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Comparing deliantra/server/server/time.C (file contents):
Revision 1.41 by root, Sat Mar 17 20:34:19 2007 UTC vs.
Revision 1.128 by root, Wed Dec 5 19:03:27 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* 26/*
26 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 28 * collected in this file.
28 */ 29 */
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
36 */ 37 */
37void 38void
38remove_door (object *op) 39remove_door (object *op)
39{ 40{
40 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
41 object *tmp; 43 object *tmp;
42 44 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 45 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 48 {
46 tmp->set_speed (0.1); 49 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
48 } 51 }
52 }
49 53
50 if (op->other_arch) 54 if (op->other_arch)
51 { 55 {
52 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 57 tmp->x = op->x;
54 tmp->y = op->y; 58 tmp->y = op->y;
55 tmp->map = op->map; 59 tmp->map = op->map;
56 tmp->level = op->level; 60 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
58 } 62 }
59 63
60 op->destroy (); 64 op->drop_and_destroy ();
61} 65}
62 66
63void 67void
64remove_door2 (object *op) 68remove_door2 (object *op)
65{ 69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
68 72
69 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
70 { 74 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
72 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 77 { /* same key both doors */
74 tmp->set_speed (0.1); 78 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
76 } 80 }
77 } 81 }
78 82
79 if (op->other_arch) 83 if (op->other_arch)
80 { 84 {
81 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 86 tmp->x = op->x;
83 tmp->y = op->y; 87 tmp->y = op->y;
84 tmp->map = op->map; 88 tmp->map = op->map;
85 tmp->level = op->level; 89 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
87 } 91 }
88 92
89 op->destroy (); 93 op->drop_and_destroy ();
90} 94}
91 95
92/* Will generate a monster according to content 96static void
93 * of generator.
94 */
95void
96generate_monster_inv (object *gen) 97generate_monster (object *gen)
97{ 98{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 99 if (!gen->map)
153 return; 100 return;
154 101
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
156 if (i == -1)
157 return; 103 return;
158 104
159 while (at) 105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
110 object *op;
111 int dir;
112
113 if (gen->flag [FLAG_CONTENT_ON_GEN])
114 {
115 // either copy one item from the inventory...
116 if (!gen->inv)
117 return;
118
119 // first select one item from the inventory
120 int index = 0;
121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
122 if (!rndm (++index))
123 op = tmp;
124
125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
128
129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
160 { 133 }
161 op = arch_to_object (at); 134 else if (gen->other_arch)
162 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
163 op->y = gen->y + freearr_y[i] + at->clone.y; 136 // ...or use other_arch
137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
138 if (dir < 0)
139 return;
164 140
165 if (head) 141 op = gen->other_arch->instance ();
166 op->head = head, prev->more = op; 142 }
143 else
144 return;
167 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
168 if (rndm (0, 9)) 152 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
170 154
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ()) 155 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
177 157
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 158 return;
159 }
192 160
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 161 op->destroy ();
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198} 162}
199 163
200void 164static void
201remove_force (object *op) 165remove_force (object *op)
202{ 166{
203 if (--op->duration > 0) 167 if (--op->duration > 0)
204 return; 168 return;
205 169
206 if (op->env) 170 if (op->env)
207 switch (op->subtype) 171 switch (op->subtype)
208 { 172 {
209 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
212 176
213 default: 177 default:
214 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
215 change_abil (op->env, op); 179 change_abil (op->env, op);
216 op->env->update_stats (); 180 op->env->update_stats ();
217 } 181 }
218 182
219 op->destroy (); 183 op->destroy ();
220} 184}
221 185
222void 186static void
223remove_blindness (object *op) 187remove_blindness (object *op)
224{ 188{
225 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
226 return; 190 return;
227 191
228 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
229 193
230 if (op->env) 194 if (op->env)
231 { 195 {
232 change_abil (op->env, op); 196 change_abil (op->env, op);
233 op->env->update_stats (); 197 op->env->update_stats ();
234 } 198 }
235 199
236 op->destroy (); 200 op->destroy ();
237} 201}
238 202
239void 203static void
240poison_more (object *op) 204poison_more (object *op)
241{ 205{
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
243 { 207 {
244 op->destroy (); 208 op->destroy ();
245 return; 209 return;
246 } 210 }
247 211
250 /* need to unapply the object before update_stats is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 215 * will not do anything.
252 */ 216 */
253 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
254 { 218 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
256 op->env->update_stats (); 220 op->env->update_stats ();
257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258 } 222 }
259 223
260 op->destroy (); 224 op->destroy ();
269 233
270 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
271} 235}
272 236
273 237
274void 238static void
275move_gate (object *op) 239move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
277 object *tmp; 241 object *tmp;
278 242
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
280 { 244 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
282 op->stats.wc = 0; 246 op->stats.wc = 0;
283 } 247 }
284 248
285 /* We're going down */
286 if (op->value) 249 if (op->value)
287 { 250 {
251 /* We're going down */
288 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
289 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
290 op->stats.wc = 0; 254 op->stats.wc = 0;
291 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
292 op->value = 0; 256 op->value = 0;
293 else 257 else
294 op->set_speed (0); 258 op->set_speed (0);
295 } 259 }
296 260
297 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
298 { 262 {
299 op->move_block = 0; 263 op->move_block = 0;
300 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
301 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
302 } 266 }
303
304 SET_ANIMATION (op, op->stats.wc);
305 update_object (op, UP_OBJ_CHANGE);
306 return;
307 }
308
309 /* We're going up */
310
311 /* First, lets see if we are already at the top */
312 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
313 {
314
315 /* Check to make sure that only non pickable and non rollable
316 * objects are above the gate. If so, we finish closing the gate,
317 * otherwise, we fall through to the code below which should lower
318 * the gate slightly.
319 */
320
321 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
322 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
323 break;
324
325 if (tmp == NULL)
326 {
327 if (op->arch->clone.speed)
328 op->value = 1;
329 else
330 op->set_speed (0);
331
332 return;
333 }
334 }
335
336 if (op->stats.food)
337 { /* The gate is going temporarily down */
338 if (--op->stats.wc <= 0)
339 { /* Gone all the way down? */
340 op->stats.food = 0; /* Then let's try again */
341 op->stats.wc = 0;
342 }
343 } 267 }
344 else 268 else
269 {
270 /* We're going up */
271
272 /* First, lets see if we are already at the top */
273 if (op->stats.wc == op->anim_frames () - 1)
274 {
275 /* Check to make sure that only non pickable and non rollable
276 * objects are above the gate. If so, we finish closing the gate,
277 * otherwise, we fall through to the code below which should lower
278 * the gate slightly.
279 */
280
281 for (tmp = op->above; tmp; tmp = tmp->above)
282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
283 break;
284
285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
345 { /* The gate is still going up */ 305 { /* The gate is still going up */
346 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
347 308
348 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
349 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
350
351 /* If there is something on top of the gate, we try to roll it off. 309 /* If there is something on top of the gate, we try to roll it off.
352 * If a player/monster, we don't roll, we just hit them with damage 310 * If a player/monster, we don't roll, we just hit them with damage
353 */ 311 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
355 { 313 {
356 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
359
360 if (tmp != NULL)
361 { 317 ;
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
363 { 320 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
365 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 }
368 else
369 /* If the object is not alive, and the object either can
370 * be picked up or the object rolls, move the object
371 * off the gate.
372 */
373 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
374 {
375 /* If it has speed, it should move itself, otherwise: */
376 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
377
378 /* If there is a free spot, move the object someplace */
379 if (i != -1)
380 { 322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
341 mapxy pos (tmp);
342 pos.move (i);
343 if (pos.normalise ())
381 tmp->remove (); 344 tmp->move_to (pos);
382 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
383 insert_ob_in_map (tmp, op->map, op, 0);
384 } 346 }
385 } 347 }
386 }
387 348
388 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
389 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
390 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
391 break; 352 break;
392 353
393 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
394 if (tmp) 355 if (tmp)
395 {
396 op->stats.food = 1; 356 op->stats.food = 1;
397 }
398 else 357 else
399 { 358 {
400 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
401 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
402 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
403 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
404 } 365 }
405 } /* gate is halfway up */ 366 } /* gate is halfway up */
406
407 SET_ANIMATION (op, op->stats.wc);
408 update_object (op, UP_OBJ_CHANGE);
409 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
410} 371}
411 372
412/* hp : how long door is open/closed 373/* hp : how long door is open/closed
413 * maxhp : initial value for hp 374 * maxhp : initial value for hp
414 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
415 */ 376 */
416void 377static void
417move_timed_gate (object *op) 378move_timed_gate (object *op)
418{ 379{
419 int v = op->value; 380 int v = op->value;
420 381
421 if (op->stats.sp) 382 if (op->stats.sp)
422 { 383 {
423 move_gate (op); 384 move_gate (op);
385
424 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
425 op->stats.sp = 0; 387 op->stats.sp = 0;
426 return; 388 return;
427 } 389 }
390
428 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
429 { /* keep gate down */ 392 { /* keep gate down */
430 move_gate (op); 393 move_gate (op);
394
431 if (op->value != v) 395 if (op->value != v)
432 op->set_speed (0); 396 op->set_speed (0);
433 } 397 }
434} 398}
435 399
437 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
438 * connected: connected value of detector 402 * connected: connected value of detector
439 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
440 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
441 */ 405 */
442 406static void
443void
444move_detector (object *op) 407move_detector (object *op)
445{ 408{
446 object *tmp; 409 object *tmp;
447 int last = op->value; 410 int last = op->value;
448 int detected; 411 int detected;
449 412
450 detected = 0; 413 detected = 0;
451 414
452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 415 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
453 { 416 {
454 object *tmp2; 417 object *tmp2;
455 418
456 if (op->stats.hp) 419 if (op->stats.hp)
457 { 420 {
475 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
476 { 439 {
477 if (detected && last == 0) 440 if (detected && last == 0)
478 { 441 {
479 op->value = 1; 442 op->value = 1;
480 push_button (op); 443 push_button (op, tmp);
481 } 444 }
445
482 if (!detected && last == 1) 446 if (!detected && last == 1)
483 { 447 {
484 op->value = 0; 448 op->value = 0;
485 push_button (op); 449 push_button (op, tmp);
486 } 450 }
487 } 451 }
488 else 452 else
489 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
490 if (detected && last == 1) 454 if (detected && last == 1)
491 { 455 {
492 op->value = 0; 456 op->value = 0;
493 push_button (op); 457 push_button (op, tmp);
494 } 458 }
459
495 if (!detected && last == 0) 460 if (!detected && last == 0)
496 { 461 {
497 op->value = 1; 462 op->value = 1;
498 push_button (op); 463 push_button (op, tmp);
499 } 464 }
500 } 465 }
501} 466}
502
503 467
504void 468void
505animate_trigger (object *op) 469animate_trigger (object *op)
506{ 470{
507 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
508 { 472 {
509 op->stats.wc = 0; 473 op->stats.wc = 0;
510 check_trigger (op, NULL); 474 check_trigger (op, NULL);
511 } 475 }
512 else 476 else
513 { 477 op->update_anim_frame (op->stats.wc);
514 SET_ANIMATION (op, op->stats.wc);
515 update_object (op, UP_OBJ_FACE);
516 }
517} 478}
518 479
519void 480static void
520move_hole (object *op) 481move_hole (object *op)
521{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
522 object *next, *tmp;
523
524 if (op->value) 483 if (op->value)
525 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
526 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
527 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
528 op->stats.wc = 0; 489 op->stats.wc = 0;
529 op->set_speed (0); 490 op->set_speed (0);
530 491
531 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
532 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
533 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
534 { 495 {
535 next = tmp->above; 496 next = tmp->above;
536 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
537 } 498 }
538 } 499 }
539 500 }
540 SET_ANIMATION (op, op->stats.wc); 501 else
541 update_object (op, UP_OBJ_FACE);
542 return;
543 } 502 {
544 /* We're closing */ 503 /* We're closing */
545 op->move_on = 0; 504 op->move_on = 0;
546 505
547 op->stats.wc++; 506 op->stats.wc++;
548 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
549 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
550 509 op->stats.wc = op->anim_frames () - 1;
551 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE);
553 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
554 op->set_speed (0); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
511 }
512 }
513
514 op->update_anim_frame (op->stats.wc);
555} 515}
556 516
557 517
558/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
559 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
579 { 539 {
580 object *payload = op->inv; 540 object *payload = op->inv;
581 541
582 if (payload == NULL) 542 if (payload == NULL)
583 return NULL; 543 return NULL;
544
584 payload->remove (); 545 payload->remove ();
585 op->destroy (); 546 op->destroy ();
586 return payload; 547 return payload;
587 } 548 }
588 549
605fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
606{ 567{
607 if (map == NULL) 568 if (map == NULL)
608 return; 569 return;
609 570
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
611 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 573 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
614} 575}
615 576
623 return NULL; 584 return NULL;
624 } 585 }
625 586
626 op->set_speed (0); 587 op->set_speed (0);
627 op->direction = 0; 588 op->direction = 0;
628 op->move_on = 0; 589 op->move_on = 0;
629 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
633 op->slaying = 0; 597 op->slaying = op->custom_name;
634 op->skill = 0;
635 598
636 if (op->spellarg != NULL)
637 {
638 op->slaying = op->spellarg;
639 free (op->spellarg);
640 op->spellarg = NULL;
641 }
642 else
643 op->slaying = NULL;
644
645 /* Reset these to zero, so that object::can_merge will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
646 op->spellarg = NULL; 600 op->custom_name = 0;
647 op->stats.sp = 0; 601 op->stats.sp = 0;
648 op->stats.hp = 0; 602 op->stats.hp = 0;
649 op->stats.grace = 0; 603 op->stats.grace = 0;
650 op->level = 0; 604 op->level = 0;
651 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 606 op->owner = 0;
607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
653 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
654 return op; 612 return op;
655} 613}
656 614
657/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 616 * has to stop. Sept 96 - I added in thrown object code in
667 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
668 return; 626 return;
669 627
670 if (op->inv) 628 if (op->inv)
671 { 629 {
630 // replace this by straightforward drop to ground?
672 object *payload = op->inv; 631 object *payload = op->inv;
673 632
674 payload->remove ();
675 payload->owner = 0; 633 payload->owner = 0;
676 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
677 op->destroy (); 635 op->destroy ();
678 } 636 }
679 else 637 else
680 { 638 {
681 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
682 if (op) 641 if (op)
683 merge_ob (op, NULL); 642 merge_ob (op, 0);
684 } 643 }
685} 644}
686 645
687/* Move an arrow along its course. op is the arrow or thrown object. 646/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
688 */ 647 */
689void 648void
690move_arrow (object *op) 649move_arrow (object *op)
691{ 650{
692 object *tmp;
693 sint16 new_x, new_y;
694 int was_reflected, mflags; 651 int was_reflected;
695 maptile *m;
696 652
697 if (op->map == NULL) 653 if (!op->map)
698 { 654 {
699 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
700 op->destroy (); 656 op->destroy ();
701 return; 657 return;
702 } 658 }
703 659
704 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
710 * is if the player throws a bomb - the bomb explodes on its own, 666 * is if the player throws a bomb - the bomb explodes on its own,
711 * but this object sticks around. We could handle the cleanup in the 667 * but this object sticks around. We could handle the cleanup in the
712 * bomb code, but there are potential other cases where that could happen, 668 * bomb code, but there are potential other cases where that could happen,
713 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
714 */ 670 */
715 if (op->inv == NULL) 671 if (!op->inv)
716 { 672 {
717 op->destroy (); 673 op->destroy ();
718 return; 674 return;
719 } 675 }
720 676
723 stop_arrow (op); 679 stop_arrow (op);
724 return; 680 return;
725 } 681 }
726 } 682 }
727 683
684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
685 * about 17 squares. Tune as needed.
686 */
687 op->set_speed (op->speed - 0.05);
688
728 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
729 values look rediculous. */ 690 values look ridiculous. */
730 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
731 { 692 {
732 stop_arrow (op); 693 stop_arrow (op);
733 return; 694 return;
734 } 695 }
735 696
736 /* Calculate target map square */ 697 /* Calculate target map square */
737 new_x = op->x + DIRX (op);
738 new_y = op->y + DIRY (op);
739 was_reflected = 0; 698 was_reflected = 0;
740 699
741 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
742 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743 701
744 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
745 { 703 {
746 stop_arrow (op); 704 stop_arrow (op);
747 return; 705 return;
748 } 706 }
749 707
750 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
751 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
752 { 710 {
753 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
754 if (QUERY_FLAG (tmp, FLAG_ALIVE))
755 break;
756 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
757 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
758 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
759 * move into it. 718 * move into it.
760 */ 719 */
761 if (tmp && tmp != op->owner) 720
762 {
763 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
764 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
765 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
766 */ 724 */
767 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
768 { 726 {
769 int number = op->face;
770
771 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
772 op->state = 0;
773 update_turn_face (op); 728 update_turn_face (op);
774 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
775 } 730 }
776 else 731 else
777 { 732 {
778 /* Attack the object. */ 733 /* Attack the object. */
779 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
780 735
781 if (!op) 736 if (!op)
782 return; 737 return;
783 } 738 }
784 } /* if this is not hitting its owner */
785 } /* if there is something alive on this space */
786 739
787 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 740 break;
741 }
742 }
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
788 { 745 {
789 int retry = 0; 746 int retry = 0;
790 747
791 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
792 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
793 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
794 * Mapmakers shouldn't put monsters on top of wall in the first 751 * Mapmakers shouldn't put monsters on top of wall in the first
795 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
796 */ 753 */
797 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
798 { 755 {
799 stop_arrow (op); 756 stop_arrow (op);
800 return; 757 return;
801 } 758 }
802 else 759 else
805 if (op->direction & 1) 762 if (op->direction & 1)
806 { 763 {
807 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
808 retry = 1; 765 retry = 1;
809 } 766 }
767
810 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
811 * use this retry here to make this one block 769 * use this retry here to make this one block
812 * that did the same thing. 770 * that did the same thing.
813 */ 771 */
814 while (retry < 2) 772 while (retry < 2)
815 { 773 {
816 int left, right, mflags;
817 maptile *m1;
818 sint16 x1, y1;
819
820 retry++; 774 retry++;
821 775
822 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
823 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
824 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
825 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
826 */ 780 */
827 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
828 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
829 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
830 783
831 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
832 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
833 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
834 786
835 if (left == right) 787 if (left == right)
836 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
837 else if (left) 789 else if (left)
838 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
839 else if (right) 791 else if (right)
840 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
841 793
842 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
843
844 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
845 * don't need to retry again. 795 * don't need to retry again.
846 */ 796 */
847 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
848 break; 799 break;
849
850 } 800 }
801
851 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
852 * top it from moving. 803 * stop it from moving.
853 */ 804 */
854 if (retry == 2) 805 if (retry == 2)
855 { 806 {
856 stop_arrow (op); 807 stop_arrow (op);
857 return; 808 return;
858 } 809 }
810
859 /* update object image for new facing */ 811 /* update object image for new facing */
860 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
861 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
862 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
863 } /* object is reflected */ 815 } /* object is reflected */
864 } /* object ran into a wall */ 816 } /* object ran into a wall */
865 817
866 /* Move the arrow. */ 818 /* Move the arrow. */
867 op->remove (); 819 op->move_to (pos);
868 op->x = new_x;
869 op->y = new_y;
870
871 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
872 * about 17 squares. Tune as needed.
873 */
874 op->speed -= 0.05;
875 insert_ob_in_map (op, m, op, 0);
876} 820}
877 821
878/* This routine doesnt seem to work for "inanimate" objects that 822static void
879 * are being carried, ie a held torch leaps from your hands!.
880 * Modified this routine to allow held objects. b.t. */
881
882void
883change_object (object *op) 823change_object (object *op)
884{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
885 int i, j;
886
887 if (op->other_arch == NULL) 825 if (!op->other_arch)
888 { 826 {
889 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
890 return; 828 return;
891 } 829 }
892 830
893 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
894 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
895 { 833 {
896 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
897 return; 835 return;
836
837 op->stats.food = 1; /* so 1 other_arch is made */
838 }
839
840 object *env = op->env;
841
842 op->remove ();
843 for (int i = 0; i < op->stats.food; i++)
844 {
845 object *tmp = op->other_arch->instance ();
846
847 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
848
849 if (env)
850 env->insert (tmp);
898 else 851 else
899 op->stats.food = 1; /* so 1 other_arch is made */
900 }
901
902 object *pl = op->in_player ();
903 object *env = op->env;
904
905 op->remove ();
906 for (i = 0; i < NROFNEWOBJS (op); i++)
907 {
908 object *tmp = arch_to_object (op->other_arch);
909
910 if (op->type == LAMP)
911 tmp->stats.food = op->stats.food - 1;
912
913 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
914 if (env)
915 {
916 tmp->x = env->x, tmp->y = env->y;
917 tmp = insert_ob_in_ob (tmp, env);
918
919 /* If this object is the players inventory, we need to tell the
920 * client of the change. Insert_ob_in_map takes care of the
921 * updating the client, so we don't need to do that below.
922 */
923 if (pl)
924 {
925 esrv_del_item (pl->contr, op->count);
926 esrv_send_item (pl, tmp);
927 }
928 } 852 {
929 else
930 {
931 j = find_first_free_spot (tmp, op->map, op->x, op->y); 853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
932 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
933 tmp->destroy (); 856 tmp->destroy ();
934 else 857 else
935 { 858 {
936 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
937 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
938 } 863 }
939 } 864 }
940 } 865 }
941 866
942 op->destroy (); 867 op->destroy ();
958 move_teleporter (op->more); 883 move_teleporter (op->more);
959 884
960 if (op->head) 885 if (op->head)
961 head = op->head; 886 head = op->head;
962 887
963 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
964 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
965 break; 890 break;
966 891
967 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
968 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
969 return; 894 return;
970 895
971 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
972 { 897 {
973 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
998 else 923 else
999 { 924 {
1000 /* Random teleporter */ 925 /* Random teleporter */
1001 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1002 return; 927 return;
928
1003 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1004 } 930 }
1005} 931}
1006
1007 932
1008/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1009 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1010 This was invented for giving classes, but there's no reason it 935 This was invented for giving classes, but there's no reason it
1011 can't be generalized. 936 can't be generalized.
1012*/ 937*/
1013void 938static void
1014move_player_changer (object *op) 939move_player_changer (object *op)
1015{ 940{
1016 object *player;
1017 object *walk;
1018
1019 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1020 return; 942 return;
1021 943
1022 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1023 * needs to be on top. 945 * needs to be on top.
1024 */ 946 */
1025 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1026 { 948 {
949 object *player = op->above;
950
1027 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1028 return; 952 return;
1029 953
1030 player = op->above;
1031
1032 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1033 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1034 956
1035 player->update_stats (); 957 player->update_stats ();
1036 958
1037 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1064 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1065 987
1066 spell = op->inv; 988 spell = op->inv;
1067 989
1068 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1069 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1070 992
1071 if (!spell) 993 if (!spell)
1072 { 994 {
1073 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 995 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1074 return; 996 return;
1075 } 997 }
1076 998
1077 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1078} 1000}
1079 1001
1080/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1081 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1082 * 1004 *
1083 * a player mover finds any players that are sitting on it. It 1005 * a player mover finds any players that are sitting on it. It
1084 * moves them in the op->stats.sp direction. speed is how often it'll move. 1006 * moves them in the op->stats.sp direction. speed is how often it'll move.
1085 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1007 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1086 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1008 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1087 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1088 */ 1010 */
1089void 1011static void
1090move_player_mover (object *op) 1012move_player_mover (object *op)
1091{ 1013{
1092 object *victim, *nextmover; 1014 int dir = 0;
1093 int dir = op->stats.sp;
1094 sint16 nx, ny;
1095 maptile *m;
1096 1015
1097 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1098 if (!dir)
1099 dir = rndm (1, 8);
1100
1101 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1102 { 1017 {
1103 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1104 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1105 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1106 1041
1107 if (victim->head) 1042 if (victim->head)
1108 victim = victim->head; 1043 victim = victim->head;
1109 1044
1110 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1111 {
1112 op->remove ();
1113 return;
1114 }
1115
1116 nx = op->x + freearr_x[dir];
1117 ny = op->y + freearr_y[dir];
1118 m = op->map;
1119 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1120 {
1121 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1122 return;
1123 }
1124
1125 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1126 return; 1046 return;
1127 1047
1128 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1129 { 1049 {
1130 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1131 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1132 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1133 {
1134 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1054 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1135 }
1136 } 1055 }
1137 1056
1138 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1139 { 1058 {
1140 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1141 if (op->level) 1060 if (op->level)
1142 { 1061 {
1143 /* Following is a bit of hack. We need to make sure it 1062 /* Following is a bit of hack. We need to make sure it
1144 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1145 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1146 * get to this space. 1065 * get to this space.
1147 */ 1066 */
1148 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1149 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1150 move_player (victim, dir); 1069 move_player (victim, dir);
1151 } 1070 }
1152 else 1071 else
1153 return; 1072 return;
1154 } 1073 }
1155 else 1074 else
1156 move_object (victim, dir); 1075 victim->move (dir);
1157 1076
1158 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1159 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1160 1079
1161 if (op->attacktype) 1080 if (op->attacktype)
1162 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1163
1164 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1082 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1165 /* Not sure why, but for some chars on metalforge, they
1166 * would sometimes get -inf speed_left, and from the
1167 * description, it could only happen here, so just put
1168 * a lower sanity limit. My only guess is that the
1169 * mover has 0 speed.
1170 */
1171 if (victim->speed_left < -5.0)
1172 victim->speed_left = -5.0;
1173 } 1083 }
1174 } 1084 }
1175 } 1085 }
1176} 1086}
1177 1087
1196 if (op->above == NULL) 1106 if (op->above == NULL)
1197 return; 1107 return;
1198 1108
1199 for (tmp = op->above; tmp; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1200 { 1110 {
1201 if (op->other_arch->name == tmp->arch->name) 1111 if (op->other_arch->archname == tmp->arch->archname)
1202 { 1112 {
1203 if (op->level <= 0) 1113 if (op->level <= 0)
1204 tmp->destroy (); 1114 tmp->destroy ();
1205 else 1115 else
1206 { 1116 {
1215 break; 1125 break;
1216 } 1126 }
1217 } 1127 }
1218} 1128}
1219 1129
1220/* move_creator (by peterm) 1130/* move_creator (by peterm)
1221 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1222 * connected: what will trigger it 1132 * connected: what will trigger it
1223 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1224 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1225 * everytime it's triggered 1135 * everytime it's triggered
1228 * has to make sure that there is in fact space for the object. 1138 * has to make sure that there is in fact space for the object.
1229 * It should really do this for small objects also, but there is 1139 * It should really do this for small objects also, but there is
1230 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1231 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1232*/ 1142*/
1233
1234void 1143void
1235move_creator (object *creator) 1144move_creator (object *creator)
1236{ 1145{
1237 object *new_ob; 1146 object *new_ob;
1238 1147
1239 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1240 { 1149 {
1241 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1242 return; 1151 return;
1243 } 1152 }
1244 1153
1245 if (creator->inv != NULL) 1154 if (creator->inv)
1246 { 1155 {
1247 object *ob; 1156 object *ob;
1248 int i; 1157 int i;
1249 object *ob_to_copy; 1158 object *ob_to_copy;
1250 1159
1251 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1252 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1253 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1254 { 1163 {
1255 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1256 { 1165 {
1257 ob_to_copy = ob; 1166 ob_to_copy = ob;
1258 } 1167 }
1259 } 1168 }
1260 new_ob = object_create_clone (ob_to_copy); 1169
1261 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1262 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1263 } 1173 }
1264 else 1174 else
1265 { 1175 {
1266 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1267 { 1177 {
1268 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1178 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1269 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1270 return; 1180 return;
1271 } 1181 }
1273 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1274 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1275 } 1185 }
1276 1186
1277 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1278 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1188 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1279 { 1189 {
1280 new_ob->destroy (); 1190 new_ob->destroy ();
1281 return; 1191 return;
1282 } 1192 }
1283 1193
1194 // for now lets try to identify everything generated here, it mostly
1195 // happens automated, so this will at least fix many identify-experience holes
1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1198
1284 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1285 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1286 return; 1201 return;
1287 1202
1288 if (creator->slaying) 1203 if (creator->slaying)
1289 {
1290 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1291 }
1292} 1205}
1293 1206
1294/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1295 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1296 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1302void 1215void
1303move_marker (object *op) 1216move_marker (object *op)
1304{ 1217{
1305 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1306 { 1219 {
1307 object *tmp2;
1308
1309 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1310 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1311 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1312 { 1225 {
1313 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1314 break;
1315 }
1316 1227
1317 /* cycle through his inventory to look for the MARK we want to
1318 * place
1319 */
1320 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1321 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1322 break;
1323
1324 /* if we didn't find our own MARK */
1325 if (!tmp2)
1326 {
1327 object *force = get_archetype (FORCE_NAME);
1328
1329 if (op->stats.food)
1330 {
1331 force->set_speed (0.01);
1332 force->speed_left = -op->stats.food;
1333 }
1334 else
1335 force->set_speed (0);
1336
1337 /* put in the lock code */
1338 force->slaying = op->slaying;
1339
1340 if (op->lore)
1341 force->lore = op->lore;
1342
1343 insert_ob_in_ob (force, tmp);
1344 if (op->msg) 1228 if (op->msg)
1345 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1346 1230
1347 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1348 { 1232 {
1349 op->stats.hp--; 1233 op->stats.hp--;
1234
1350 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1351 { 1236 {
1352 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1353 op->destroy (); 1238 op->destroy ();
1354 return; 1239 return;
1356 } 1241 }
1357 } 1242 }
1358 } 1243 }
1359} 1244}
1360 1245
1361int 1246// mapscript objects activate themselves (only) then their timer fires
1247// TODO: maybe they should simply trigger the link like any other object?
1248static void
1249move_mapscript (object *op)
1250{
1251 op->set_speed (0);
1252 cfperl_mapscript_activate (op, true, op, 0);
1253}
1254
1255static void
1256move_lamp (object *op)
1257{
1258 // if the lamp/torch is off, we should disable it.
1259 if (!op->glow_radius)
1260 {
1261 op->set_speed (0);
1262 return;
1263 }
1264 else
1265 {
1266 // check whether the face might need to be updated
1267 // (currently this is needed to have already switched on torches
1268 // on maps, as they just set the glow_radius in the archetype)
1269 if (op->other_arch
1270 && (
1271 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1272 || (op->flag [FLAG_ANIMATE]
1273 ? (op->animation_id != op->other_arch->animation_id)
1274 : (op->face != op->other_arch->face))
1275 ))
1276 get_animation_from_arch (op, op->other_arch);
1277 }
1278
1279 // lamps and torches on maps don't use up their fuel
1280 if (op->is_on_map ())
1281 return;
1282
1283 if (op->stats.food > 0)
1284 {
1285 op->stats.food--;
1286 return;
1287 }
1288
1289 apply_lamp (op, false);
1290}
1291
1292void
1362process_object (object *op) 1293process_object (object *op)
1363{ 1294{
1364 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1365 return 0; 1296 return;
1366 1297
1367 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1368 return 0; 1299 return;
1369 1300
1370 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1371 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1372 return 1; 1303 return;
1373 1304
1374 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1375 { 1306 {
1376 if (op->type == PLAYER)
1377 animate_object (op, op->facing);
1378 else
1379 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1380 1308
1381 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1382 make_sure_seen (op); 1310 make_sure_seen (op);
1383 } 1311 }
1384 1312
1385 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1313 if (ecb_expect_false (
1314 op->flag [FLAG_GENERATOR]
1315 || op->flag [FLAG_CHANGING]
1316 || op->flag [FLAG_IS_USED_UP]
1317 ))
1386 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1387 change_object (op); 1321 change_object (op);
1388 return 1; 1322 return;
1389 } 1323 }
1390 1324
1391 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1392 generate_monster (op); 1326 generate_monster (op);
1393 1327
1394 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1395 { 1329 {
1396 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1397 remove_force (op); 1331 remove_force (op);
1398 else 1332 else
1399 { 1333 {
1400 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1401 object *pl = op->in_player ();
1402 1335
1403 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1404 esrv_del_item (pl->contr, op->count);
1405
1406 op->remove ();
1407
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1410 1338
1411 op->destroy (); 1339 op->drop_and_destroy ();
1412 } 1340 }
1413 1341
1414 return 1; 1342 return;
1343 }
1415 } 1344 }
1416 1345
1417 switch (op->type) 1346 switch (op->type)
1418 { 1347 {
1419 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1420 move_spell_effect (op); 1349 move_spell_effect (op);
1421 return 1; 1350 break;
1422 1351
1423 case ROD: 1352 case ROD:
1424 case HORN: 1353 case HORN:
1425 regenerate_rod (op); 1354 regenerate_rod (op);
1426 return 1; 1355 break;
1427 1356
1428 case FORCE: 1357 case FORCE:
1429 case POTION_EFFECT: 1358 case POTION_EFFECT:
1430 remove_force (op); 1359 remove_force (op);
1431 return 1; 1360 break;
1432 1361
1433 case BLINDNESS: 1362 case BLINDNESS:
1434 remove_blindness (op); 1363 remove_blindness (op);
1435 return 0; 1364 break;
1436 1365
1437 case POISONING: 1366 case POISONING:
1438 poison_more (op); 1367 poison_more (op);
1439 return 0; 1368 break;
1440 1369
1441 case DISEASE: 1370 case DISEASE:
1442 move_disease (op); 1371 move_disease (op);
1443 return 0; 1372 break;
1444 1373
1445 case SYMPTOM: 1374 case SYMPTOM:
1446 move_symptom (op); 1375 move_symptom (op);
1447 return 0; 1376 break;
1448 1377
1449 case THROWN_OBJ: 1378 case THROWN_OBJ:
1450 case ARROW: 1379 case ARROW:
1451 move_arrow (op); 1380 move_arrow (op);
1452 return 0; 1381 break;
1453 1382
1454 case DOOR: 1383 case DOOR:
1455 remove_door (op); 1384 remove_door (op);
1456 return 0; 1385 break;
1457 1386
1458 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1459 remove_door2 (op); 1388 remove_door2 (op);
1460 return 0; 1389 break;
1461 1390
1462 case TELEPORTER: 1391 case TELEPORTER:
1463 move_teleporter (op); 1392 move_teleporter (op);
1464 return 0; 1393 break;
1465 1394
1466 case GOLEM: 1395 case GOLEM:
1467 move_golem (op); 1396 move_golem (op);
1468 return 0; 1397 break;
1469 1398
1470 case EARTHWALL: 1399 case EARTHWALL:
1471 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1472 return 0; 1401 break;
1473 1402
1474 case FIREWALL: 1403 case FIREWALL:
1475 move_firewall (op); 1404 move_firewall (op);
1476 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1477 animate_turning (op); 1406 animate_turning (op);
1478 return 0; 1407 break;
1479 1408
1480 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1481 do_mood_floor (op); 1410 do_mood_floor (op);
1482 return 0; 1411 break;
1483 1412
1484 case GATE: 1413 case GATE:
1485 move_gate (op); 1414 move_gate (op);
1486 return 0; 1415 break;
1487 1416
1488 case TIMED_GATE: 1417 case TIMED_GATE:
1489 move_timed_gate (op); 1418 move_timed_gate (op);
1490 return 0; 1419 break;
1491 1420
1492 case TRIGGER: 1421 case TRIGGER:
1493 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1496 animate_trigger (op); 1425 animate_trigger (op);
1497 return 0; 1426 break;
1498 1427
1499 case DETECTOR: 1428 case DETECTOR:
1500 move_detector (op); 1429 move_detector (op);
1501 1430
1502 case DIRECTOR: 1431 case DIRECTOR:
1503 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1504 animate_turning (op); 1433 animate_turning (op);
1505 return 0; 1434 break;
1506 1435
1507 case HOLE: 1436 case HOLE:
1508 move_hole (op); 1437 move_hole (op);
1509 return 0; 1438 break;
1510 1439
1511 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1512 move_deep_swamp (op); 1441 move_deep_swamp (op);
1513 return 0; 1442 break;
1514 1443
1515 case RUNE: 1444 case RUNE:
1516 case TRAP: 1445 case TRAP:
1517 move_rune (op); 1446 move_rune (op);
1518 return 0; 1447 break;
1519 1448
1520 case PLAYERMOVER: 1449 case PLAYERMOVER:
1521 move_player_mover (op); 1450 move_player_mover (op);
1522 return 0; 1451 break;
1523 1452
1524 case CREATOR: 1453 case CREATOR:
1525 move_creator (op); 1454 move_creator (op);
1526 return 0; 1455 break;
1527 1456
1528 case MARKER: 1457 case MARKER:
1529 move_marker (op); 1458 move_marker (op);
1530 return 0; 1459 break;
1531 1460
1532 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1533 move_player_changer (op); 1462 move_player_changer (op);
1534 return 0; 1463 break;
1535 1464
1536 case PEACEMAKER: 1465 case PEACEMAKER:
1537 move_peacemaker (op); 1466 move_peacemaker (op);
1538 return 0; 1467 break;
1539 }
1540 1468
1541 return 0; 1469 case PLAYER:
1470 // players have their own speed-management, so undo the --speed_left
1471 ++op->speed_left;
1472 break;
1473
1474 case MAPSCRIPT:
1475 move_mapscript (op);
1476 break;
1477
1478 case LAMP:
1479 case TORCH:
1480 move_lamp (op);
1481 break;
1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1542} 1487}
1488

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