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Comparing deliantra/server/server/time.C (file contents):
Revision 1.41 by root, Sat Mar 17 20:34:19 2007 UTC vs.
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 25/*
26 * 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
27 * collected in this file. 27 * collected in this file.
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 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 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)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 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]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92/* Will generate a monster according to content 95static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 96generate_monster (object *gen)
97{ 97{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 98 if (!gen->map)
153 return; 99 return;
154 100
155 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))
156 if (i == -1)
157 return; 102 return;
158 103
159 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);
160 { 132 }
161 op = arch_to_object (at); 133 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 134 {
163 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;
164 139
165 if (head) 140 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 141 }
142 else
143 return;
167 144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
168 if (rndm (0, 9)) 151 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
170 153
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 154 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 156
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 157 return;
158 }
192 159
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 161}
199 162
200void 163static void
201remove_force (object *op) 164remove_force (object *op)
202{ 165{
203 if (--op->duration > 0) 166 if (--op->duration > 0)
204 return; 167 return;
205 168
206 if (op->env) 169 if (op->env)
207 switch (op->subtype) 170 switch (op->subtype)
208 { 171 {
209 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
211 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");
212 175
213 default: 176 default:
214 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
215 change_abil (op->env, op); 178 change_abil (op->env, op);
216 op->env->update_stats (); 179 op->env->update_stats ();
217 } 180 }
218 181
219 op->destroy (); 182 op->destroy ();
220} 183}
221 184
222void 185static void
223remove_blindness (object *op) 186remove_blindness (object *op)
224{ 187{
225 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
226 return; 189 return;
227 190
228 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
229 192
230 if (op->env) 193 if (op->env)
231 { 194 {
232 change_abil (op->env, op); 195 change_abil (op->env, op);
233 op->env->update_stats (); 196 op->env->update_stats ();
234 } 197 }
235 198
236 op->destroy (); 199 op->destroy ();
237} 200}
238 201
239void 202static void
240poison_more (object *op) 203poison_more (object *op)
241{ 204{
242 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)
243 { 206 {
244 op->destroy (); 207 op->destroy ();
245 return; 208 return;
246 } 209 }
247 210
250 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 214 * will not do anything.
252 */ 215 */
253 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
254 { 217 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
256 op->env->update_stats (); 219 op->env->update_stats ();
257 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.");
258 } 221 }
259 222
260 op->destroy (); 223 op->destroy ();
269 232
270 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, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
282 op->stats.wc = 0; 245 op->stats.wc = 0;
283 } 246 }
284 247
285 /* We're going down */ 248 /* We're going down */
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);
309 /* We're going up */ 272 /* We're going up */
310 273
311 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 { 276 {
314
315 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
316 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
318 * the gate slightly. 280 * the gate slightly.
319 */ 281 */
320 282
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
323 break; 285 break;
324 286
325 if (tmp == NULL) 287 if (!tmp)
326 { 288 {
327 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
328 op->value = 1; 290 op->value = 1;
329 else 291 else
330 op->set_speed (0); 292 op->set_speed (0);
331 293
332 return; 294 return;
343 } 305 }
344 else 306 else
345 { /* The gate is still going up */ 307 { /* The gate is still going up */
346 op->stats.wc++; 308 op->stats.wc++;
347 309
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
350 312
351 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
353 */ 315 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 317 {
356 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 321 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
363 { 326 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
365 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 332 }
368 else
369 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
371 * off the gate. 335 * off the gate.
372 */ 336 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
374 { 338 {
375 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
377 341
378 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
379 if (i != -1) 343 if (i > 0)
380 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
381 tmp->remove (); 348 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 } 349 }
385 } 350 }
386 } 351 }
387 352
388 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
391 break; 356 break;
392 357
393 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
394 if (tmp) 359 if (tmp)
395 {
396 op->stats.food = 1; 360 op->stats.food = 1;
397 }
398 else 361 else
399 { 362 {
400 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
401 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
403 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
404 } 368 }
405 } /* gate is halfway up */ 369 } /* gate is halfway up */
406 370
407 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
411 375
412/* hp : how long door is open/closed 376/* hp : how long door is open/closed
413 * maxhp : initial value for hp 377 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
415 */ 379 */
416void 380static void
417move_timed_gate (object *op) 381move_timed_gate (object *op)
418{ 382{
419 int v = op->value; 383 int v = op->value;
420 384
421 if (op->stats.sp) 385 if (op->stats.sp)
422 { 386 {
423 move_gate (op); 387 move_gate (op);
388
424 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 390 op->stats.sp = 0;
426 return; 391 return;
427 } 392 }
393
428 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 395 { /* keep gate down */
430 move_gate (op); 396 move_gate (op);
397
431 if (op->value != v) 398 if (op->value != v)
432 op->set_speed (0); 399 op->set_speed (0);
433 } 400 }
434} 401}
435 402
437 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
438 * connected: connected value of detector 405 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
441 */ 408 */
442 409static void
443void
444move_detector (object *op) 410move_detector (object *op)
445{ 411{
446 object *tmp; 412 object *tmp;
447 int last = op->value; 413 int last = op->value;
448 int detected; 414 int detected;
449 415
450 detected = 0; 416 detected = 0;
451 417
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 419 {
454 object *tmp2; 420 object *tmp2;
455 421
456 if (op->stats.hp) 422 if (op->stats.hp)
457 { 423 {
475 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
476 { 442 {
477 if (detected && last == 0) 443 if (detected && last == 0)
478 { 444 {
479 op->value = 1; 445 op->value = 1;
480 push_button (op); 446 push_button (op, tmp);
481 } 447 }
448
482 if (!detected && last == 1) 449 if (!detected && last == 1)
483 { 450 {
484 op->value = 0; 451 op->value = 0;
485 push_button (op); 452 push_button (op, tmp);
486 } 453 }
487 } 454 }
488 else 455 else
489 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
490 if (detected && last == 1) 457 if (detected && last == 1)
491 { 458 {
492 op->value = 0; 459 op->value = 0;
493 push_button (op); 460 push_button (op, tmp);
494 } 461 }
462
495 if (!detected && last == 0) 463 if (!detected && last == 0)
496 { 464 {
497 op->value = 1; 465 op->value = 1;
498 push_button (op); 466 push_button (op, tmp);
499 } 467 }
500 } 468 }
501} 469}
502
503 470
504void 471void
505animate_trigger (object *op) 472animate_trigger (object *op)
506{ 473{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
514 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
516 } 483 }
517} 484}
518 485
519void 486static void
520move_hole (object *op) 487move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 489 if (op->value)
525 { /* We're opening */ 490 { /* We're opening */
526 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
527 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
528 op->stats.wc = 0; 493 op->stats.wc = 0;
529 op->set_speed (0); 494 op->set_speed (0);
530 495
531 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 499 {
535 next = tmp->above; 500 next = tmp->above;
536 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
537 } 502 }
538 } 503 }
539 504
540 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
541 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
542 return; 507 return;
543 } 508 }
509
544 /* We're closing */ 510 /* We're closing */
545 op->move_on = 0; 511 op->move_on = 0;
546 512
547 op->stats.wc++; 513 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
549 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
550 516
551 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
554 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
555} 521}
556 522
557 523
558/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
579 { 545 {
580 object *payload = op->inv; 546 object *payload = op->inv;
581 547
582 if (payload == NULL) 548 if (payload == NULL)
583 return NULL; 549 return NULL;
550
584 payload->remove (); 551 payload->remove ();
585 op->destroy (); 552 op->destroy ();
586 return payload; 553 return payload;
587 } 554 }
588 555
605fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
606{ 573{
607 if (map == NULL) 574 if (map == NULL)
608 return; 575 return;
609 576
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
611 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 579 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
614} 581}
615 582
623 return NULL; 590 return NULL;
624 } 591 }
625 592
626 op->set_speed (0); 593 op->set_speed (0);
627 op->direction = 0; 594 op->direction = 0;
628 op->move_on = 0; 595 op->move_on = 0;
629 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
633 op->slaying = 0; 603 op->slaying = op->custom_name;
634 op->skill = 0;
635 604
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 */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 606 op->custom_name = 0;
647 op->stats.sp = 0; 607 op->stats.sp = 0;
648 op->stats.hp = 0; 608 op->stats.hp = 0;
649 op->stats.grace = 0; 609 op->stats.grace = 0;
650 op->level = 0; 610 op->level = 0;
651 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
653 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
654 return op; 616 return op;
655} 617}
656 618
657/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
668 return; 630 return;
669 631
670 if (op->inv) 632 if (op->inv)
671 { 633 {
634 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 635 object *payload = op->inv;
673 636
674 payload->remove ();
675 payload->owner = 0; 637 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 639 op->destroy ();
678 } 640 }
679 else 641 else
680 { 642 {
681 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
682 if (op) 645 if (op)
683 merge_ob (op, NULL); 646 merge_ob (op, 0);
684 } 647 }
685} 648}
686 649
687/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
688 */ 651 */
689void 652void
690move_arrow (object *op) 653move_arrow (object *op)
691{ 654{
692 object *tmp;
693 sint16 new_x, new_y;
694 int was_reflected, mflags; 655 int was_reflected;
695 maptile *m;
696 656
697 if (op->map == NULL) 657 if (!op->map)
698 { 658 {
699 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
700 op->destroy (); 660 op->destroy ();
701 return; 661 return;
702 } 662 }
703 663
704 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
710 * is if the player throws a bomb - the bomb explodes on its own, 670 * is if the player throws a bomb - the bomb explodes on its own,
711 * but this object sticks around. We could handle the cleanup in the 671 * but this object sticks around. We could handle the cleanup in the
712 * bomb code, but there are potential other cases where that could happen, 672 * bomb code, but there are potential other cases where that could happen,
713 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
714 */ 674 */
715 if (op->inv == NULL) 675 if (!op->inv)
716 { 676 {
717 op->destroy (); 677 op->destroy ();
718 return; 678 return;
719 } 679 }
720 680
723 stop_arrow (op); 683 stop_arrow (op);
724 return; 684 return;
725 } 685 }
726 } 686 }
727 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
728 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
729 values look rediculous. */ 694 values look rediculous. */
730 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
731 { 696 {
732 stop_arrow (op); 697 stop_arrow (op);
733 return; 698 return;
734 } 699 }
735 700
736 /* Calculate target map square */ 701 /* Calculate target map square */
737 new_x = op->x + DIRX (op);
738 new_y = op->y + DIRY (op);
739 was_reflected = 0; 702 was_reflected = 0;
740 703
741 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
742 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743 705
744 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
745 { 707 {
746 stop_arrow (op); 708 stop_arrow (op);
747 return; 709 return;
748 } 710 }
749 711
750 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
751 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
752 { 714 {
753 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
754 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
755 break; 719 break;
756 720
757 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
758 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
759 * move into it. 723 * move into it.
762 { 726 {
763 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
764 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
765 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
766 */ 730 */
767 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
768 { 732 {
769 int number = op->face;
770
771 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
772 op->state = 0;
773 update_turn_face (op); 734 update_turn_face (op);
774 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
775 } 736 }
776 else 737 else
777 { 738 {
782 return; 743 return;
783 } 744 }
784 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
785 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
786 747
787 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
788 { 749 {
789 int retry = 0; 750 int retry = 0;
790 751
791 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
792 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
793 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
794 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
795 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
796 */ 757 */
797 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
798 { 759 {
799 stop_arrow (op); 760 stop_arrow (op);
800 return; 761 return;
801 } 762 }
802 else 763 else
805 if (op->direction & 1) 766 if (op->direction & 1)
806 { 767 {
807 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
808 retry = 1; 769 retry = 1;
809 } 770 }
771
810 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
811 * use this retry here to make this one block 773 * use this retry here to make this one block
812 * that did the same thing. 774 * that did the same thing.
813 */ 775 */
814 while (retry < 2) 776 while (retry < 2)
815 { 777 {
816 int left, right, mflags;
817 maptile *m1;
818 sint16 x1, y1;
819
820 retry++; 778 retry++;
821 779
822 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
823 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
824 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
825 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
826 */ 784 */
827 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
828 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
829 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
830 787
831 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
832 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
833 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
834 790
835 if (left == right) 791 if (left == right)
836 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
837 else if (left) 793 else if (left)
838 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
839 else if (right) 795 else if (right)
840 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
841 797
842 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
843
844 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
845 * don't need to retry again. 799 * don't need to retry again.
846 */ 800 */
847 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
848 break; 803 break;
849
850 } 804 }
805
851 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
852 * top it from moving. 807 * stop it from moving.
853 */ 808 */
854 if (retry == 2) 809 if (retry == 2)
855 { 810 {
856 stop_arrow (op); 811 stop_arrow (op);
857 return; 812 return;
858 } 813 }
814
859 /* update object image for new facing */ 815 /* update object image for new facing */
860 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
861 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
862 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
863 } /* object is reflected */ 819 } /* object is reflected */
864 } /* object ran into a wall */ 820 } /* object ran into a wall */
865 821
866 /* Move the arrow. */ 822 /* Move the arrow. */
867 op->remove (); 823 op->move_to (pos);
868 op->x = new_x;
869 op->y = new_y;
870
871 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
872 * about 17 squares. Tune as needed.
873 */
874 op->speed -= 0.05;
875 insert_ob_in_map (op, m, op, 0);
876} 824}
877 825
878/* This routine doesnt seem to work for "inanimate" objects that 826static void
879 * are being carried, ie a held torch leaps from your hands!.
880 * Modified this routine to allow held objects. b.t. */
881
882void
883change_object (object *op) 827change_object (object *op)
884{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
885 int i, j;
886
887 if (op->other_arch == NULL) 829 if (!op->other_arch)
888 { 830 {
889 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
890 return; 832 return;
891 } 833 }
892 834
893 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
894 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
895 { 837 {
896 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
897 return; 839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
898 else 855 else
899 op->stats.food = 1; /* so 1 other_arch is made */
900 }
901
902 object *pl = op->in_player ();
903 object *env = op->env;
904
905 op->remove ();
906 for (i = 0; i < NROFNEWOBJS (op); i++)
907 {
908 object *tmp = arch_to_object (op->other_arch);
909
910 if (op->type == LAMP)
911 tmp->stats.food = op->stats.food - 1;
912
913 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
914 if (env)
915 {
916 tmp->x = env->x, tmp->y = env->y;
917 tmp = insert_ob_in_ob (tmp, env);
918
919 /* If this object is the players inventory, we need to tell the
920 * client of the change. Insert_ob_in_map takes care of the
921 * updating the client, so we don't need to do that below.
922 */
923 if (pl)
924 {
925 esrv_del_item (pl->contr, op->count);
926 esrv_send_item (pl, tmp);
927 }
928 } 856 {
929 else
930 {
931 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
932 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
933 tmp->destroy (); 860 tmp->destroy ();
934 else 861 else
935 { 862 {
936 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
937 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
938 } 867 }
939 } 868 }
940 } 869 }
941 870
942 op->destroy (); 871 op->destroy ();
958 move_teleporter (op->more); 887 move_teleporter (op->more);
959 888
960 if (op->head) 889 if (op->head)
961 head = op->head; 890 head = op->head;
962 891
963 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
964 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
965 break; 894 break;
966 895
967 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
968 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
969 return; 898 return;
970 899
971 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
972 { 901 {
973 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
998 else 927 else
999 { 928 {
1000 /* Random teleporter */ 929 /* Random teleporter */
1001 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1002 return; 931 return;
932
1003 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
1004 } 934 }
1005} 935}
1006
1007 936
1008/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
1009 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
1010 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
1011 can't be generalized. 940 can't be generalized.
1012*/ 941*/
1013void 942static void
1014move_player_changer (object *op) 943move_player_changer (object *op)
1015{ 944{
1016 object *player;
1017 object *walk;
1018
1019 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
1020 return; 946 return;
1021 947
1022 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
1023 * needs to be on top. 949 * needs to be on top.
1024 */ 950 */
1025 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
1026 { 952 {
953 object *player = op->above;
954
1027 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1028 return; 956 return;
1029 957
1030 player = op->above;
1031
1032 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
1033 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
1034 960
1035 player->update_stats (); 961 player->update_stats ();
1036 962
1037 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1064 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1065 991
1066 spell = op->inv; 992 spell = op->inv;
1067 993
1068 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1069 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1070 996
1071 if (!spell) 997 if (!spell)
1072 { 998 {
1073 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1074 return; 1000 return;
1075 } 1001 }
1076 1002
1077 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1078} 1004}
1079 1005
1080/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1081 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1082 * 1008 *
1083 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1084 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * moves them in the op->stats.sp direction. speed is how often it'll move.
1085 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1011 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1086 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1012 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1087 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1088 */ 1014 */
1089void 1015static void
1090move_player_mover (object *op) 1016move_player_mover (object *op)
1091{ 1017{
1092 object *victim, *nextmover; 1018 int dir = 0;
1093 int dir = op->stats.sp;
1094 sint16 nx, ny;
1095 maptile *m;
1096 1019
1097 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1098 if (!dir)
1099 dir = rndm (1, 8);
1100
1101 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1102 { 1021 {
1103 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1104 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1105 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1106 1045
1107 if (victim->head) 1046 if (victim->head)
1108 victim = victim->head; 1047 victim = victim->head;
1109 1048
1110 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1111 {
1112 op->remove ();
1113 return;
1114 }
1115
1116 nx = op->x + freearr_x[dir];
1117 ny = op->y + freearr_y[dir];
1118 m = op->map;
1119 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1120 {
1121 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1122 return;
1123 }
1124
1125 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1126 return; 1050 return;
1127 1051
1128 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1129 { 1053 {
1130 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1131 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1132 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1133 {
1134 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1135 }
1136 } 1059 }
1137 1060
1138 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1139 { 1062 {
1140 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1141 if (op->level) 1064 if (op->level)
1142 { 1065 {
1143 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1144 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1145 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1146 * get to this space. 1069 * get to this space.
1147 */ 1070 */
1148 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1149 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1150 move_player (victim, dir); 1073 move_player (victim, dir);
1151 } 1074 }
1152 else 1075 else
1153 return; 1076 return;
1154 } 1077 }
1155 else 1078 else
1156 move_object (victim, dir); 1079 victim->move (dir);
1157 1080
1158 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1159 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1160 1083
1161 if (op->attacktype) 1084 if (op->attacktype)
1162 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1163
1164 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1165 /* Not sure why, but for some chars on metalforge, they
1166 * would sometimes get -inf speed_left, and from the
1167 * description, it could only happen here, so just put
1168 * a lower sanity limit. My only guess is that the
1169 * mover has 0 speed.
1170 */
1171 if (victim->speed_left < -5.0)
1172 victim->speed_left = -5.0;
1173 } 1087 }
1174 } 1088 }
1175 } 1089 }
1176} 1090}
1177 1091
1196 if (op->above == NULL) 1110 if (op->above == NULL)
1197 return; 1111 return;
1198 1112
1199 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1200 { 1114 {
1201 if (op->other_arch->name == tmp->arch->name) 1115 if (op->other_arch->archname == tmp->arch->archname)
1202 { 1116 {
1203 if (op->level <= 0) 1117 if (op->level <= 0)
1204 tmp->destroy (); 1118 tmp->destroy ();
1205 else 1119 else
1206 { 1120 {
1228 * has to make sure that there is in fact space for the object. 1142 * has to make sure that there is in fact space for the object.
1229 * It should really do this for small objects also, but there is 1143 * It should really do this for small objects also, but there is
1230 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1231 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1232*/ 1146*/
1233
1234void 1147void
1235move_creator (object *creator) 1148move_creator (object *creator)
1236{ 1149{
1237 object *new_ob; 1150 object *new_ob;
1238 1151
1239 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1240 { 1153 {
1241 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1242 return; 1155 return;
1243 } 1156 }
1244 1157
1245 if (creator->inv != NULL) 1158 if (creator->inv)
1246 { 1159 {
1247 object *ob; 1160 object *ob;
1248 int i; 1161 int i;
1249 object *ob_to_copy; 1162 object *ob_to_copy;
1250 1163
1251 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1252 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1253 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1254 { 1167 {
1255 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1256 { 1169 {
1257 ob_to_copy = ob; 1170 ob_to_copy = ob;
1258 } 1171 }
1259 } 1172 }
1260 new_ob = object_create_clone (ob_to_copy); 1173
1261 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1262 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1263 } 1177 }
1264 else 1178 else
1265 { 1179 {
1266 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1267 { 1181 {
1268 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1269 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1270 return; 1184 return;
1271 } 1185 }
1273 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1274 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1275 } 1189 }
1276 1190
1277 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1278 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1279 { 1193 {
1280 new_ob->destroy (); 1194 new_ob->destroy ();
1281 return; 1195 return;
1282 } 1196 }
1283 1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1202
1284 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1285 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1286 return; 1205 return;
1287 1206
1288 if (creator->slaying) 1207 if (creator->slaying)
1289 {
1290 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1291 }
1292} 1209}
1293 1210
1294/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1295 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1296 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1302void 1219void
1303move_marker (object *op) 1220move_marker (object *op)
1304{ 1221{
1305 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1306 { 1223 {
1307 object *tmp2;
1308
1309 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1310 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1311 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1312 { 1229 {
1313 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1314 break;
1315 }
1316 1231
1317 /* cycle through his inventory to look for the MARK we want to
1318 * place
1319 */
1320 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1321 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1322 break;
1323
1324 /* if we didn't find our own MARK */
1325 if (!tmp2)
1326 {
1327 object *force = get_archetype (FORCE_NAME);
1328
1329 if (op->stats.food)
1330 {
1331 force->set_speed (0.01);
1332 force->speed_left = -op->stats.food;
1333 }
1334 else
1335 force->set_speed (0);
1336
1337 /* put in the lock code */
1338 force->slaying = op->slaying;
1339
1340 if (op->lore)
1341 force->lore = op->lore;
1342
1343 insert_ob_in_ob (force, tmp);
1344 if (op->msg) 1232 if (op->msg)
1345 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1346 1234
1347 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1348 { 1236 {
1349 op->stats.hp--; 1237 op->stats.hp--;
1238
1350 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1351 { 1240 {
1352 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1353 op->destroy (); 1242 op->destroy ();
1354 return; 1243 return;
1356 } 1245 }
1357 } 1246 }
1358 } 1247 }
1359} 1248}
1360 1249
1361int 1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1296void
1362process_object (object *op) 1297process_object (object *op)
1363{ 1298{
1364 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1365 return 0; 1300 return;
1366 1301
1367 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1368 return 0; 1303 return;
1369 1304
1370 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1371 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1372 return 1; 1307 return;
1373 1308
1374 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1375 { 1310 {
1376 if (op->type == PLAYER)
1377 animate_object (op, op->facing);
1378 else
1379 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1380 1312
1381 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1382 make_sure_seen (op); 1314 make_sure_seen (op);
1383 } 1315 }
1384 1316
1385 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1386 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1387 change_object (op); 1325 change_object (op);
1388 return 1; 1326 return;
1389 } 1327 }
1390 1328
1391 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1392 generate_monster (op); 1330 generate_monster (op);
1393 1331
1394 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1395 { 1333 {
1396 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1397 remove_force (op); 1335 remove_force (op);
1398 else 1336 else
1399 { 1337 {
1400 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1401 object *pl = op->in_player ();
1402 1339
1403 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1404 esrv_del_item (pl->contr, op->count);
1405
1406 op->remove ();
1407
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1410 1342
1411 op->destroy (); 1343 op->drop_and_destroy ();
1412 } 1344 }
1413 1345
1414 return 1; 1346 return;
1347 }
1415 } 1348 }
1416 1349
1417 switch (op->type) 1350 switch (op->type)
1418 { 1351 {
1419 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1420 move_spell_effect (op); 1353 move_spell_effect (op);
1421 return 1; 1354 break;
1422 1355
1423 case ROD: 1356 case ROD:
1424 case HORN: 1357 case HORN:
1425 regenerate_rod (op); 1358 regenerate_rod (op);
1426 return 1; 1359 break;
1427 1360
1428 case FORCE: 1361 case FORCE:
1429 case POTION_EFFECT: 1362 case POTION_EFFECT:
1430 remove_force (op); 1363 remove_force (op);
1431 return 1; 1364 break;
1432 1365
1433 case BLINDNESS: 1366 case BLINDNESS:
1434 remove_blindness (op); 1367 remove_blindness (op);
1435 return 0; 1368 break;
1436 1369
1437 case POISONING: 1370 case POISONING:
1438 poison_more (op); 1371 poison_more (op);
1439 return 0; 1372 break;
1440 1373
1441 case DISEASE: 1374 case DISEASE:
1442 move_disease (op); 1375 move_disease (op);
1443 return 0; 1376 break;
1444 1377
1445 case SYMPTOM: 1378 case SYMPTOM:
1446 move_symptom (op); 1379 move_symptom (op);
1447 return 0; 1380 break;
1448 1381
1449 case THROWN_OBJ: 1382 case THROWN_OBJ:
1450 case ARROW: 1383 case ARROW:
1451 move_arrow (op); 1384 move_arrow (op);
1452 return 0; 1385 break;
1453 1386
1454 case DOOR: 1387 case DOOR:
1455 remove_door (op); 1388 remove_door (op);
1456 return 0; 1389 break;
1457 1390
1458 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1459 remove_door2 (op); 1392 remove_door2 (op);
1460 return 0; 1393 break;
1461 1394
1462 case TELEPORTER: 1395 case TELEPORTER:
1463 move_teleporter (op); 1396 move_teleporter (op);
1464 return 0; 1397 break;
1465 1398
1466 case GOLEM: 1399 case GOLEM:
1467 move_golem (op); 1400 move_golem (op);
1468 return 0; 1401 break;
1469 1402
1470 case EARTHWALL: 1403 case EARTHWALL:
1471 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1472 return 0; 1405 break;
1473 1406
1474 case FIREWALL: 1407 case FIREWALL:
1475 move_firewall (op); 1408 move_firewall (op);
1476 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1477 animate_turning (op); 1410 animate_turning (op);
1478 return 0; 1411 break;
1479 1412
1480 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1481 do_mood_floor (op); 1414 do_mood_floor (op);
1482 return 0; 1415 break;
1483 1416
1484 case GATE: 1417 case GATE:
1485 move_gate (op); 1418 move_gate (op);
1486 return 0; 1419 break;
1487 1420
1488 case TIMED_GATE: 1421 case TIMED_GATE:
1489 move_timed_gate (op); 1422 move_timed_gate (op);
1490 return 0; 1423 break;
1491 1424
1492 case TRIGGER: 1425 case TRIGGER:
1493 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1496 animate_trigger (op); 1429 animate_trigger (op);
1497 return 0; 1430 break;
1498 1431
1499 case DETECTOR: 1432 case DETECTOR:
1500 move_detector (op); 1433 move_detector (op);
1501 1434
1502 case DIRECTOR: 1435 case DIRECTOR:
1503 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1504 animate_turning (op); 1437 animate_turning (op);
1505 return 0; 1438 break;
1506 1439
1507 case HOLE: 1440 case HOLE:
1508 move_hole (op); 1441 move_hole (op);
1509 return 0; 1442 break;
1510 1443
1511 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1512 move_deep_swamp (op); 1445 move_deep_swamp (op);
1513 return 0; 1446 break;
1514 1447
1515 case RUNE: 1448 case RUNE:
1516 case TRAP: 1449 case TRAP:
1517 move_rune (op); 1450 move_rune (op);
1518 return 0; 1451 break;
1519 1452
1520 case PLAYERMOVER: 1453 case PLAYERMOVER:
1521 move_player_mover (op); 1454 move_player_mover (op);
1522 return 0; 1455 break;
1523 1456
1524 case CREATOR: 1457 case CREATOR:
1525 move_creator (op); 1458 move_creator (op);
1526 return 0; 1459 break;
1527 1460
1528 case MARKER: 1461 case MARKER:
1529 move_marker (op); 1462 move_marker (op);
1530 return 0; 1463 break;
1531 1464
1532 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1533 move_player_changer (op); 1466 move_player_changer (op);
1534 return 0; 1467 break;
1535 1468
1536 case PEACEMAKER: 1469 case PEACEMAKER:
1537 move_peacemaker (op); 1470 move_peacemaker (op);
1538 return 0; 1471 break;
1539 }
1540 1472
1541 return 0; 1473 case PLAYER:
1474 // players have their own speed-management, so undo the --speed_left
1475 ++op->speed_left;
1476 break;
1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1542} 1491}
1492

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> Changed lines