERMOVER: 1455 case PLAYERMOVER:
1534 move_player_mover (op); 1456 move_player_mover (op);
1535 return 0; 1457 break;
1536 1458
1537 case CREATOR: 1459 case CREATOR:
1538 move_creator (op); 1460 move_creator (op);
1539 return 0; 1461 break;
1540 1462
1541 case MARKER: 1463 case MARKER:
1542 move_marker (op); 1464 move_marker (op);
1543 return 0; 1465 break;
1544 1466
1545 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1546 move_player_changer (op); 1468 move_player_changer (op);
1547 return 0; 1469 break;
1548 1470
1549 case PEACEMAKER: 1471 case PEACEMAKER:
1550 move_peacemaker (op); 1472 move_peacemaker (op);
1551 return 0; 1473 break;
1552 }
1553 1474
1554 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 }
1555} 1489}
1490

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