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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 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
92void 95static void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
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
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
116 127
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 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 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
155 if (op->env) 169 if (op->env)
156 switch (op->subtype) 170 switch (op->subtype)
157 { 171 {
158 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
160 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");
161 175
162 default: 176 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 178 change_abil (op->env, op);
165 op->env->update_stats (); 179 op->env->update_stats ();
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
177 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
178 192
179 if (op->env) 193 if (op->env)
180 { 194 {
181 change_abil (op->env, op); 195 change_abil (op->env, op);
182 op->env->update_stats (); 196 op->env->update_stats ();
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 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)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
194 return; 208 return;
195 } 209 }
196 210
199 /* 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
200 * will not do anything. 214 * will not do anything.
201 */ 215 */
202 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
203 { 217 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 219 op->env->update_stats ();
206 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.");
207 } 221 }
208 222
209 op->destroy (); 223 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 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))
229 { 243 {
230 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));
231 op->stats.wc = 0; 245 op->stats.wc = 0;
232 } 246 }
233 247
234 /* We're going down */ 248 /* We're going down */
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 { 261 {
248 op->move_block = 0; 262 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
251 } 265 }
252 266
253 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
258 /* We're going up */ 272 /* We're going up */
259 273
260 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 { 276 {
263
264 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
265 * 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,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
271 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])
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* 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.
301 * 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
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308
309 if (tmp != NULL)
310 { 321 ;
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
312 { 326 {
313 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
314 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
315 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);
316 } 332 }
317 else
318 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
320 * off the gate. 335 * off the gate.
321 */ 336 */
322 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]))
323 { 338 {
324 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
325 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);
326 341
327 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
328 if (i != -1) 343 if (i > 0)
329 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
330 tmp->remove (); 348 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 349 }
334 } 350 }
335 } 351 }
336 352
337 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
339 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])
340 break; 356 break;
341 357
342 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
343 if (tmp) 359 if (tmp)
344 {
345 op->stats.food = 1; 360 op->stats.food = 1;
346 }
347 else 361 else
348 { 362 {
349 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
350 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
353 } 368 }
354 } /* gate is halfway up */ 369 } /* gate is halfway up */
355 370
356 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
360 375
361/* hp : how long door is open/closed 376/* hp : how long door is open/closed
362 * maxhp : initial value for hp 377 * maxhp : initial value for hp
363 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
364 */ 379 */
365void 380static void
366move_timed_gate (object *op) 381move_timed_gate (object *op)
367{ 382{
368 int v = op->value; 383 int v = op->value;
369 384
370 if (op->stats.sp) 385 if (op->stats.sp)
371 { 386 {
372 move_gate (op); 387 move_gate (op);
388
373 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 390 op->stats.sp = 0;
375 return; 391 return;
376 } 392 }
393
377 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 395 { /* keep gate down */
379 move_gate (op); 396 move_gate (op);
397
380 if (op->value != v) 398 if (op->value != v)
381 op->set_speed (0); 399 op->set_speed (0);
382 } 400 }
383} 401}
384 402
386 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
387 * connected: connected value of detector 405 * connected: connected value of detector
388 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
389 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
390 */ 408 */
391 409static void
392void
393move_detector (object *op) 410move_detector (object *op)
394{ 411{
395 object *tmp; 412 object *tmp;
396 int last = op->value; 413 int last = op->value;
397 int detected; 414 int detected;
398 415
399 detected = 0; 416 detected = 0;
400 417
401 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)
402 { 419 {
403 object *tmp2; 420 object *tmp2;
404 421
405 if (op->stats.hp) 422 if (op->stats.hp)
406 { 423 {
424 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
425 { 442 {
426 if (detected && last == 0) 443 if (detected && last == 0)
427 { 444 {
428 op->value = 1; 445 op->value = 1;
429 push_button (op); 446 push_button (op, tmp);
430 } 447 }
448
431 if (!detected && last == 1) 449 if (!detected && last == 1)
432 { 450 {
433 op->value = 0; 451 op->value = 0;
434 push_button (op); 452 push_button (op, tmp);
435 } 453 }
436 } 454 }
437 else 455 else
438 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
439 if (detected && last == 1) 457 if (detected && last == 1)
440 { 458 {
441 op->value = 0; 459 op->value = 0;
442 push_button (op); 460 push_button (op, tmp);
443 } 461 }
462
444 if (!detected && last == 0) 463 if (!detected && last == 0)
445 { 464 {
446 op->value = 1; 465 op->value = 1;
447 push_button (op); 466 push_button (op, tmp);
448 } 467 }
449 } 468 }
450} 469}
451
452 470
453void 471void
454animate_trigger (object *op) 472animate_trigger (object *op)
455{ 473{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
463 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
464 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
465 } 483 }
466} 484}
467 485
468void 486static void
469move_hole (object *op) 487move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 489 if (op->value)
474 { /* We're opening */ 490 { /* We're opening */
475 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
477 op->stats.wc = 0; 493 op->stats.wc = 0;
478 op->set_speed (0); 494 op->set_speed (0);
479 495
480 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 499 {
484 next = tmp->above; 500 next = tmp->above;
485 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
486 } 502 }
487 } 503 }
488 504
489 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
491 return; 507 return;
492 } 508 }
509
493 /* We're closing */ 510 /* We're closing */
494 op->move_on = 0; 511 op->move_on = 0;
495 512
496 op->stats.wc++; 513 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
498 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499 516
500 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
503 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
504} 521}
505 522
506 523
507/* 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
528 { 545 {
529 object *payload = op->inv; 546 object *payload = op->inv;
530 547
531 if (payload == NULL) 548 if (payload == NULL)
532 return NULL; 549 return NULL;
550
533 payload->remove (); 551 payload->remove ();
534 op->destroy (); 552 op->destroy ();
535 return payload; 553 return payload;
536 } 554 }
537 555
554fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
555{ 573{
556 if (map == NULL) 574 if (map == NULL)
557 return; 575 return;
558 576
559 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
560 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
561 else if (op->type == ARROW) 579 else if (op->type == ARROW)
562 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
563} 581}
564 582
572 return NULL; 590 return NULL;
573 } 591 }
574 592
575 op->set_speed (0); 593 op->set_speed (0);
576 op->direction = 0; 594 op->direction = 0;
577 op->move_on = 0; 595 op->move_on = 0;
578 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
582 op->slaying = 0; 603 op->slaying = op->custom_name;
583 op->skill = 0;
584 604
585 if (op->spellarg != NULL)
586 {
587 op->slaying = op->spellarg;
588 free (op->spellarg);
589 op->spellarg = NULL;
590 }
591 else
592 op->slaying = NULL;
593
594 /* 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 */
595 op->spellarg = NULL; 606 op->custom_name = 0;
596 op->stats.sp = 0; 607 op->stats.sp = 0;
597 op->stats.hp = 0; 608 op->stats.hp = 0;
598 op->stats.grace = 0; 609 op->stats.grace = 0;
599 op->level = 0; 610 op->level = 0;
600 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
602 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
603 return op; 616 return op;
604} 617}
605 618
606/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
607 * 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
616 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
617 return; 630 return;
618 631
619 if (op->inv) 632 if (op->inv)
620 { 633 {
634 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 635 object *payload = op->inv;
622 636
623 payload->remove ();
624 payload->owner = 0; 637 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 639 op->destroy ();
627 } 640 }
628 else 641 else
629 { 642 {
630 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
631 if (op) 645 if (op)
632 merge_ob (op, NULL); 646 merge_ob (op, 0);
633 } 647 }
634} 648}
635 649
636/* 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.
637 */ 651 */
638void 652void
639move_arrow (object *op) 653move_arrow (object *op)
640{ 654{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 655 int was_reflected;
644 maptile *m;
645 656
646 if (op->map == NULL) 657 if (!op->map)
647 { 658 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
649 op->destroy (); 660 op->destroy ();
650 return; 661 return;
651 } 662 }
652 663
653 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
659 * 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,
660 * 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
661 * 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,
662 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
663 */ 674 */
664 if (op->inv == NULL) 675 if (!op->inv)
665 { 676 {
666 op->destroy (); 677 op->destroy ();
667 return; 678 return;
668 } 679 }
669 680
672 stop_arrow (op); 683 stop_arrow (op);
673 return; 684 return;
674 } 685 }
675 } 686 }
676 687
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
677 /* 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
678 values look rediculous. */ 694 values look rediculous. */
679 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
680 { 696 {
681 stop_arrow (op); 697 stop_arrow (op);
682 return; 698 return;
683 } 699 }
684 700
685 /* Calculate target map square */ 701 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 702 was_reflected = 0;
689 703
690 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 705
693 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
694 { 707 {
695 stop_arrow (op); 708 stop_arrow (op);
696 return; 709 return;
697 } 710 }
698 711
699 /* 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 */
700 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
701 { 714 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
704 break; 719 break;
705 720
706 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
708 * move into it. 723 * move into it.
711 { 726 {
712 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
713 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
714 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
715 */ 730 */
716 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))
717 { 732 {
718 int number = op->face;
719
720 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
721 update_turn_face (op); 734 update_turn_face (op);
722 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
723 } 736 }
724 else 737 else
730 return; 743 return;
731 } 744 }
732 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
734 747
735 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))
736 { 749 {
737 int retry = 0; 750 int retry = 0;
738 751
739 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
740 * 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
741 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
742 * 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
743 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
744 */ 757 */
745 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
746 { 759 {
747 stop_arrow (op); 760 stop_arrow (op);
748 return; 761 return;
749 } 762 }
750 else 763 else
753 if (op->direction & 1) 766 if (op->direction & 1)
754 { 767 {
755 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
756 retry = 1; 769 retry = 1;
757 } 770 }
771
758 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
759 * use this retry here to make this one block 773 * use this retry here to make this one block
760 * that did the same thing. 774 * that did the same thing.
761 */ 775 */
762 while (retry < 2) 776 while (retry < 2)
763 { 777 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 778 retry++;
769 779
770 /* 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
771 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
774 */ 784 */
775 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));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 787
779 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));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 790
783 if (left == right) 791 if (left == right)
784 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
785 else if (left) 793 else if (left)
786 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
787 else if (right) 795 else if (right)
788 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
789 797
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* 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 -
793 * don't need to retry again. 799 * don't need to retry again.
794 */ 800 */
795 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))
796 break; 803 break;
797
798 } 804 }
805
799 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 807 * stop it from moving.
801 */ 808 */
802 if (retry == 2) 809 if (retry == 2)
803 { 810 {
804 stop_arrow (op); 811 stop_arrow (op);
805 return; 812 return;
806 } 813 }
814
807 /* update object image for new facing */ 815 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
810 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
811 } /* object is reflected */ 819 } /* object is reflected */
812 } /* object ran into a wall */ 820 } /* object ran into a wall */
813 821
814 /* Move the arrow. */ 822 /* Move the arrow. */
815 op->remove (); 823 op->move_to (pos);
816 op->x = new_x;
817 op->y = new_y;
818
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed.
821 */
822 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824} 824}
825 825
826/* This routine doesnt seem to work for "inanimate" objects that 826static void
827 * are being carried, ie a held torch leaps from your hands!.
828 * Modified this routine to allow held objects. b.t. */
829
830void
831change_object (object *op) 827change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (op->other_arch == NULL) 829 if (!op->other_arch)
836 { 830 {
837 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 ());
838 return; 832 return;
839 } 833 }
840 834
841 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
843 { 837 {
844 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
845 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);
846 else 855 else
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *pl = op->in_player ();
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env)
863 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env);
866
867 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below.
870 */
871 if (pl)
872 {
873 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp);
875 }
876 } 856 {
877 else
878 {
879 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
880 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
881 tmp->destroy (); 860 tmp->destroy ();
882 else 861 else
883 { 862 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
886 } 867 }
887 } 868 }
888 } 869 }
889 870
890 op->destroy (); 871 op->destroy ();
906 move_teleporter (op->more); 887 move_teleporter (op->more);
907 888
908 if (op->head) 889 if (op->head)
909 head = op->head; 890 head = op->head;
910 891
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
913 break; 894 break;
914 895
915 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
917 return; 898 return;
918 899
919 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
920 { 901 {
921 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
946 else 927 else
947 { 928 {
948 /* Random teleporter */ 929 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 931 return;
932
951 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
952 } 934 }
953} 935}
954
955 936
956/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
958 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
959 can't be generalized. 940 can't be generalized.
960*/ 941*/
961void 942static void
962move_player_changer (object *op) 943move_player_changer (object *op)
963{ 944{
964 object *player;
965 object *walk;
966
967 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
968 return; 946 return;
969 947
970 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
971 * needs to be on top. 949 * needs to be on top.
972 */ 950 */
973 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
974 { 952 {
953 object *player = op->above;
954
975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
976 return; 956 return;
977 957
978 player = op->above;
979
980 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
981 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
982 960
983 player->update_stats (); 961 player->update_stats ();
984 962
985 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1012 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1013 991
1014 spell = op->inv; 992 spell = op->inv;
1015 993
1016 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1018 996
1019 if (!spell) 997 if (!spell)
1020 { 998 {
1021 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);
1022 return; 1000 return;
1023 } 1001 }
1024 1002
1025 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);
1026} 1004}
1027 1005
1028/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1029 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1030 * 1008 *
1031 * 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
1032 * 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.
1033 * 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,
1034 * 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,
1035 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1014 */
1037void 1015static void
1038move_player_mover (object *op) 1016move_player_mover (object *op)
1039{ 1017{
1040 object *victim, *nextmover; 1018 int dir = 0;
1041 int dir = op->stats.sp;
1042 sint16 nx, ny;
1043 maptile *m;
1044 1019
1045 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 if (!dir)
1047 dir = rndm (1, 8);
1048
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1050 { 1021 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1052 (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)
1053 { 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 }
1054 1045
1055 if (victim->head) 1046 if (victim->head)
1056 victim = victim->head; 1047 victim = victim->head;
1057 1048
1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1059 {
1060 op->remove ();
1061 return;
1062 }
1063
1064 nx = op->x + freearr_x[dir];
1065 ny = op->y + freearr_y[dir];
1066 m = op->map;
1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1070 return;
1071 }
1072
1073 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1074 return; 1050 return;
1075 1051
1076 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)
1077 { 1053 {
1078 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1081 {
1082 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 */
1083 }
1084 } 1059 }
1085 1060
1086 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1087 { 1062 {
1088 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1089 if (op->level) 1064 if (op->level)
1090 { 1065 {
1091 /* 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
1092 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1094 * get to this space. 1069 * get to this space.
1095 */ 1070 */
1096 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1073 move_player (victim, dir);
1099 } 1074 }
1100 else 1075 else
1101 return; 1076 return;
1102 } 1077 }
1103 else 1078 else
1104 move_object (victim, dir); 1079 victim->move (dir);
1105 1080
1106 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1108 1083
1109 if (op->attacktype) 1084 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1111
1112 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);
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1087 }
1122 } 1088 }
1123 } 1089 }
1124} 1090}
1125 1091
1144 if (op->above == NULL) 1110 if (op->above == NULL)
1145 return; 1111 return;
1146 1112
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1114 {
1149 if (op->other_arch->name == tmp->arch->name) 1115 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1116 {
1151 if (op->level <= 0) 1117 if (op->level <= 0)
1152 tmp->destroy (); 1118 tmp->destroy ();
1153 else 1119 else
1154 { 1120 {
1176 * 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.
1177 * 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
1178 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1180*/ 1146*/
1181
1182void 1147void
1183move_creator (object *creator) 1148move_creator (object *creator)
1184{ 1149{
1185 object *new_ob; 1150 object *new_ob;
1186 1151
1187 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1188 { 1153 {
1189 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1190 return; 1155 return;
1191 } 1156 }
1192 1157
1193 if (creator->inv != NULL) 1158 if (creator->inv)
1194 { 1159 {
1195 object *ob; 1160 object *ob;
1196 int i; 1161 int i;
1197 object *ob_to_copy; 1162 object *ob_to_copy;
1198 1163
1199 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1200 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1201 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++)
1202 { 1167 {
1203 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1204 { 1169 {
1205 ob_to_copy = ob; 1170 ob_to_copy = ob;
1206 } 1171 }
1207 } 1172 }
1208 new_ob = object_create_clone (ob_to_copy); 1173
1209 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);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1177 }
1212 else 1178 else
1213 { 1179 {
1214 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1215 { 1181 {
1216 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",
1217 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1184 return;
1219 } 1185 }
1221 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1189 }
1224 1190
1225 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1226 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))
1227 { 1193 {
1228 new_ob->destroy (); 1194 new_ob->destroy ();
1229 return; 1195 return;
1230 } 1196 }
1231 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
1232 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);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1234 return; 1205 return;
1235 1206
1236 if (creator->slaying) 1207 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1209}
1241 1210
1242/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1250void 1219void
1251move_marker (object *op) 1220move_marker (object *op)
1252{ 1221{
1253 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1254 { 1223 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1260 { 1229 {
1261 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1231
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1232 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1234
1295 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1296 { 1236 {
1297 op->stats.hp--; 1237 op->stats.hp--;
1238
1298 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1299 { 1240 {
1300 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1301 op->destroy (); 1242 op->destroy ();
1302 return; 1243 return;
1304 } 1245 }
1305 } 1246 }
1306 } 1247 }
1307} 1248}
1308 1249
1309int 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
1310process_object (object *op) 1297process_object (object *op)
1311{ 1298{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1313 return 0; 1300 return;
1314 1301
1315 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1303 return;
1317 1304
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1320 return 1; 1307 return;
1321 1308
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1323 { 1310 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1328 1312
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1330 make_sure_seen (op); 1314 make_sure_seen (op);
1331 } 1315 }
1332 1316
1333 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 ))
1334 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1335 change_object (op); 1325 change_object (op);
1336 return 1; 1326 return;
1337 } 1327 }
1338 1328
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1340 generate_monster (op); 1330 generate_monster (op);
1341 1331
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1343 { 1333 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1345 remove_force (op); 1335 remove_force (op);
1346 else 1336 else
1347 { 1337 {
1348 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1339
1351 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1358 1342
1359 op->destroy (); 1343 op->drop_and_destroy ();
1360 } 1344 }
1361 1345
1362 return 1; 1346 return;
1347 }
1363 } 1348 }
1364 1349
1365 switch (op->type) 1350 switch (op->type)
1366 { 1351 {
1367 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1368 move_spell_effect (op); 1353 move_spell_effect (op);
1369 return 1; 1354 break;
1370 1355
1371 case ROD: 1356 case ROD:
1372 case HORN: 1357 case HORN:
1373 regenerate_rod (op); 1358 regenerate_rod (op);
1374 return 1; 1359 break;
1375 1360
1376 case FORCE: 1361 case FORCE:
1377 case POTION_EFFECT: 1362 case POTION_EFFECT:
1378 remove_force (op); 1363 remove_force (op);
1379 return 1; 1364 break;
1380 1365
1381 case BLINDNESS: 1366 case BLINDNESS:
1382 remove_blindness (op); 1367 remove_blindness (op);
1383 return 0; 1368 break;
1384 1369
1385 case POISONING: 1370 case POISONING:
1386 poison_more (op); 1371 poison_more (op);
1387 return 0; 1372 break;
1388 1373
1389 case DISEASE: 1374 case DISEASE:
1390 move_disease (op); 1375 move_disease (op);
1391 return 0; 1376 break;
1392 1377
1393 case SYMPTOM: 1378 case SYMPTOM:
1394 move_symptom (op); 1379 move_symptom (op);
1395 return 0; 1380 break;
1396 1381
1397 case THROWN_OBJ: 1382 case THROWN_OBJ:
1398 case ARROW: 1383 case ARROW:
1399 move_arrow (op); 1384 move_arrow (op);
1400 return 0; 1385 break;
1401 1386
1402 case DOOR: 1387 case DOOR:
1403 remove_door (op); 1388 remove_door (op);
1404 return 0; 1389 break;
1405 1390
1406 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1407 remove_door2 (op); 1392 remove_door2 (op);
1408 return 0; 1393 break;
1409 1394
1410 case TELEPORTER: 1395 case TELEPORTER:
1411 move_teleporter (op); 1396 move_teleporter (op);
1412 return 0; 1397 break;
1413 1398
1414 case GOLEM: 1399 case GOLEM:
1415 move_golem (op); 1400 move_golem (op);
1416 return 0; 1401 break;
1417 1402
1418 case EARTHWALL: 1403 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1405 break;
1421 1406
1422 case FIREWALL: 1407 case FIREWALL:
1423 move_firewall (op); 1408 move_firewall (op);
1424 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1425 animate_turning (op); 1410 animate_turning (op);
1426 return 0; 1411 break;
1427 1412
1428 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1429 do_mood_floor (op); 1414 do_mood_floor (op);
1430 return 0; 1415 break;
1431 1416
1432 case GATE: 1417 case GATE:
1433 move_gate (op); 1418 move_gate (op);
1434 return 0; 1419 break;
1435 1420
1436 case TIMED_GATE: 1421 case TIMED_GATE:
1437 move_timed_gate (op); 1422 move_timed_gate (op);
1438 return 0; 1423 break;
1439 1424
1440 case TRIGGER: 1425 case TRIGGER:
1441 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1429 animate_trigger (op);
1445 return 0; 1430 break;
1446 1431
1447 case DETECTOR: 1432 case DETECTOR:
1448 move_detector (op); 1433 move_detector (op);
1449 1434
1450 case DIRECTOR: 1435 case DIRECTOR:
1451 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1452 animate_turning (op); 1437 animate_turning (op);
1453 return 0; 1438 break;
1454 1439
1455 case HOLE: 1440 case HOLE:
1456 move_hole (op); 1441 move_hole (op);
1457 return 0; 1442 break;
1458 1443
1459 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1445 move_deep_swamp (op);
1461 return 0; 1446 break;
1462 1447
1463 case RUNE: 1448 case RUNE:
1464 case TRAP: 1449 case TRAP:
1465 move_rune (op); 1450 move_rune (op);
1466 return 0; 1451 break;
1467 1452
1468 case PLAYERMOVER: 1453 case PLAYERMOVER:
1469 move_player_mover (op); 1454 move_player_mover (op);
1470 return 0; 1455 break;
1471 1456
1472 case CREATOR: 1457 case CREATOR:
1473 move_creator (op); 1458 move_creator (op);
1474 return 0; 1459 break;
1475 1460
1476 case MARKER: 1461 case MARKER:
1477 move_marker (op); 1462 move_marker (op);
1478 return 0; 1463 break;
1479 1464
1480 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1481 move_player_changer (op); 1466 move_player_changer (op);
1482 return 0; 1467 break;
1483 1468
1484 case PEACEMAKER: 1469 case PEACEMAKER:
1485 move_peacemaker (op); 1470 move_peacemaker (op);
1486 return 0; 1471 break;
1487 }
1488 1472
1489 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 }
1490} 1491}
1492

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