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Comparing deliantra/server/server/time.C (file contents):
Revision 1.32 by elmex, Wed Jan 3 00:56:40 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 ();
270 232
271 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
272} 234}
273 235
274 236
275void 237static void
276move_gate (object *op) 238move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
278 object *tmp; 240 object *tmp;
279 241
280 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))
281 { 243 {
282 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));
287 if (op->value) 249 if (op->value)
288 { 250 {
289 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
291 op->stats.wc = 0; 253 op->stats.wc = 0;
292 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
293 op->value = 0; 255 op->value = 0;
294 else 256 else
295 op->set_speed (0); 257 op->set_speed (0);
296 } 258 }
297 259
298 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
299 { 261 {
300 op->move_block = 0; 262 op->move_block = 0;
301 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
302 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
303 } 265 }
304 266
305 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
306 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
317 * 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,
318 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
319 * the gate slightly. 281 * the gate slightly.
320 */ 282 */
321 283
322 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
323 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])
324 break; 286 break;
325 287
326 if (tmp == NULL) 288 if (!tmp)
327 { 289 {
328 if (op->arch->clone.speed) 290 if (op->arch->has_active_speed ())
329 op->value = 1; 291 op->value = 1;
330 else 292 else
331 op->set_speed (0); 293 op->set_speed (0);
332 294
333 return; 295 return;
344 } 306 }
345 else 307 else
346 { /* The gate is still going up */ 308 { /* The gate is still going up */
347 op->stats.wc++; 309 op->stats.wc++;
348 310
349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
351 313
352 /* 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.
353 * 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
354 */ 316 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 { 318 {
357 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
360
361 if (tmp != NULL)
362 { 322 ;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 323
324 if (tmp)
325 {
326 if (tmp->flag [FLAG_ALIVE])
364 { 327 {
365 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
366 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
367 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);
368 } 333 }
369 else
370 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
371 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
372 * off the gate. 336 * off the gate.
373 */ 337 */
374 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]))
375 { 339 {
376 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
377 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);
378 342
379 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
380 if (i != -1) 344 if (i > 0)
381 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
382 tmp->remove (); 349 tmp->move_to (pos);
383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
384 insert_ob_in_map (tmp, op->map, op, 0);
385 } 350 }
386 } 351 }
387 } 352 }
388 353
389 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
390 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
391 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])
392 break; 357 break;
393 358
394 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
395 if (tmp) 360 if (tmp)
396 {
397 op->stats.food = 1; 361 op->stats.food = 1;
398 }
399 else 362 else
400 { 363 {
401 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
402 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
403 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 op->set_flag (FLAG_BLOCKSVIEW);
404 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
405 } 369 }
406 } /* gate is halfway up */ 370 } /* gate is halfway up */
407 371
408 SET_ANIMATION (op, op->stats.wc); 372 SET_ANIMATION (op, op->stats.wc);
412 376
413/* hp : how long door is open/closed 377/* hp : how long door is open/closed
414 * maxhp : initial value for hp 378 * maxhp : initial value for hp
415 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
416 */ 380 */
417void 381static void
418move_timed_gate (object *op) 382move_timed_gate (object *op)
419{ 383{
420 int v = op->value; 384 int v = op->value;
421 385
422 if (op->stats.sp) 386 if (op->stats.sp)
423 { 387 {
424 move_gate (op); 388 move_gate (op);
389
425 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
426 op->stats.sp = 0; 391 op->stats.sp = 0;
427 return; 392 return;
428 } 393 }
394
429 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
430 { /* keep gate down */ 396 { /* keep gate down */
431 move_gate (op); 397 move_gate (op);
398
432 if (op->value != v) 399 if (op->value != v)
433 op->set_speed (0); 400 op->set_speed (0);
434 } 401 }
435} 402}
436 403
438 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
439 * connected: connected value of detector 406 * connected: connected value of detector
440 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
441 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
442 */ 409 */
443 410static void
444void
445move_detector (object *op) 411move_detector (object *op)
446{ 412{
447 object *tmp; 413 object *tmp;
448 int last = op->value; 414 int last = op->value;
449 int detected; 415 int detected;
450 416
451 detected = 0; 417 detected = 0;
452 418
453 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)
454 { 420 {
455 object *tmp2; 421 object *tmp2;
456 422
457 if (op->stats.hp) 423 if (op->stats.hp)
458 { 424 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 { 426 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
462 detected = 1; 428 detected = 1;
429
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1; 431 detected = 1;
465 } 432 }
466 } 433 }
434
467 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
468 {
469 detected = 1; 436 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1; 438 detected = 1;
473 } 439 }
474 440
475 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
476 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
477 { 443 {
478 if (detected && last == 0) 444 if (detected && last == 0)
479 { 445 {
480 op->value = 1; 446 op->value = 1;
481 push_button (op); 447 push_button (op, tmp);
482 } 448 }
449
483 if (!detected && last == 1) 450 if (!detected && last == 1)
484 { 451 {
485 op->value = 0; 452 op->value = 0;
486 push_button (op); 453 push_button (op, tmp);
487 } 454 }
488 } 455 }
489 else 456 else
490 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
491 if (detected && last == 1) 458 if (detected && last == 1)
492 { 459 {
493 op->value = 0; 460 op->value = 0;
494 push_button (op); 461 push_button (op, tmp);
495 } 462 }
463
496 if (!detected && last == 0) 464 if (!detected && last == 0)
497 { 465 {
498 op->value = 1; 466 op->value = 1;
499 push_button (op); 467 push_button (op, tmp);
500 } 468 }
501 } 469 }
502} 470}
503
504 471
505void 472void
506animate_trigger (object *op) 473animate_trigger (object *op)
507{ 474{
508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
515 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
517 } 484 }
518} 485}
519 486
520void 487static void
521move_hole (object *op) 488move_hole (object *op)
522{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
523 object *next, *tmp;
524
525 if (op->value) 490 if (op->value)
526 { /* We're opening */ 491 { /* We're opening */
527 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
529 op->stats.wc = 0; 494 op->stats.wc = 0;
530 op->set_speed (0); 495 op->set_speed (0);
531 496
532 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
533 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
534 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
535 { 500 {
536 next = tmp->above; 501 next = tmp->above;
537 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
538 } 503 }
539 } 504 }
540 505
541 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
542 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
543 return; 508 return;
544 } 509 }
510
545 /* We're closing */ 511 /* We're closing */
546 op->move_on = 0; 512 op->move_on = 0;
547 513
548 op->stats.wc++; 514 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
580 { 546 {
581 object *payload = op->inv; 547 object *payload = op->inv;
582 548
583 if (payload == NULL) 549 if (payload == NULL)
584 return NULL; 550 return NULL;
551
585 payload->remove (); 552 payload->remove ();
586 op->destroy (); 553 op->destroy ();
587 return payload; 554 return payload;
588 } 555 }
589 556
605void 572void
606fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
607{ 574{
608 if (map == NULL) 575 if (map == NULL)
609 return; 576 return;
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 577
578 if (op->flag [FLAG_REMOVED])
611 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 580 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
614} 582}
615 583
616
617object * 584object *
618fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
619{ 586{
620 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
621 { 588 {
624 return NULL; 591 return NULL;
625 } 592 }
626 593
627 op->set_speed (0); 594 op->set_speed (0);
628 op->direction = 0; 595 op->direction = 0;
629 op->move_on = 0; 596 op->move_on = 0;
630 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
631 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
634 op->slaying = 0; 604 op->slaying = op->custom_name;
635 op->skill = 0;
636 605
637 if (op->spellarg != NULL)
638 {
639 op->slaying = op->spellarg;
640 free (op->spellarg);
641 op->spellarg = NULL;
642 }
643 else
644 op->slaying = NULL;
645
646 /* 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 */
647 op->spellarg = NULL; 607 op->custom_name = 0;
648 op->stats.sp = 0; 608 op->stats.sp = 0;
649 op->stats.hp = 0; 609 op->stats.hp = 0;
650 op->stats.grace = 0; 610 op->stats.grace = 0;
651 op->level = 0; 611 op->level = 0;
652 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
653 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
654 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
655 return op; 617 return op;
656} 618}
657 619
658/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
659 * 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
668 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
669 return; 631 return;
670 632
671 if (op->inv) 633 if (op->inv)
672 { 634 {
635 // replace this by straightforward drop to ground?
673 object *payload = op->inv; 636 object *payload = op->inv;
674 637
675 payload->remove ();
676 payload->owner = 0; 638 payload->owner = 0;
677 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
678 op->destroy (); 640 op->destroy ();
679 } 641 }
680 else 642 else
681 { 643 {
682 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
683 if (op) 646 if (op)
684 merge_ob (op, NULL); 647 merge_ob (op, 0);
685 } 648 }
686} 649}
687 650
688/* 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.
689 */ 652 */
690
691void 653void
692move_arrow (object *op) 654move_arrow (object *op)
693{ 655{
694 object *tmp;
695 sint16 new_x, new_y;
696 int was_reflected, mflags; 656 int was_reflected;
697 maptile *m;
698 657
699 if (op->map == NULL) 658 if (!op->map)
700 { 659 {
701 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
702 op->destroy (); 661 op->destroy ();
703 return; 662 return;
704 } 663 }
712 * 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,
713 * 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
714 * 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,
715 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
716 */ 675 */
717 if (op->inv == NULL) 676 if (!op->inv)
718 { 677 {
719 op->destroy (); 678 op->destroy ();
720 return; 679 return;
721 } 680 }
722 681
725 stop_arrow (op); 684 stop_arrow (op);
726 return; 685 return;
727 } 686 }
728 } 687 }
729 688
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
730 /* 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
731 values look rediculous. */ 695 values look rediculous. */
732 if (op->speed < 0.5 && op->type == ARROW) 696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED))
733 { 697 {
734 stop_arrow (op); 698 stop_arrow (op);
735 return; 699 return;
736 } 700 }
737 701
738 /* Calculate target map square */ 702 /* Calculate target map square */
739 new_x = op->x + DIRX (op);
740 new_y = op->y + DIRY (op);
741 was_reflected = 0; 703 was_reflected = 0;
742 704
743 m = op->map; 705 mapxy pos (op); pos.move (op->direction);
744 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
745 706
746 if (mflags & P_OUT_OF_MAP) 707 if (!pos.normalise ())
747 { 708 {
748 stop_arrow (op); 709 stop_arrow (op);
749 return; 710 return;
750 } 711 }
751 712
752 /* 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 */
753 if (mflags & P_IS_ALIVE) 714 if (pos->flags () & P_IS_ALIVE)
754 { 715 {
755 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 716 object *tmp;
756 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
757 break; 720 break;
758 721
759 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
760 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
761 * move into it. 724 * move into it.
764 { 727 {
765 /* Found living object, but it is reflecting the missile. Update 728 /* Found living object, but it is reflecting the missile. Update
766 * as below. (Note that for living creatures there is a small 729 * as below. (Note that for living creatures there is a small
767 * chance that reflect_missile fails.) 730 * chance that reflect_missile fails.)
768 */ 731 */
769 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))
770 { 733 {
771 int number = op->face->number; 734 int number = op->face;
772 735
773 op->direction = absdir (op->direction + 4); 736 op->direction = absdir (op->direction + 4);
774 op->state = 0; 737 update_turn_face (op);
775
776 if (GET_ANIM_ID (op))
777 {
778 number += 4;
779
780 if (number > GET_ANIMATION (op, 8))
781 number -= 8;
782
783 op->face = &new_faces[number];
784 }
785
786 was_reflected = 1; /* skip normal movement calculations */ 738 was_reflected = 1; /* skip normal movement calculations */
787 } 739 }
788 else 740 else
789 { 741 {
790 /* Attack the object. */ 742 /* Attack the object. */
794 return; 746 return;
795 } 747 }
796 } /* if this is not hitting its owner */ 748 } /* if this is not hitting its owner */
797 } /* if there is something alive on this space */ 749 } /* if there is something alive on this space */
798 750
799 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))
800 { 752 {
801 int retry = 0; 753 int retry = 0;
802 754
803 /* if the object doesn't reflect, stop the arrow from moving 755 /* if the object doesn't reflect, stop the arrow from moving
804 * 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
805 * on a wall but has reflecting - the arrow won't reflect. 757 * on a wall but has reflecting - the arrow won't reflect.
806 * 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
807 * place, so I don't consider that a problem. 759 * place, so I don't consider that a problem.
808 */ 760 */
809 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
810 { 762 {
811 stop_arrow (op); 763 stop_arrow (op);
812 return; 764 return;
813 } 765 }
814 else 766 else
817 if (op->direction & 1) 769 if (op->direction & 1)
818 { 770 {
819 op->direction = absdir (op->direction + 4); 771 op->direction = absdir (op->direction + 4);
820 retry = 1; 772 retry = 1;
821 } 773 }
774
822 /* There were two blocks with identical code - 775 /* There were two blocks with identical code -
823 * use this retry here to make this one block 776 * use this retry here to make this one block
824 * that did the same thing. 777 * that did the same thing.
825 */ 778 */
826 while (retry < 2) 779 while (retry < 2)
827 { 780 {
828 int left, right, mflags;
829 maptile *m1;
830 sint16 x1, y1;
831
832 retry++; 781 retry++;
833 782
834 /* 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
835 * over a corner in a tiled map, it is possible that 784 * over a corner in a tiled map, it is possible that
836 * op->direction is within an adjacent map but either 785 * op->direction is within an adjacent map but either
837 * op->direction-1 or op->direction+1 does not exist. 786 * op->direction-1 or op->direction+1 does not exist.
838 */ 787 */
839 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));
840 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
841 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
842 790
843 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));
844 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
845 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
846 793
847 if (left == right) 794 if (left == right)
848 op->direction = absdir (op->direction + 4); 795 op->direction = absdir (op->direction + 4);
849 else if (left) 796 else if (left)
850 op->direction = absdir (op->direction + 2); 797 op->direction = absdir (op->direction + 2);
851 else if (right) 798 else if (right)
852 op->direction = absdir (op->direction - 2); 799 op->direction = absdir (op->direction - 2);
853 800
854 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
855
856 /* 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 -
857 * don't need to retry again. 802 * don't need to retry again.
858 */ 803 */
859 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))
860 break; 806 break;
861
862 } 807 }
808
863 /* Couldn't find a direction to move the arrow to - just 809 /* Couldn't find a direction to move the arrow to - just
864 * top it from moving. 810 * stop it from moving.
865 */ 811 */
866 if (retry == 2) 812 if (retry == 2)
867 { 813 {
868 stop_arrow (op); 814 stop_arrow (op);
869 return; 815 return;
870 } 816 }
817
871 /* update object image for new facing */ 818 /* update object image for new facing */
872 /* many thrown objects *don't* have more than one face */ 819 /* many thrown objects *don't* have more than one face */
873 if (GET_ANIM_ID (op)) 820 if (op->has_anim ())
874 SET_ANIMATION (op, op->direction); 821 op->set_anim_frame (op->direction);
875 } /* object is reflected */ 822 } /* object is reflected */
876 } /* object ran into a wall */ 823 } /* object ran into a wall */
877 824
878 /* Move the arrow. */ 825 /* Move the arrow. */
879 op->remove (); 826 op->move_to (pos);
880 op->x = new_x;
881 op->y = new_y;
882
883 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
884 * about 17 squares. Tune as needed.
885 */
886 op->speed -= 0.05;
887 insert_ob_in_map (op, m, op, 0);
888} 827}
889 828
890/* This routine doesnt seem to work for "inanimate" objects that 829static void
891 * are being carried, ie a held torch leaps from your hands!.
892 * Modified this routine to allow held objects. b.t. */
893
894void
895change_object (object *op) 830change_object (object *op)
896{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
897 int i, j;
898
899 if (op->other_arch == NULL) 832 if (!op->other_arch)
900 { 833 {
901 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 ());
902 return; 835 return;
903 } 836 }
904 837
905 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
906 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!op->flag [FLAG_ALIVE])
907 { 840 {
908 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
909 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);
910 else 858 else
911 op->stats.food = 1; /* so 1 other_arch is made */
912 }
913
914 object *pl = op->in_player ();
915 object *env = op->env;
916
917 op->remove ();
918 for (i = 0; i < NROFNEWOBJS (op); i++)
919 {
920 object *tmp = arch_to_object (op->other_arch);
921
922 if (op->type == LAMP)
923 tmp->stats.food = op->stats.food - 1;
924
925 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
926 if (env)
927 {
928 tmp->x = env->x, tmp->y = env->y;
929 tmp = insert_ob_in_ob (tmp, env);
930
931 /* If this object is the players inventory, we need to tell the
932 * client of the change. Insert_ob_in_map takes care of the
933 * updating the client, so we don't need to do that below.
934 */
935 if (pl)
936 {
937 esrv_del_item (pl->contr, op->count);
938 esrv_send_item (pl, tmp);
939 }
940 } 859 {
941 else
942 {
943 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
944 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
945 tmp->destroy (); 863 tmp->destroy ();
946 else 864 else
947 { 865 {
948 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
949 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
950 } 870 }
951 } 871 }
952 } 872 }
953 873
954 op->destroy (); 874 op->destroy ();
970 move_teleporter (op->more); 890 move_teleporter (op->more);
971 891
972 if (op->head) 892 if (op->head)
973 head = op->head; 893 head = op->head;
974 894
975 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 895 for (tmp = op->above; tmp; tmp = tmp->above)
976 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 896 if (!tmp->flag [FLAG_IS_FLOOR])
977 break; 897 break;
978 898
979 /* If nothing above us to move, nothing to do */ 899 /* If nothing above us to move, nothing to do */
980 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 900 if (!tmp || tmp->flag [FLAG_WIZPASS])
981 return; 901 return;
982 902
983 if (EXIT_PATH (head)) 903 if (EXIT_PATH (head))
984 { 904 {
985 if (tmp->type == PLAYER) 905 if (tmp->type == PLAYER)
1010 else 930 else
1011 { 931 {
1012 /* Random teleporter */ 932 /* Random teleporter */
1013 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1014 return; 934 return;
935
1015 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
1016 } 937 }
1017} 938}
1018
1019 939
1020/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
1021 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
1022 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
1023 can't be generalized. 943 can't be generalized.
1024*/ 944*/
1025void 945static void
1026move_player_changer (object *op) 946move_player_changer (object *op)
1027{ 947{
1028 object *player;
1029 object *walk;
1030 char c;
1031
1032 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
1033 return; 949 return;
1034 950
1035 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
1036 * needs to be on top. 952 * needs to be on top.
1037 */ 953 */
1038 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
1039 { 955 {
956 object *player = op->above;
957
1040 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1041 return; 959 return;
1042 player = op->above;
1043 960
1044 for (walk = op->inv; walk != NULL; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
1045 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
1046 963
1047 player->update_stats (); 964 player->update_stats ();
1048 965
1049 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1050 esrv_update_item (UPD_FACE, op->above, op->above); 967 esrv_update_item (UPD_FACE, op->above, op->above);
1051 968
1052 /* update players death & WoR home-position */ 969 /* update players death & WoR home-position */
1053 sscanf (EXIT_PATH (op), "%c", &c); 970 if (*EXIT_PATH (op) == '/')
1054 if (c == '/')
1055 { 971 {
1056 player->contr->savebed_map = EXIT_PATH (op); 972 player->contr->savebed_map = EXIT_PATH (op);
1057 player->contr->bed_x = EXIT_X (op); 973 player->contr->bed_x = EXIT_X (op);
1058 player->contr->bed_y = EXIT_Y (op); 974 player->contr->bed_y = EXIT_Y (op);
1059 } 975 }
1060 else 976 else
1061 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));
1062 978
1063 op->above->enter_exit (op); 979 op->above->enter_exit (op);
1064 player->contr->save ();
1065 } 980 }
1066} 981}
1067 982
1068/* firewalls fire other spells. 983/* firewalls fire other spells.
1069 * The direction of the wall is stored in op->stats.sp. 984 * The direction of the wall is stored in op->stats.sp.
1078 return; /* dm has created a firewall in his inventory */ 993 return; /* dm has created a firewall in his inventory */
1079 994
1080 spell = op->inv; 995 spell = op->inv;
1081 996
1082 if (!spell || spell->type != SPELL) 997 if (!spell || spell->type != SPELL)
1083 spell = &op->other_arch->clone; 998 spell = op->other_arch;
1084 999
1085 if (!spell) 1000 if (!spell)
1086 { 1001 {
1087 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);
1088 return; 1003 return;
1098 * 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.
1099 * 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,
1100 * 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,
1101 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1102 */ 1017 */
1103void 1018static void
1104move_player_mover (object *op) 1019move_player_mover (object *op)
1105{ 1020{
1106 object *victim, *nextmover;
1107 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1108 sint16 nx, ny; 1022 sint16 nx, ny;
1109 maptile *m; 1023 maptile *m;
1110 1024
1111 /* 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 */
1112 if (!dir) 1026 if (!dir)
1113 dir = rndm (1, 8); 1027 dir = rndm (1, 8);
1114 1028
1115 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)
1116 { 1030 {
1117 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] &&
1118 (victim->move_type & op->move_type || !victim->move_type)) 1032 (victim->move_type & op->move_type || !victim->move_type))
1119 { 1033 {
1120 1034
1121 if (victim->head) 1035 if (victim->head)
1122 victim = victim->head; 1036 victim = victim->head;
1123 1037
1124 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) 1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1125 { 1039 {
1126 op->remove (); 1040 op->remove ();
1127 return; 1041 return;
1128 } 1042 }
1129 1043
1137 } 1051 }
1138 1052
1139 if (should_director_abort (op, victim)) 1053 if (should_director_abort (op, victim))
1140 return; 1054 return;
1141 1055
1142 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)
1143 { 1057 {
1144 if (nextmover->type == PLAYERMOVER) 1058 if (nextmover->type == PLAYERMOVER)
1145 nextmover->speed_left = -.99; 1059 nextmover->speed_left = -.99f;
1060
1146 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1061 if (nextmover->flag [FLAG_ALIVE])
1147 {
1148 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 */
1149 }
1150 } 1063 }
1151 1064
1152 if (victim->type == PLAYER) 1065 if (victim->type == PLAYER)
1153 { 1066 {
1154 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1155 if (op->level) 1068 if (op->level)
1156 { 1069 {
1157 /* 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
1158 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1159 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1160 * get to this space. 1073 * get to this space.
1161 */ 1074 */
1162 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1163 victim->speed_left = -FABS (victim->speed); 1076 victim->speed_left = 1.f;
1164 move_player (victim, dir); 1077 move_player (victim, dir);
1165 } 1078 }
1166 else 1079 else
1167 return; 1080 return;
1168 } 1081 }
1169 else 1082 else
1170 move_object (victim, dir); 1083 victim->move (dir);
1171 1084
1172 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1173 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1174 1087
1175 if (op->attacktype) 1088 if (op->attacktype)
1176 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1177
1178 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);
1179 /* Not sure why, but for some chars on metalforge, they
1180 * would sometimes get -inf speed_left, and from the
1181 * description, it could only happen here, so just put
1182 * a lower sanity limit. My only guess is that the
1183 * mover has 0 speed.
1184 */
1185 if (victim->speed_left < -5.0)
1186 victim->speed_left = -5.0;
1187 } 1091 }
1188 } 1092 }
1189 } 1093 }
1190} 1094}
1191 1095
1207 return; 1111 return;
1208 } 1112 }
1209 1113
1210 if (op->above == NULL) 1114 if (op->above == NULL)
1211 return; 1115 return;
1116
1212 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1117 for (tmp = op->above; tmp; tmp = tmp->above)
1213 { 1118 {
1214 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1119 if (op->other_arch->archname == tmp->arch->archname)
1215 { 1120 {
1216 if (op->level <= 0) 1121 if (op->level <= 0)
1217 tmp->destroy (); 1122 tmp->destroy ();
1218 else 1123 else
1219 { 1124 {
1241 * 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.
1242 * 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
1243 * more concern with large objects, most notably a part being placed 1148 * more concern with large objects, most notably a part being placed
1244 * outside of the map which would cause the server to crash 1149 * outside of the map which would cause the server to crash
1245*/ 1150*/
1246
1247void 1151void
1248move_creator (object *creator) 1152move_creator (object *creator)
1249{ 1153{
1250 object *new_ob; 1154 object *new_ob;
1251 1155
1252 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1156 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1253 { 1157 {
1254 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1255 return; 1159 return;
1256 } 1160 }
1257 1161
1258 if (creator->inv != NULL) 1162 if (creator->inv)
1259 { 1163 {
1260 object *ob; 1164 object *ob;
1261 int i; 1165 int i;
1262 object *ob_to_copy; 1166 object *ob_to_copy;
1263 1167
1268 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1269 { 1173 {
1270 ob_to_copy = ob; 1174 ob_to_copy = ob;
1271 } 1175 }
1272 } 1176 }
1273 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1274 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1275 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1276 } 1180 }
1277 else 1181 else
1278 { 1182 {
1279 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1280 { 1184 {
1281 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",
1282 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1283 return; 1187 return;
1284 } 1188 }
1286 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1287 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1288 } 1192 }
1289 1193
1290 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1291 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))
1292 { 1196 {
1293 new_ob->destroy (); 1197 new_ob->destroy ();
1294 return; 1198 return;
1295 } 1199 }
1296 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
1297 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);
1298 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1299 return; 1207 return;
1300 1208
1301 if (creator->slaying) 1209 if (creator->slaying)
1302 {
1303 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1304 }
1305} 1211}
1306 1212
1307/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1308 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1309 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1310 with a specific code as the slaying field. 1216 with a specific code as the slaying field.
1311 At that time, it writes the contents of its own message 1217 At that time, it writes the contents of its own message
1312 field to the player. The marker will decrement hp to 1218 field to the player. The marker will decrement hp to
1313 0 and then delete itself every time it grants a mark. 1219 0 and then delete itself every time it grants a mark.
1314 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.*/
1315
1316void 1221void
1317move_marker (object *op) 1222move_marker (object *op)
1318{ 1223{
1319 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1320 { 1225 {
1321 object *tmp2;
1322
1323 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1324 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1325 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1326 { 1231 {
1327 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1328 break;
1329 }
1330 1233
1331 /* cycle through his inventory to look for the MARK we want to
1332 * place
1333 */
1334 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1335 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1336 break;
1337
1338 /* if we didn't find our own MARK */
1339 if (tmp2 == NULL)
1340 {
1341 object *force = get_archetype (FORCE_NAME);
1342
1343 if (op->stats.food)
1344 {
1345 force->set_speed (0.01);
1346 force->speed_left = -op->stats.food;
1347 }
1348 else
1349 force->set_speed (0);
1350
1351 /* put in the lock code */
1352 force->slaying = op->slaying;
1353
1354 if (op->lore)
1355 force->lore = op->lore;
1356
1357 insert_ob_in_ob (force, tmp);
1358 if (op->msg) 1234 if (op->msg)
1359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1360 1236
1361 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1362 { 1238 {
1363 op->stats.hp--; 1239 op->stats.hp--;
1240
1364 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1365 { 1242 {
1366 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1367 op->destroy (); 1244 op->destroy ();
1368 return; 1245 return;
1370 } 1247 }
1371 } 1248 }
1372 } 1249 }
1373} 1250}
1374 1251
1375int 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
1376process_object (object *op) 1299process_object (object *op)
1377{ 1300{
1378 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1379 return 0; 1302 return;
1380 1303
1381 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1382 return 0; 1305 return;
1383 1306
1384 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1385 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1386 return 1; 1309 return;
1387 1310
1388 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1389 { 1312 {
1390 if (op->type == PLAYER)
1391 animate_object (op, op->facing);
1392 else
1393 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1394 1314
1395 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1396 make_sure_seen (op); 1316 make_sure_seen (op);
1397 } 1317 }
1398 1318
1399 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 ))
1400 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1401 change_object (op); 1327 change_object (op);
1402 return 1; 1328 return;
1403 } 1329 }
1404 1330
1405 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1406 generate_monster (op); 1332 generate_monster (op);
1407 1333
1408 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1409 { 1335 {
1410 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1411 remove_force (op); 1337 remove_force (op);
1412 else 1338 else
1413 { 1339 {
1414 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1415 object *pl = op->in_player ();
1416 1341
1417 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1418 esrv_del_item (pl->contr, op->count);
1419
1420 op->remove ();
1421
1422 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1423 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1424 1344
1425 op->destroy (); 1345 op->drop_and_destroy ();
1426 } 1346 }
1427 1347
1428 return 1; 1348 return;
1349 }
1429 } 1350 }
1430 1351
1431 switch (op->type) 1352 switch (op->type)
1432 { 1353 {
1433 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1434 move_spell_effect (op); 1355 move_spell_effect (op);
1435 return 1; 1356 break;
1436 1357
1437 case ROD: 1358 case ROD:
1438 case HORN: 1359 case HORN:
1439 regenerate_rod (op); 1360 regenerate_rod (op);
1440 return 1; 1361 break;
1441 1362
1442 case FORCE: 1363 case FORCE:
1443 case POTION_EFFECT: 1364 case POTION_EFFECT:
1444 remove_force (op); 1365 remove_force (op);
1445 return 1; 1366 break;
1446 1367
1447 case BLINDNESS: 1368 case BLINDNESS:
1448 remove_blindness (op); 1369 remove_blindness (op);
1449 return 0; 1370 break;
1450 1371
1451 case POISONING: 1372 case POISONING:
1452 poison_more (op); 1373 poison_more (op);
1453 return 0; 1374 break;
1454 1375
1455 case DISEASE: 1376 case DISEASE:
1456 move_disease (op); 1377 move_disease (op);
1457 return 0; 1378 break;
1458 1379
1459 case SYMPTOM: 1380 case SYMPTOM:
1460 move_symptom (op); 1381 move_symptom (op);
1461 return 0; 1382 break;
1462 1383
1463 case THROWN_OBJ: 1384 case THROWN_OBJ:
1464 case ARROW: 1385 case ARROW:
1465 move_arrow (op); 1386 move_arrow (op);
1466 return 0; 1387 break;
1467 1388
1468 case DOOR: 1389 case DOOR:
1469 remove_door (op); 1390 remove_door (op);
1470 return 0; 1391 break;
1471 1392
1472 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1473 remove_door2 (op); 1394 remove_door2 (op);
1474 return 0; 1395 break;
1475 1396
1476 case TELEPORTER: 1397 case TELEPORTER:
1477 move_teleporter (op); 1398 move_teleporter (op);
1478 return 0; 1399 break;
1479 1400
1480 case GOLEM: 1401 case GOLEM:
1481 move_golem (op); 1402 move_golem (op);
1482 return 0; 1403 break;
1483 1404
1484 case EARTHWALL: 1405 case EARTHWALL:
1485 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1486 return 0; 1407 break;
1487 1408
1488 case FIREWALL: 1409 case FIREWALL:
1489 move_firewall (op); 1410 move_firewall (op);
1490 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1491 animate_turning (op); 1412 animate_turning (op);
1492 return 0; 1413 break;
1493 1414
1494 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1495 do_mood_floor (op); 1416 do_mood_floor (op);
1496 return 0; 1417 break;
1497 1418
1498 case GATE: 1419 case GATE:
1499 move_gate (op); 1420 move_gate (op);
1500 return 0; 1421 break;
1501 1422
1502 case TIMED_GATE: 1423 case TIMED_GATE:
1503 move_timed_gate (op); 1424 move_timed_gate (op);
1504 return 0; 1425 break;
1505 1426
1506 case TRIGGER: 1427 case TRIGGER:
1507 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1510 animate_trigger (op); 1431 animate_trigger (op);
1511 return 0; 1432 break;
1512 1433
1513 case DETECTOR: 1434 case DETECTOR:
1514 move_detector (op); 1435 move_detector (op);
1515 1436
1516 case DIRECTOR: 1437 case DIRECTOR:
1517 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1518 animate_turning (op); 1439 animate_turning (op);
1519 return 0; 1440 break;
1520 1441
1521 case HOLE: 1442 case HOLE:
1522 move_hole (op); 1443 move_hole (op);
1523 return 0; 1444 break;
1524 1445
1525 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1526 move_deep_swamp (op); 1447 move_deep_swamp (op);
1527 return 0; 1448 break;
1528 1449
1529 case RUNE: 1450 case RUNE:
1530 case TRAP: 1451 case TRAP:
1531 move_rune (op); 1452 move_rune (op);
1532 return 0; 1453 break;
1533 1454
1534 case PLAYERMOVER: 1455 case PLAYERMOVER:
1535 move_player_mover (op); 1456 move_player_mover (op);
1536 return 0; 1457 break;
1537 1458
1538 case CREATOR: 1459 case CREATOR:
1539 move_creator (op); 1460 move_creator (op);
1540 return 0; 1461 break;
1541 1462
1542 case MARKER: 1463 case MARKER:
1543 move_marker (op); 1464 move_marker (op);
1544 return 0; 1465 break;
1545 1466
1546 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1547 move_player_changer (op); 1468 move_player_changer (op);
1548 return 0; 1469 break;
1549 1470
1550 case PEACEMAKER: 1471 case PEACEMAKER:
1551 move_peacemaker (op); 1472 move_peacemaker (op);
1552 return 0; 1473 break;
1553 }
1554 1474
1555 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 }
1556} 1489}
1490

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