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Comparing deliantra/server/server/time.C (file contents):
Revision 1.44 by root, Sat Apr 21 22:01:57 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
92static void 95static void
93generate_monster_tail (object *gen, object *op)
94{
95 op->expand_tail ();
96
97 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
98 if (i >= 0)
99 {
100 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
101 {
102 if (rndm (0, 9))
103 generate_artifact (op, gen->map->difficulty);
104
105 if (op->has_random_items ())
106 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
107
108 return;
109 }
110 }
111
112 op->destroy ();
113}
114
115/* Will generate a monster according to content
116 * of generator.
117 */
118static void
119generate_monster_inv (object *gen)
120{
121 if (!gen->inv)
122 return;
123
124 /* First count number of objects in inv */
125 int index = 0;
126 object *op;
127 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
128 if (!rndm (++index))
129 op = tmp;
130
131 op = object_create_clone (op);
132
133 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
134 unflag_inv (op, FLAG_IS_A_TEMPLATE);
135
136 generate_monster_tail (gen, op);
137}
138
139static void
140generate_monster_arch (object *gen)
141{
142 if (archetype *at = gen->other_arch)
143 generate_monster_tail (gen, arch_to_object (at));
144}
145
146void
147generate_monster (object *gen) 96generate_monster (object *gen)
148{ 97{
149 if (!gen->map) 98 if (!gen->map)
150 return; 99 return;
151 100
152 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
153 return; 102 return;
154 103
155 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 104 // sleeping generators won't generate, this will make monsters like
156 generate_monster_inv (gen); 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);
132 }
133 else if (gen->other_arch)
134 {
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;
139
140 op = gen->other_arch->instance ();
141 }
157 else 142 else
158 generate_monster_arch (gen); 143 return;
159 144
160} 145 op->expand_tail ();
161 146
162void 147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161}
162
163static void
163remove_force (object *op) 164remove_force (object *op)
164{ 165{
165 if (--op->duration > 0) 166 if (--op->duration > 0)
166 return; 167 return;
167 168
168 if (op->env) 169 if (op->env)
169 switch (op->subtype) 170 switch (op->subtype)
170 { 171 {
171 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
173 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");
174 175
175 default: 176 default:
176 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
177 change_abil (op->env, op); 178 change_abil (op->env, op);
178 op->env->update_stats (); 179 op->env->update_stats ();
179 } 180 }
180 181
181 op->destroy (); 182 op->destroy ();
182} 183}
183 184
184void 185static void
185remove_blindness (object *op) 186remove_blindness (object *op)
186{ 187{
187 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
188 return; 189 return;
189 190
190 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
191 192
192 if (op->env) 193 if (op->env)
193 { 194 {
194 change_abil (op->env, op); 195 change_abil (op->env, op);
195 op->env->update_stats (); 196 op->env->update_stats ();
196 } 197 }
197 198
198 op->destroy (); 199 op->destroy ();
199} 200}
200 201
201void 202static void
202poison_more (object *op) 203poison_more (object *op)
203{ 204{
204 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)
205 { 206 {
206 op->destroy (); 207 op->destroy ();
207 return; 208 return;
208 } 209 }
209 210
212 /* 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
213 * will not do anything. 214 * will not do anything.
214 */ 215 */
215 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
216 { 217 {
217 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
218 op->env->update_stats (); 219 op->env->update_stats ();
219 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.");
220 } 221 }
221 222
222 op->destroy (); 223 op->destroy ();
231 232
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233} 234}
234 235
235 236
236void 237static void
237move_gate (object *op) 238move_gate (object *op)
238{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
239 object *tmp; 240 object *tmp;
240 241
241 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))
242 { 243 {
243 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));
244 op->stats.wc = 0; 245 op->stats.wc = 0;
245 } 246 }
246 247
247 /* We're going down */ 248 /* We're going down */
248 if (op->value) 249 if (op->value)
249 { 250 {
250 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 253 op->stats.wc = 0;
253 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
254 op->value = 0; 255 op->value = 0;
255 else 256 else
256 op->set_speed (0); 257 op->set_speed (0);
257 } 258 }
258 259
259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
260 { 261 {
261 op->move_block = 0; 262 op->move_block = 0;
262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
263 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
264 } 265 }
265 266
266 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
267 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
271 /* We're going up */ 272 /* We're going up */
272 273
273 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 { 276 {
276
277 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
278 * 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,
279 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly. 280 * the gate slightly.
281 */ 281 */
282 282
283 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
284 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])
285 break; 285 break;
286 286
287 if (tmp == NULL) 287 if (!tmp)
288 { 288 {
289 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
290 op->value = 1; 290 op->value = 1;
291 else 291 else
292 op->set_speed (0); 292 op->set_speed (0);
293 293
294 return; 294 return;
305 } 305 }
306 else 306 else
307 { /* The gate is still going up */ 307 { /* The gate is still going up */
308 op->stats.wc++; 308 op->stats.wc++;
309 309
310 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
311 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
312 312
313 /* 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.
314 * 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
315 */ 315 */
316 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 { 317 {
318 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321
322 if (tmp != NULL)
323 { 321 ;
324 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
325 { 326 {
326 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
327 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
328 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);
329 } 332 }
330 else
331 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
332 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
333 * off the gate. 335 * off the gate.
334 */ 336 */
335 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]))
336 { 338 {
337 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
338 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);
339 341
340 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
341 if (i != -1) 343 if (i > 0)
342 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
343 tmp->remove (); 348 tmp->move_to (pos);
344 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
345 insert_ob_in_map (tmp, op->map, op, 0);
346 } 349 }
347 } 350 }
348 } 351 }
349 352
350 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
351 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
352 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])
353 break; 356 break;
354 357
355 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
356 if (tmp) 359 if (tmp)
357 {
358 op->stats.food = 1; 360 op->stats.food = 1;
359 }
360 else 361 else
361 { 362 {
362 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
363 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
364 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
365 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
366 } 368 }
367 } /* gate is halfway up */ 369 } /* gate is halfway up */
368 370
369 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
373 375
374/* hp : how long door is open/closed 376/* hp : how long door is open/closed
375 * maxhp : initial value for hp 377 * maxhp : initial value for hp
376 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
377 */ 379 */
378void 380static void
379move_timed_gate (object *op) 381move_timed_gate (object *op)
380{ 382{
381 int v = op->value; 383 int v = op->value;
382 384
383 if (op->stats.sp) 385 if (op->stats.sp)
384 { 386 {
385 move_gate (op); 387 move_gate (op);
388
386 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
387 op->stats.sp = 0; 390 op->stats.sp = 0;
388 return; 391 return;
389 } 392 }
393
390 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
391 { /* keep gate down */ 395 { /* keep gate down */
392 move_gate (op); 396 move_gate (op);
397
393 if (op->value != v) 398 if (op->value != v)
394 op->set_speed (0); 399 op->set_speed (0);
395 } 400 }
396} 401}
397 402
399 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
400 * connected: connected value of detector 405 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
403 */ 408 */
404 409static void
405void
406move_detector (object *op) 410move_detector (object *op)
407{ 411{
408 object *tmp; 412 object *tmp;
409 int last = op->value; 413 int last = op->value;
410 int detected; 414 int detected;
411 415
412 detected = 0; 416 detected = 0;
413 417
414 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)
415 { 419 {
416 object *tmp2; 420 object *tmp2;
417 421
418 if (op->stats.hp) 422 if (op->stats.hp)
419 { 423 {
437 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
438 { 442 {
439 if (detected && last == 0) 443 if (detected && last == 0)
440 { 444 {
441 op->value = 1; 445 op->value = 1;
442 push_button (op); 446 push_button (op, tmp);
443 } 447 }
448
444 if (!detected && last == 1) 449 if (!detected && last == 1)
445 { 450 {
446 op->value = 0; 451 op->value = 0;
447 push_button (op); 452 push_button (op, tmp);
448 } 453 }
449 } 454 }
450 else 455 else
451 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
452 if (detected && last == 1) 457 if (detected && last == 1)
453 { 458 {
454 op->value = 0; 459 op->value = 0;
455 push_button (op); 460 push_button (op, tmp);
456 } 461 }
462
457 if (!detected && last == 0) 463 if (!detected && last == 0)
458 { 464 {
459 op->value = 1; 465 op->value = 1;
460 push_button (op); 466 push_button (op, tmp);
461 } 467 }
462 } 468 }
463} 469}
464
465 470
466void 471void
467animate_trigger (object *op) 472animate_trigger (object *op)
468{ 473{
469 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
477 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
478 } 483 }
479} 484}
480 485
481void 486static void
482move_hole (object *op) 487move_hole (object *op)
483{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
484 object *next, *tmp;
485
486 if (op->value) 489 if (op->value)
487 { /* We're opening */ 490 { /* We're opening */
488 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
489 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
490 op->stats.wc = 0; 493 op->stats.wc = 0;
491 op->set_speed (0); 494 op->set_speed (0);
492 495
493 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
494 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
495 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
496 { 499 {
497 next = tmp->above; 500 next = tmp->above;
498 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
499 } 502 }
500 } 503 }
501 504
502 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
504 return; 507 return;
505 } 508 }
509
506 /* We're closing */ 510 /* We're closing */
507 op->move_on = 0; 511 op->move_on = 0;
508 512
509 op->stats.wc++; 513 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
511 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512 516
513 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
514 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
516 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
517} 521}
518 522
519 523
520/* 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
541 { 545 {
542 object *payload = op->inv; 546 object *payload = op->inv;
543 547
544 if (payload == NULL) 548 if (payload == NULL)
545 return NULL; 549 return NULL;
550
546 payload->remove (); 551 payload->remove ();
547 op->destroy (); 552 op->destroy ();
548 return payload; 553 return payload;
549 } 554 }
550 555
567fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
568{ 573{
569 if (map == NULL) 574 if (map == NULL)
570 return; 575 return;
571 576
572 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
573 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
574 else if (op->type == ARROW) 579 else if (op->type == ARROW)
575 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
576} 581}
577 582
585 return NULL; 590 return NULL;
586 } 591 }
587 592
588 op->set_speed (0); 593 op->set_speed (0);
589 op->direction = 0; 594 op->direction = 0;
590 op->move_on = 0; 595 op->move_on = 0;
591 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
592 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
593 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
594 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
595 op->slaying = 0; 603 op->slaying = op->custom_name;
596 op->skill = 0;
597 604
598 if (op->spellarg != NULL)
599 {
600 op->slaying = op->spellarg;
601 free (op->spellarg);
602 op->spellarg = NULL;
603 }
604 else
605 op->slaying = NULL;
606
607 /* 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 */
608 op->spellarg = NULL; 606 op->custom_name = 0;
609 op->stats.sp = 0; 607 op->stats.sp = 0;
610 op->stats.hp = 0; 608 op->stats.hp = 0;
611 op->stats.grace = 0; 609 op->stats.grace = 0;
612 op->level = 0; 610 op->level = 0;
613 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
614 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
615 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
616 return op; 616 return op;
617} 617}
618 618
619/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
620 * 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
629 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
630 return; 630 return;
631 631
632 if (op->inv) 632 if (op->inv)
633 { 633 {
634 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 635 object *payload = op->inv;
635 636
636 payload->remove ();
637 payload->owner = 0; 637 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 639 op->destroy ();
640 } 640 }
641 else 641 else
642 { 642 {
643 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
644 if (op) 645 if (op)
645 merge_ob (op, NULL); 646 merge_ob (op, 0);
646 } 647 }
647} 648}
648 649
649/* 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.
650 */ 651 */
651void 652void
652move_arrow (object *op) 653move_arrow (object *op)
653{ 654{
654 object *tmp;
655 sint16 new_x, new_y;
656 int was_reflected, mflags; 655 int was_reflected;
657 maptile *m;
658 656
659 if (op->map == NULL) 657 if (!op->map)
660 { 658 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy (); 660 op->destroy ();
663 return; 661 return;
664 } 662 }
665 663
666 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
672 * 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,
673 * 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
674 * 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,
675 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
676 */ 674 */
677 if (op->inv == NULL) 675 if (!op->inv)
678 { 676 {
679 op->destroy (); 677 op->destroy ();
680 return; 678 return;
681 } 679 }
682 680
685 stop_arrow (op); 683 stop_arrow (op);
686 return; 684 return;
687 } 685 }
688 } 686 }
689 687
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
690 /* 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
691 values look rediculous. */ 694 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
693 { 696 {
694 stop_arrow (op); 697 stop_arrow (op);
695 return; 698 return;
696 } 699 }
697 700
698 /* Calculate target map square */ 701 /* Calculate target map square */
699 new_x = op->x + DIRX (op);
700 new_y = op->y + DIRY (op);
701 was_reflected = 0; 702 was_reflected = 0;
702 703
703 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
704 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
705 705
706 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
707 { 707 {
708 stop_arrow (op); 708 stop_arrow (op);
709 return; 709 return;
710 } 710 }
711 711
712 /* 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 */
713 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
714 { 714 {
715 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
716 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
717 break; 719 break;
718 720
719 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
721 * move into it. 723 * move into it.
724 { 726 {
725 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
728 */ 730 */
729 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))
730 { 732 {
731 int number = op->face;
732
733 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op); 734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
736 } 736 }
737 else 737 else
743 return; 743 return;
744 } 744 }
745 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
747 747
748 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))
749 { 749 {
750 int retry = 0; 750 int retry = 0;
751 751
752 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
753 * 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
754 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
755 * 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
756 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
757 */ 757 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 { 759 {
760 stop_arrow (op); 760 stop_arrow (op);
761 return; 761 return;
762 } 762 }
763 else 763 else
766 if (op->direction & 1) 766 if (op->direction & 1)
767 { 767 {
768 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
769 retry = 1; 769 retry = 1;
770 } 770 }
771
771 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
772 * use this retry here to make this one block 773 * use this retry here to make this one block
773 * that did the same thing. 774 * that did the same thing.
774 */ 775 */
775 while (retry < 2) 776 while (retry < 2)
776 { 777 {
777 int left, right, mflags;
778 maptile *m1;
779 sint16 x1, y1;
780
781 retry++; 778 retry++;
782 779
783 /* 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
784 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
787 */ 784 */
788 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));
789 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
791 787
792 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));
793 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
795 790
796 if (left == right) 791 if (left == right)
797 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
798 else if (left) 793 else if (left)
799 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
800 else if (right) 795 else if (right)
801 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
802 797
803 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
804
805 /* 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 -
806 * don't need to retry again. 799 * don't need to retry again.
807 */ 800 */
808 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))
809 break; 803 break;
810
811 } 804 }
805
812 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
813 * top it from moving. 807 * stop it from moving.
814 */ 808 */
815 if (retry == 2) 809 if (retry == 2)
816 { 810 {
817 stop_arrow (op); 811 stop_arrow (op);
818 return; 812 return;
819 } 813 }
814
820 /* update object image for new facing */ 815 /* update object image for new facing */
821 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
822 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
823 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
824 } /* object is reflected */ 819 } /* object is reflected */
825 } /* object ran into a wall */ 820 } /* object ran into a wall */
826 821
827 /* Move the arrow. */ 822 /* Move the arrow. */
828 op->remove (); 823 op->move_to (pos);
829 op->x = new_x;
830 op->y = new_y;
831
832 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
833 * about 17 squares. Tune as needed.
834 */
835 op->speed -= 0.05;
836 insert_ob_in_map (op, m, op, 0);
837} 824}
838 825
839/* This routine doesnt seem to work for "inanimate" objects that 826static void
840 * are being carried, ie a held torch leaps from your hands!.
841 * Modified this routine to allow held objects. b.t. */
842
843void
844change_object (object *op) 827change_object (object *op)
845{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
846 int i, j;
847
848 if (op->other_arch == NULL) 829 if (!op->other_arch)
849 { 830 {
850 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 ());
851 return; 832 return;
852 } 833 }
853 834
854 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
855 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
856 { 837 {
857 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
858 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);
859 else 855 else
860 op->stats.food = 1; /* so 1 other_arch is made */
861 }
862
863 object *pl = op->in_player ();
864 object *env = op->env;
865
866 op->remove ();
867 for (i = 0; i < NROFNEWOBJS (op); i++)
868 {
869 object *tmp = arch_to_object (op->other_arch);
870
871 if (op->type == LAMP)
872 tmp->stats.food = op->stats.food - 1;
873
874 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
875 if (env)
876 {
877 tmp->x = env->x, tmp->y = env->y;
878 tmp = insert_ob_in_ob (tmp, env);
879
880 /* If this object is the players inventory, we need to tell the
881 * client of the change. Insert_ob_in_map takes care of the
882 * updating the client, so we don't need to do that below.
883 */
884 if (pl)
885 {
886 esrv_del_item (pl->contr, op->count);
887 esrv_send_item (pl, tmp);
888 }
889 } 856 {
890 else
891 {
892 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
893 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
894 tmp->destroy (); 860 tmp->destroy ();
895 else 861 else
896 { 862 {
897 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
898 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
899 } 867 }
900 } 868 }
901 } 869 }
902 870
903 op->destroy (); 871 op->destroy ();
919 move_teleporter (op->more); 887 move_teleporter (op->more);
920 888
921 if (op->head) 889 if (op->head)
922 head = op->head; 890 head = op->head;
923 891
924 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
925 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
926 break; 894 break;
927 895
928 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
929 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
930 return; 898 return;
931 899
932 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
933 { 901 {
934 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
959 else 927 else
960 { 928 {
961 /* Random teleporter */ 929 /* Random teleporter */
962 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
963 return; 931 return;
932
964 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
965 } 934 }
966} 935}
967
968 936
969/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
970 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
971 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
972 can't be generalized. 940 can't be generalized.
973*/ 941*/
974void 942static void
975move_player_changer (object *op) 943move_player_changer (object *op)
976{ 944{
977 object *player;
978 object *walk;
979
980 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
981 return; 946 return;
982 947
983 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
984 * needs to be on top. 949 * needs to be on top.
985 */ 950 */
986 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
987 { 952 {
953 object *player = op->above;
954
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
989 return; 956 return;
990 957
991 player = op->above;
992
993 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
994 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
995 960
996 player->update_stats (); 961 player->update_stats ();
997 962
998 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1025 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1026 991
1027 spell = op->inv; 992 spell = op->inv;
1028 993
1029 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1030 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1031 996
1032 if (!spell) 997 if (!spell)
1033 { 998 {
1034 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);
1035 return; 1000 return;
1036 } 1001 }
1037 1002
1038 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);
1039} 1004}
1040 1005
1041/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1042 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1043 * 1008 *
1044 * 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
1045 * 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.
1046 * 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,
1047 * 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,
1048 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1049 */ 1014 */
1050void 1015static void
1051move_player_mover (object *op) 1016move_player_mover (object *op)
1052{ 1017{
1053 object *victim, *nextmover; 1018 int dir = 0;
1054 int dir = op->stats.sp;
1055 sint16 nx, ny;
1056 maptile *m;
1057 1019
1058 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1059 if (!dir)
1060 dir = rndm (1, 8);
1061
1062 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1063 { 1021 {
1064 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1065 (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)
1066 { 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 }
1067 1045
1068 if (victim->head) 1046 if (victim->head)
1069 victim = victim->head; 1047 victim = victim->head;
1070 1048
1071 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1072 {
1073 op->remove ();
1074 return;
1075 }
1076
1077 nx = op->x + freearr_x[dir];
1078 ny = op->y + freearr_y[dir];
1079 m = op->map;
1080 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1081 {
1082 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1083 return;
1084 }
1085
1086 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1087 return; 1050 return;
1088 1051
1089 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)
1090 { 1053 {
1091 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1092 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1093 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1094 {
1095 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 */
1096 }
1097 } 1059 }
1098 1060
1099 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1100 { 1062 {
1101 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1102 if (op->level) 1064 if (op->level)
1103 { 1065 {
1104 /* 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
1105 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1106 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1107 * get to this space. 1069 * get to this space.
1108 */ 1070 */
1109 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1110 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1111 move_player (victim, dir); 1073 move_player (victim, dir);
1112 } 1074 }
1113 else 1075 else
1114 return; 1076 return;
1115 } 1077 }
1116 else 1078 else
1117 move_object (victim, dir); 1079 victim->move (dir);
1118 1080
1119 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1120 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1121 1083
1122 if (op->attacktype) 1084 if (op->attacktype)
1123 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1124
1125 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);
1126 /* Not sure why, but for some chars on metalforge, they
1127 * would sometimes get -inf speed_left, and from the
1128 * description, it could only happen here, so just put
1129 * a lower sanity limit. My only guess is that the
1130 * mover has 0 speed.
1131 */
1132 if (victim->speed_left < -5.0)
1133 victim->speed_left = -5.0;
1134 } 1087 }
1135 } 1088 }
1136 } 1089 }
1137} 1090}
1138 1091
1157 if (op->above == NULL) 1110 if (op->above == NULL)
1158 return; 1111 return;
1159 1112
1160 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1161 { 1114 {
1162 if (op->other_arch->name == tmp->arch->name) 1115 if (op->other_arch->archname == tmp->arch->archname)
1163 { 1116 {
1164 if (op->level <= 0) 1117 if (op->level <= 0)
1165 tmp->destroy (); 1118 tmp->destroy ();
1166 else 1119 else
1167 { 1120 {
1189 * 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.
1190 * 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
1191 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1192 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1193*/ 1146*/
1194
1195void 1147void
1196move_creator (object *creator) 1148move_creator (object *creator)
1197{ 1149{
1198 object *new_ob; 1150 object *new_ob;
1199 1151
1200 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1201 { 1153 {
1202 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1203 return; 1155 return;
1204 } 1156 }
1205 1157
1206 if (creator->inv != NULL) 1158 if (creator->inv)
1207 { 1159 {
1208 object *ob; 1160 object *ob;
1209 int i; 1161 int i;
1210 object *ob_to_copy; 1162 object *ob_to_copy;
1211 1163
1212 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1213 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1214 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++)
1215 { 1167 {
1216 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1217 { 1169 {
1218 ob_to_copy = ob; 1170 ob_to_copy = ob;
1219 } 1171 }
1220 } 1172 }
1221 new_ob = object_create_clone (ob_to_copy); 1173
1222 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);
1223 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1224 } 1177 }
1225 else 1178 else
1226 { 1179 {
1227 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1228 { 1181 {
1229 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",
1230 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1231 return; 1184 return;
1232 } 1185 }
1234 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1235 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1236 } 1189 }
1237 1190
1238 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1239 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))
1240 { 1193 {
1241 new_ob->destroy (); 1194 new_ob->destroy ();
1242 return; 1195 return;
1243 } 1196 }
1244 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
1245 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);
1246 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1247 return; 1205 return;
1248 1206
1249 if (creator->slaying) 1207 if (creator->slaying)
1250 {
1251 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1252 }
1253} 1209}
1254 1210
1255/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1256 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1257 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1263void 1219void
1264move_marker (object *op) 1220move_marker (object *op)
1265{ 1221{
1266 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1267 { 1223 {
1268 object *tmp2;
1269
1270 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1271 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1272 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1273 { 1229 {
1274 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1275 break;
1276 }
1277 1231
1278 /* cycle through his inventory to look for the MARK we want to
1279 * place
1280 */
1281 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1282 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1283 break;
1284
1285 /* if we didn't find our own MARK */
1286 if (!tmp2)
1287 {
1288 object *force = get_archetype (FORCE_NAME);
1289
1290 if (op->stats.food)
1291 {
1292 force->set_speed (0.01);
1293 force->speed_left = -op->stats.food;
1294 }
1295 else
1296 force->set_speed (0);
1297
1298 /* put in the lock code */
1299 force->slaying = op->slaying;
1300
1301 if (op->lore)
1302 force->lore = op->lore;
1303
1304 insert_ob_in_ob (force, tmp);
1305 if (op->msg) 1232 if (op->msg)
1306 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1307 1234
1308 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1309 { 1236 {
1310 op->stats.hp--; 1237 op->stats.hp--;
1238
1311 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1312 { 1240 {
1313 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1314 op->destroy (); 1242 op->destroy ();
1315 return; 1243 return;
1317 } 1245 }
1318 } 1246 }
1319 } 1247 }
1320} 1248}
1321 1249
1322int 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
1323process_object (object *op) 1297process_object (object *op)
1324{ 1298{
1325 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1326 return 0; 1300 return;
1327 1301
1328 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1329 return 0; 1303 return;
1330 1304
1331 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1332 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1333 return 1; 1307 return;
1334 1308
1335 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1336 { 1310 {
1337 if (op->type == PLAYER)
1338 animate_object (op, op->facing);
1339 else
1340 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1341 1312
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1343 make_sure_seen (op); 1314 make_sure_seen (op);
1344 } 1315 }
1345 1316
1346 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 ))
1347 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1348 change_object (op); 1325 change_object (op);
1349 return 1; 1326 return;
1350 } 1327 }
1351 1328
1352 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1353 generate_monster (op); 1330 generate_monster (op);
1354 1331
1355 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1356 { 1333 {
1357 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1358 remove_force (op); 1335 remove_force (op);
1359 else 1336 else
1360 { 1337 {
1361 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1362 object *pl = op->in_player ();
1363 1339
1364 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1365 esrv_del_item (pl->contr, op->count);
1366
1367 op->remove ();
1368
1369 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1370 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1371 1342
1372 op->destroy (); 1343 op->drop_and_destroy ();
1373 } 1344 }
1374 1345
1375 return 1; 1346 return;
1347 }
1376 } 1348 }
1377 1349
1378 switch (op->type) 1350 switch (op->type)
1379 { 1351 {
1380 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1381 move_spell_effect (op); 1353 move_spell_effect (op);
1382 return 1; 1354 break;
1383 1355
1384 case ROD: 1356 case ROD:
1385 case HORN: 1357 case HORN:
1386 regenerate_rod (op); 1358 regenerate_rod (op);
1387 return 1; 1359 break;
1388 1360
1389 case FORCE: 1361 case FORCE:
1390 case POTION_EFFECT: 1362 case POTION_EFFECT:
1391 remove_force (op); 1363 remove_force (op);
1392 return 1; 1364 break;
1393 1365
1394 case BLINDNESS: 1366 case BLINDNESS:
1395 remove_blindness (op); 1367 remove_blindness (op);
1396 return 0; 1368 break;
1397 1369
1398 case POISONING: 1370 case POISONING:
1399 poison_more (op); 1371 poison_more (op);
1400 return 0; 1372 break;
1401 1373
1402 case DISEASE: 1374 case DISEASE:
1403 move_disease (op); 1375 move_disease (op);
1404 return 0; 1376 break;
1405 1377
1406 case SYMPTOM: 1378 case SYMPTOM:
1407 move_symptom (op); 1379 move_symptom (op);
1408 return 0; 1380 break;
1409 1381
1410 case THROWN_OBJ: 1382 case THROWN_OBJ:
1411 case ARROW: 1383 case ARROW:
1412 move_arrow (op); 1384 move_arrow (op);
1413 return 0; 1385 break;
1414 1386
1415 case DOOR: 1387 case DOOR:
1416 remove_door (op); 1388 remove_door (op);
1417 return 0; 1389 break;
1418 1390
1419 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1420 remove_door2 (op); 1392 remove_door2 (op);
1421 return 0; 1393 break;
1422 1394
1423 case TELEPORTER: 1395 case TELEPORTER:
1424 move_teleporter (op); 1396 move_teleporter (op);
1425 return 0; 1397 break;
1426 1398
1427 case GOLEM: 1399 case GOLEM:
1428 move_golem (op); 1400 move_golem (op);
1429 return 0; 1401 break;
1430 1402
1431 case EARTHWALL: 1403 case EARTHWALL:
1432 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1433 return 0; 1405 break;
1434 1406
1435 case FIREWALL: 1407 case FIREWALL:
1436 move_firewall (op); 1408 move_firewall (op);
1437 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1438 animate_turning (op); 1410 animate_turning (op);
1439 return 0; 1411 break;
1440 1412
1441 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1442 do_mood_floor (op); 1414 do_mood_floor (op);
1443 return 0; 1415 break;
1444 1416
1445 case GATE: 1417 case GATE:
1446 move_gate (op); 1418 move_gate (op);
1447 return 0; 1419 break;
1448 1420
1449 case TIMED_GATE: 1421 case TIMED_GATE:
1450 move_timed_gate (op); 1422 move_timed_gate (op);
1451 return 0; 1423 break;
1452 1424
1453 case TRIGGER: 1425 case TRIGGER:
1454 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1455 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1456 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1457 animate_trigger (op); 1429 animate_trigger (op);
1458 return 0; 1430 break;
1459 1431
1460 case DETECTOR: 1432 case DETECTOR:
1461 move_detector (op); 1433 move_detector (op);
1462 1434
1463 case DIRECTOR: 1435 case DIRECTOR:
1464 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1465 animate_turning (op); 1437 animate_turning (op);
1466 return 0; 1438 break;
1467 1439
1468 case HOLE: 1440 case HOLE:
1469 move_hole (op); 1441 move_hole (op);
1470 return 0; 1442 break;
1471 1443
1472 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1473 move_deep_swamp (op); 1445 move_deep_swamp (op);
1474 return 0; 1446 break;
1475 1447
1476 case RUNE: 1448 case RUNE:
1477 case TRAP: 1449 case TRAP:
1478 move_rune (op); 1450 move_rune (op);
1479 return 0; 1451 break;
1480 1452
1481 case PLAYERMOVER: 1453 case PLAYERMOVER:
1482 move_player_mover (op); 1454 move_player_mover (op);
1483 return 0; 1455 break;
1484 1456
1485 case CREATOR: 1457 case CREATOR:
1486 move_creator (op); 1458 move_creator (op);
1487 return 0; 1459 break;
1488 1460
1489 case MARKER: 1461 case MARKER:
1490 move_marker (op); 1462 move_marker (op);
1491 return 0; 1463 break;
1492 1464
1493 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1494 move_player_changer (op); 1466 move_player_changer (op);
1495 return 0; 1467 break;
1496 1468
1497 case PEACEMAKER: 1469 case PEACEMAKER:
1498 move_peacemaker (op); 1470 move_peacemaker (op);
1499 return 0; 1471 break;
1500 }
1501 1472
1502 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 }
1503} 1491}
1492

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