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Comparing deliantra/server/server/time.C (file contents):
Revision 1.42 by root, Sat Mar 17 20:36:05 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 update_turn_face (op); 728 update_turn_face (op);
773 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
774 } 730 }
775 else 731 else
776 { 732 {
777 /* Attack the object. */ 733 /* Attack the object. */
778 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
779 735
780 if (!op) 736 if (!op)
781 return; 737 return;
782 } 738 }
783 } /* if this is not hitting its owner */
784 } /* if there is something alive on this space */
785 739
786 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))
787 { 745 {
788 int retry = 0; 746 int retry = 0;
789 747
790 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
791 * 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
792 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
793 * 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
794 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
795 */ 753 */
796 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
797 { 755 {
798 stop_arrow (op); 756 stop_arrow (op);
799 return; 757 return;
800 } 758 }
801 else 759 else
804 if (op->direction & 1) 762 if (op->direction & 1)
805 { 763 {
806 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
807 retry = 1; 765 retry = 1;
808 } 766 }
767
809 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
810 * use this retry here to make this one block 769 * use this retry here to make this one block
811 * that did the same thing. 770 * that did the same thing.
812 */ 771 */
813 while (retry < 2) 772 while (retry < 2)
814 { 773 {
815 int left, right, mflags;
816 maptile *m1;
817 sint16 x1, y1;
818
819 retry++; 774 retry++;
820 775
821 /* 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
822 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
823 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
824 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
825 */ 780 */
826 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));
827 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
828 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
829 783
830 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));
831 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
832 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
833 786
834 if (left == right) 787 if (left == right)
835 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
836 else if (left) 789 else if (left)
837 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
838 else if (right) 791 else if (right)
839 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
840 793
841 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
842
843 /* 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 -
844 * don't need to retry again. 795 * don't need to retry again.
845 */ 796 */
846 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))
847 break; 799 break;
848
849 } 800 }
801
850 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
851 * top it from moving. 803 * stop it from moving.
852 */ 804 */
853 if (retry == 2) 805 if (retry == 2)
854 { 806 {
855 stop_arrow (op); 807 stop_arrow (op);
856 return; 808 return;
857 } 809 }
810
858 /* update object image for new facing */ 811 /* update object image for new facing */
859 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
860 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
861 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
862 } /* object is reflected */ 815 } /* object is reflected */
863 } /* object ran into a wall */ 816 } /* object ran into a wall */
864 817
865 /* Move the arrow. */ 818 /* Move the arrow. */
866 op->remove (); 819 op->move_to (pos);
867 op->x = new_x;
868 op->y = new_y;
869
870 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
871 * about 17 squares. Tune as needed.
872 */
873 op->speed -= 0.05;
874 insert_ob_in_map (op, m, op, 0);
875} 820}
876 821
877/* This routine doesnt seem to work for "inanimate" objects that 822static void
878 * are being carried, ie a held torch leaps from your hands!.
879 * Modified this routine to allow held objects. b.t. */
880
881void
882change_object (object *op) 823change_object (object *op)
883{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
884 int i, j;
885
886 if (op->other_arch == NULL) 825 if (!op->other_arch)
887 { 826 {
888 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 ());
889 return; 828 return;
890 } 829 }
891 830
892 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
893 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
894 { 833 {
895 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
896 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);
897 else 851 else
898 op->stats.food = 1; /* so 1 other_arch is made */
899 }
900
901 object *pl = op->in_player ();
902 object *env = op->env;
903
904 op->remove ();
905 for (i = 0; i < NROFNEWOBJS (op); i++)
906 {
907 object *tmp = arch_to_object (op->other_arch);
908
909 if (op->type == LAMP)
910 tmp->stats.food = op->stats.food - 1;
911
912 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
913 if (env)
914 {
915 tmp->x = env->x, tmp->y = env->y;
916 tmp = insert_ob_in_ob (tmp, env);
917
918 /* If this object is the players inventory, we need to tell the
919 * client of the change. Insert_ob_in_map takes care of the
920 * updating the client, so we don't need to do that below.
921 */
922 if (pl)
923 {
924 esrv_del_item (pl->contr, op->count);
925 esrv_send_item (pl, tmp);
926 }
927 } 852 {
928 else
929 {
930 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
931 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
932 tmp->destroy (); 856 tmp->destroy ();
933 else 857 else
934 { 858 {
935 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
936 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
937 } 863 }
938 } 864 }
939 } 865 }
940 866
941 op->destroy (); 867 op->destroy ();
957 move_teleporter (op->more); 883 move_teleporter (op->more);
958 884
959 if (op->head) 885 if (op->head)
960 head = op->head; 886 head = op->head;
961 887
962 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
963 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
964 break; 890 break;
965 891
966 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
967 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
968 return; 894 return;
969 895
970 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
971 { 897 {
972 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
997 else 923 else
998 { 924 {
999 /* Random teleporter */ 925 /* Random teleporter */
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 927 return;
928
1002 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1003 } 930 }
1004} 931}
1005
1006 932
1007/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1008 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1009 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
1010 can't be generalized. 936 can't be generalized.
1011*/ 937*/
1012void 938static void
1013move_player_changer (object *op) 939move_player_changer (object *op)
1014{ 940{
1015 object *player;
1016 object *walk;
1017
1018 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1019 return; 942 return;
1020 943
1021 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1022 * needs to be on top. 945 * needs to be on top.
1023 */ 946 */
1024 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1025 { 948 {
949 object *player = op->above;
950
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1027 return; 952 return;
1028 953
1029 player = op->above;
1030
1031 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1032 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1033 956
1034 player->update_stats (); 957 player->update_stats ();
1035 958
1036 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1063 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1064 987
1065 spell = op->inv; 988 spell = op->inv;
1066 989
1067 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1068 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1069 992
1070 if (!spell) 993 if (!spell)
1071 { 994 {
1072 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);
1073 return; 996 return;
1074 } 997 }
1075 998
1076 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);
1077} 1000}
1078 1001
1079/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1080 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1081 * 1004 *
1082 * 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
1083 * 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.
1084 * 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,
1085 * 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,
1086 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1087 */ 1010 */
1088void 1011static void
1089move_player_mover (object *op) 1012move_player_mover (object *op)
1090{ 1013{
1091 object *victim, *nextmover; 1014 int dir = 0;
1092 int dir = op->stats.sp;
1093 sint16 nx, ny;
1094 maptile *m;
1095 1015
1096 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1097 if (!dir)
1098 dir = rndm (1, 8);
1099
1100 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1101 { 1017 {
1102 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1103 (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)
1104 { 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 }
1105 1041
1106 if (victim->head) 1042 if (victim->head)
1107 victim = victim->head; 1043 victim = victim->head;
1108 1044
1109 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1110 {
1111 op->remove ();
1112 return;
1113 }
1114
1115 nx = op->x + freearr_x[dir];
1116 ny = op->y + freearr_y[dir];
1117 m = op->map;
1118 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1119 {
1120 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1121 return;
1122 }
1123
1124 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1125 return; 1046 return;
1126 1047
1127 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)
1128 { 1049 {
1129 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1130 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1131 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1132 {
1133 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 */
1134 }
1135 } 1055 }
1136 1056
1137 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1138 { 1058 {
1139 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1140 if (op->level) 1060 if (op->level)
1141 { 1061 {
1142 /* 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
1143 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1144 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1145 * get to this space. 1065 * get to this space.
1146 */ 1066 */
1147 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1148 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1149 move_player (victim, dir); 1069 move_player (victim, dir);
1150 } 1070 }
1151 else 1071 else
1152 return; 1072 return;
1153 } 1073 }
1154 else 1074 else
1155 move_object (victim, dir); 1075 victim->move (dir);
1156 1076
1157 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1158 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1159 1079
1160 if (op->attacktype) 1080 if (op->attacktype)
1161 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1162
1163 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);
1164 /* Not sure why, but for some chars on metalforge, they
1165 * would sometimes get -inf speed_left, and from the
1166 * description, it could only happen here, so just put
1167 * a lower sanity limit. My only guess is that the
1168 * mover has 0 speed.
1169 */
1170 if (victim->speed_left < -5.0)
1171 victim->speed_left = -5.0;
1172 } 1083 }
1173 } 1084 }
1174 } 1085 }
1175} 1086}
1176 1087
1195 if (op->above == NULL) 1106 if (op->above == NULL)
1196 return; 1107 return;
1197 1108
1198 for (tmp = op->above; tmp; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1199 { 1110 {
1200 if (op->other_arch->name == tmp->arch->name) 1111 if (op->other_arch->archname == tmp->arch->archname)
1201 { 1112 {
1202 if (op->level <= 0) 1113 if (op->level <= 0)
1203 tmp->destroy (); 1114 tmp->destroy ();
1204 else 1115 else
1205 { 1116 {
1214 break; 1125 break;
1215 } 1126 }
1216 } 1127 }
1217} 1128}
1218 1129
1219/* move_creator (by peterm) 1130/* move_creator (by peterm)
1220 * 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.
1221 * connected: what will trigger it 1132 * connected: what will trigger it
1222 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1223 * 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
1224 * everytime it's triggered 1135 * everytime it's triggered
1227 * 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.
1228 * 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
1229 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1230 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1231*/ 1142*/
1232
1233void 1143void
1234move_creator (object *creator) 1144move_creator (object *creator)
1235{ 1145{
1236 object *new_ob; 1146 object *new_ob;
1237 1147
1238 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1239 { 1149 {
1240 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1241 return; 1151 return;
1242 } 1152 }
1243 1153
1244 if (creator->inv != NULL) 1154 if (creator->inv)
1245 { 1155 {
1246 object *ob; 1156 object *ob;
1247 int i; 1157 int i;
1248 object *ob_to_copy; 1158 object *ob_to_copy;
1249 1159
1250 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1251 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1252 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++)
1253 { 1163 {
1254 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1255 { 1165 {
1256 ob_to_copy = ob; 1166 ob_to_copy = ob;
1257 } 1167 }
1258 } 1168 }
1259 new_ob = object_create_clone (ob_to_copy); 1169
1260 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);
1261 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1262 } 1173 }
1263 else 1174 else
1264 { 1175 {
1265 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1266 { 1177 {
1267 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",
1268 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1269 return; 1180 return;
1270 } 1181 }
1272 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1273 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1274 } 1185 }
1275 1186
1276 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1277 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))
1278 { 1189 {
1279 new_ob->destroy (); 1190 new_ob->destroy ();
1280 return; 1191 return;
1281 } 1192 }
1282 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
1283 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);
1284 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1285 return; 1201 return;
1286 1202
1287 if (creator->slaying) 1203 if (creator->slaying)
1288 {
1289 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1290 }
1291} 1205}
1292 1206
1293/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1294 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1295 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1301void 1215void
1302move_marker (object *op) 1216move_marker (object *op)
1303{ 1217{
1304 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1305 { 1219 {
1306 object *tmp2;
1307
1308 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1309 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1310 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1311 { 1225 {
1312 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1313 break;
1314 }
1315 1227
1316 /* cycle through his inventory to look for the MARK we want to
1317 * place
1318 */
1319 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1320 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1321 break;
1322
1323 /* if we didn't find our own MARK */
1324 if (!tmp2)
1325 {
1326 object *force = get_archetype (FORCE_NAME);
1327
1328 if (op->stats.food)
1329 {
1330 force->set_speed (0.01);
1331 force->speed_left = -op->stats.food;
1332 }
1333 else
1334 force->set_speed (0);
1335
1336 /* put in the lock code */
1337 force->slaying = op->slaying;
1338
1339 if (op->lore)
1340 force->lore = op->lore;
1341
1342 insert_ob_in_ob (force, tmp);
1343 if (op->msg) 1228 if (op->msg)
1344 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1345 1230
1346 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1347 { 1232 {
1348 op->stats.hp--; 1233 op->stats.hp--;
1234
1349 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1350 { 1236 {
1351 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1352 op->destroy (); 1238 op->destroy ();
1353 return; 1239 return;
1355 } 1241 }
1356 } 1242 }
1357 } 1243 }
1358} 1244}
1359 1245
1360int 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
1361process_object (object *op) 1293process_object (object *op)
1362{ 1294{
1363 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1364 return 0; 1296 return;
1365 1297
1366 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1367 return 0; 1299 return;
1368 1300
1369 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1370 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1371 return 1; 1303 return;
1372 1304
1373 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1374 { 1306 {
1375 if (op->type == PLAYER)
1376 animate_object (op, op->facing);
1377 else
1378 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1379 1308
1380 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1381 make_sure_seen (op); 1310 make_sure_seen (op);
1382 } 1311 }
1383 1312
1384 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 ))
1385 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1386 change_object (op); 1321 change_object (op);
1387 return 1; 1322 return;
1388 } 1323 }
1389 1324
1390 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1391 generate_monster (op); 1326 generate_monster (op);
1392 1327
1393 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1394 { 1329 {
1395 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1396 remove_force (op); 1331 remove_force (op);
1397 else 1332 else
1398 { 1333 {
1399 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1400 object *pl = op->in_player ();
1401 1335
1402 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1403 esrv_del_item (pl->contr, op->count);
1404
1405 op->remove ();
1406
1407 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1408 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1409 1338
1410 op->destroy (); 1339 op->drop_and_destroy ();
1411 } 1340 }
1412 1341
1413 return 1; 1342 return;
1343 }
1414 } 1344 }
1415 1345
1416 switch (op->type) 1346 switch (op->type)
1417 { 1347 {
1418 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1419 move_spell_effect (op); 1349 move_spell_effect (op);
1420 return 1; 1350 break;
1421 1351
1422 case ROD: 1352 case ROD:
1423 case HORN: 1353 case HORN:
1424 regenerate_rod (op); 1354 regenerate_rod (op);
1425 return 1; 1355 break;
1426 1356
1427 case FORCE: 1357 case FORCE:
1428 case POTION_EFFECT: 1358 case POTION_EFFECT:
1429 remove_force (op); 1359 remove_force (op);
1430 return 1; 1360 break;
1431 1361
1432 case BLINDNESS: 1362 case BLINDNESS:
1433 remove_blindness (op); 1363 remove_blindness (op);
1434 return 0; 1364 break;
1435 1365
1436 case POISONING: 1366 case POISONING:
1437 poison_more (op); 1367 poison_more (op);
1438 return 0; 1368 break;
1439 1369
1440 case DISEASE: 1370 case DISEASE:
1441 move_disease (op); 1371 move_disease (op);
1442 return 0; 1372 break;
1443 1373
1444 case SYMPTOM: 1374 case SYMPTOM:
1445 move_symptom (op); 1375 move_symptom (op);
1446 return 0; 1376 break;
1447 1377
1448 case THROWN_OBJ: 1378 case THROWN_OBJ:
1449 case ARROW: 1379 case ARROW:
1450 move_arrow (op); 1380 move_arrow (op);
1451 return 0; 1381 break;
1452 1382
1453 case DOOR: 1383 case DOOR:
1454 remove_door (op); 1384 remove_door (op);
1455 return 0; 1385 break;
1456 1386
1457 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1458 remove_door2 (op); 1388 remove_door2 (op);
1459 return 0; 1389 break;
1460 1390
1461 case TELEPORTER: 1391 case TELEPORTER:
1462 move_teleporter (op); 1392 move_teleporter (op);
1463 return 0; 1393 break;
1464 1394
1465 case GOLEM: 1395 case GOLEM:
1466 move_golem (op); 1396 move_golem (op);
1467 return 0; 1397 break;
1468 1398
1469 case EARTHWALL: 1399 case EARTHWALL:
1470 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1471 return 0; 1401 break;
1472 1402
1473 case FIREWALL: 1403 case FIREWALL:
1474 move_firewall (op); 1404 move_firewall (op);
1475 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1476 animate_turning (op); 1406 animate_turning (op);
1477 return 0; 1407 break;
1478 1408
1479 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1480 do_mood_floor (op); 1410 do_mood_floor (op);
1481 return 0; 1411 break;
1482 1412
1483 case GATE: 1413 case GATE:
1484 move_gate (op); 1414 move_gate (op);
1485 return 0; 1415 break;
1486 1416
1487 case TIMED_GATE: 1417 case TIMED_GATE:
1488 move_timed_gate (op); 1418 move_timed_gate (op);
1489 return 0; 1419 break;
1490 1420
1491 case TRIGGER: 1421 case TRIGGER:
1492 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1495 animate_trigger (op); 1425 animate_trigger (op);
1496 return 0; 1426 break;
1497 1427
1498 case DETECTOR: 1428 case DETECTOR:
1499 move_detector (op); 1429 move_detector (op);
1500 1430
1501 case DIRECTOR: 1431 case DIRECTOR:
1502 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1503 animate_turning (op); 1433 animate_turning (op);
1504 return 0; 1434 break;
1505 1435
1506 case HOLE: 1436 case HOLE:
1507 move_hole (op); 1437 move_hole (op);
1508 return 0; 1438 break;
1509 1439
1510 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1511 move_deep_swamp (op); 1441 move_deep_swamp (op);
1512 return 0; 1442 break;
1513 1443
1514 case RUNE: 1444 case RUNE:
1515 case TRAP: 1445 case TRAP:
1516 move_rune (op); 1446 move_rune (op);
1517 return 0; 1447 break;
1518 1448
1519 case PLAYERMOVER: 1449 case PLAYERMOVER:
1520 move_player_mover (op); 1450 move_player_mover (op);
1521 return 0; 1451 break;
1522 1452
1523 case CREATOR: 1453 case CREATOR:
1524 move_creator (op); 1454 move_creator (op);
1525 return 0; 1455 break;
1526 1456
1527 case MARKER: 1457 case MARKER:
1528 move_marker (op); 1458 move_marker (op);
1529 return 0; 1459 break;
1530 1460
1531 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1532 move_player_changer (op); 1462 move_player_changer (op);
1533 return 0; 1463 break;
1534 1464
1535 case PEACEMAKER: 1465 case PEACEMAKER:
1536 move_peacemaker (op); 1466 move_peacemaker (op);
1537 return 0; 1467 break;
1538 }
1539 1468
1540 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 }
1541} 1487}
1488

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