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Comparing deliantra/server/server/time.C (file contents):
Revision 1.43 by root, Sat Apr 21 16:56:32 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
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125
126 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
127 if (i == -1)
128 return;
129
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135
136 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
137 if (QUERY_FLAG (head, FLAG_FREED))
138 return;
139
140 if (head->has_random_items ())
141 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
142}
143
144void
145generate_monster_arch (object *gen)
146{
147 int i;
148 object *op, *head = NULL, *prev = NULL;
149 archetype *at = gen->other_arch;
150
151 if (!gen->other_arch)
152 return;
153
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (!gen->map) 99 if (!gen->map)
159 return; 100 return;
160 101
161 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))
162 if (i == -1)
163 return; 103 return;
164 104
165 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);
166 { 133 }
167 op = arch_to_object (at); 134 else if (gen->other_arch)
168 op->x = gen->x + freearr_x[i] + at->clone.x; 135 {
169 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;
170 140
171 if (head) 141 op = gen->other_arch->instance ();
172 op->head = head, prev->more = op; 142 }
143 else
144 return;
173 145
146 op->expand_tail ();
147
148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
174 if (rndm (0, 9)) 152 if (rndm (0, 9))
175 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
176 154
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180
181 if (op->has_random_items ()) 155 if (op->has_random_items ())
182 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
183 157
184 if (head == NULL)
185 head = op;
186
187 prev = op;
188 at = at->more;
189 }
190}
191
192void
193generate_monster (object *gen)
194{
195
196 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
197 return; 158 return;
159 }
198 160
199 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 161 op->destroy ();
200 generate_monster_inv (gen);
201 else
202 generate_monster_arch (gen);
203
204} 162}
205 163
206void 164static void
207remove_force (object *op) 165remove_force (object *op)
208{ 166{
209 if (--op->duration > 0) 167 if (--op->duration > 0)
210 return; 168 return;
211 169
212 if (op->env) 170 if (op->env)
213 switch (op->subtype) 171 switch (op->subtype)
214 { 172 {
215 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
216 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
217 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");
218 176
219 default: 177 default:
220 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
221 change_abil (op->env, op); 179 change_abil (op->env, op);
222 op->env->update_stats (); 180 op->env->update_stats ();
223 } 181 }
224 182
225 op->destroy (); 183 op->destroy ();
226} 184}
227 185
228void 186static void
229remove_blindness (object *op) 187remove_blindness (object *op)
230{ 188{
231 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
232 return; 190 return;
233 191
234 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
235 193
236 if (op->env) 194 if (op->env)
237 { 195 {
238 change_abil (op->env, op); 196 change_abil (op->env, op);
239 op->env->update_stats (); 197 op->env->update_stats ();
240 } 198 }
241 199
242 op->destroy (); 200 op->destroy ();
243} 201}
244 202
245void 203static void
246poison_more (object *op) 204poison_more (object *op)
247{ 205{
248 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)
249 { 207 {
250 op->destroy (); 208 op->destroy ();
251 return; 209 return;
252 } 210 }
253 211
256 /* 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
257 * will not do anything. 215 * will not do anything.
258 */ 216 */
259 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
260 { 218 {
261 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
262 op->env->update_stats (); 220 op->env->update_stats ();
263 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.");
264 } 222 }
265 223
266 op->destroy (); 224 op->destroy ();
275 233
276 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 235}
278 236
279 237
280void 238static void
281move_gate (object *op) 239move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
283 object *tmp; 241 object *tmp;
284 242
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
286 { 244 {
287 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 ());
288 op->stats.wc = 0; 246 op->stats.wc = 0;
289 } 247 }
290 248
291 /* We're going down */
292 if (op->value) 249 if (op->value)
293 { 250 {
251 /* We're going down */
294 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 254 op->stats.wc = 0;
297 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
298 op->value = 0; 256 op->value = 0;
299 else 257 else
300 op->set_speed (0); 258 op->set_speed (0);
301 } 259 }
302 260
303 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
304 { 262 {
305 op->move_block = 0; 263 op->move_block = 0;
306 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
307 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
308 } 266 }
309
310 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE);
312 return;
313 }
314
315 /* We're going up */
316
317 /* First, lets see if we are already at the top */
318 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
319 {
320
321 /* Check to make sure that only non pickable and non rollable
322 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower
324 * the gate slightly.
325 */
326
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break;
330
331 if (tmp == NULL)
332 {
333 if (op->arch->clone.speed)
334 op->value = 1;
335 else
336 op->set_speed (0);
337
338 return;
339 }
340 }
341
342 if (op->stats.food)
343 { /* The gate is going temporarily down */
344 if (--op->stats.wc <= 0)
345 { /* Gone all the way down? */
346 op->stats.food = 0; /* Then let's try again */
347 op->stats.wc = 0;
348 }
349 } 267 }
350 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
351 { /* The gate is still going up */ 305 { /* The gate is still going up */
352 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
353 308
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
356
357 /* 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.
358 * 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
359 */ 311 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
361 { 313 {
362 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
365
366 if (tmp != NULL)
367 { 317 ;
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
369 { 320 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
371 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 }
374 else
375 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object
377 * off the gate.
378 */
379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380 {
381 /* If it has speed, it should move itself, otherwise: */
382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
383
384 /* If there is a free spot, move the object someplace */
385 if (i != -1)
386 { 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 ())
387 tmp->remove (); 344 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 346 }
391 } 347 }
392 }
393 348
394 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
396 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])
397 break; 352 break;
398 353
399 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
400 if (tmp) 355 if (tmp)
401 {
402 op->stats.food = 1; 356 op->stats.food = 1;
403 }
404 else 357 else
405 { 358 {
406 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
407 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
409 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
410 } 365 }
411 } /* gate is halfway up */ 366 } /* gate is halfway up */
412
413 SET_ANIMATION (op, op->stats.wc);
414 update_object (op, UP_OBJ_CHANGE);
415 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
416} 371}
417 372
418/* hp : how long door is open/closed 373/* hp : how long door is open/closed
419 * maxhp : initial value for hp 374 * maxhp : initial value for hp
420 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
421 */ 376 */
422void 377static void
423move_timed_gate (object *op) 378move_timed_gate (object *op)
424{ 379{
425 int v = op->value; 380 int v = op->value;
426 381
427 if (op->stats.sp) 382 if (op->stats.sp)
428 { 383 {
429 move_gate (op); 384 move_gate (op);
385
430 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 387 op->stats.sp = 0;
432 return; 388 return;
433 } 389 }
390
434 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 392 { /* keep gate down */
436 move_gate (op); 393 move_gate (op);
394
437 if (op->value != v) 395 if (op->value != v)
438 op->set_speed (0); 396 op->set_speed (0);
439 } 397 }
440} 398}
441 399
443 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
444 * connected: connected value of detector 402 * connected: connected value of detector
445 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
446 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
447 */ 405 */
448 406static void
449void
450move_detector (object *op) 407move_detector (object *op)
451{ 408{
452 object *tmp; 409 object *tmp;
453 int last = op->value; 410 int last = op->value;
454 int detected; 411 int detected;
455 412
456 detected = 0; 413 detected = 0;
457 414
458 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)
459 { 416 {
460 object *tmp2; 417 object *tmp2;
461 418
462 if (op->stats.hp) 419 if (op->stats.hp)
463 { 420 {
481 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
482 { 439 {
483 if (detected && last == 0) 440 if (detected && last == 0)
484 { 441 {
485 op->value = 1; 442 op->value = 1;
486 push_button (op); 443 push_button (op, tmp);
487 } 444 }
445
488 if (!detected && last == 1) 446 if (!detected && last == 1)
489 { 447 {
490 op->value = 0; 448 op->value = 0;
491 push_button (op); 449 push_button (op, tmp);
492 } 450 }
493 } 451 }
494 else 452 else
495 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
496 if (detected && last == 1) 454 if (detected && last == 1)
497 { 455 {
498 op->value = 0; 456 op->value = 0;
499 push_button (op); 457 push_button (op, tmp);
500 } 458 }
459
501 if (!detected && last == 0) 460 if (!detected && last == 0)
502 { 461 {
503 op->value = 1; 462 op->value = 1;
504 push_button (op); 463 push_button (op, tmp);
505 } 464 }
506 } 465 }
507} 466}
508
509 467
510void 468void
511animate_trigger (object *op) 469animate_trigger (object *op)
512{ 470{
513 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
514 { 472 {
515 op->stats.wc = 0; 473 op->stats.wc = 0;
516 check_trigger (op, NULL); 474 check_trigger (op, NULL);
517 } 475 }
518 else 476 else
519 { 477 op->update_anim_frame (op->stats.wc);
520 SET_ANIMATION (op, op->stats.wc);
521 update_object (op, UP_OBJ_FACE);
522 }
523} 478}
524 479
525void 480static void
526move_hole (object *op) 481move_hole (object *op)
527{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
528 object *next, *tmp;
529
530 if (op->value) 483 if (op->value)
531 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
532 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
533 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
534 op->stats.wc = 0; 489 op->stats.wc = 0;
535 op->set_speed (0); 490 op->set_speed (0);
536 491
537 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
538 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
539 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
540 { 495 {
541 next = tmp->above; 496 next = tmp->above;
542 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
543 } 498 }
544 } 499 }
545 500 }
546 SET_ANIMATION (op, op->stats.wc); 501 else
547 update_object (op, UP_OBJ_FACE);
548 return;
549 } 502 {
550 /* We're closing */ 503 /* We're closing */
551 op->move_on = 0; 504 op->move_on = 0;
552 505
553 op->stats.wc++; 506 op->stats.wc++;
554 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
555 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
556 509 op->stats.wc = op->anim_frames () - 1;
557 SET_ANIMATION (op, op->stats.wc);
558 update_object (op, UP_OBJ_FACE);
559 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
560 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);
561} 515}
562 516
563 517
564/* 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
565 * 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
585 { 539 {
586 object *payload = op->inv; 540 object *payload = op->inv;
587 541
588 if (payload == NULL) 542 if (payload == NULL)
589 return NULL; 543 return NULL;
544
590 payload->remove (); 545 payload->remove ();
591 op->destroy (); 546 op->destroy ();
592 return payload; 547 return payload;
593 } 548 }
594 549
611fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
612{ 567{
613 if (map == NULL) 568 if (map == NULL)
614 return; 569 return;
615 570
616 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
617 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
618 else if (op->type == ARROW) 573 else if (op->type == ARROW)
619 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
620} 575}
621 576
629 return NULL; 584 return NULL;
630 } 585 }
631 586
632 op->set_speed (0); 587 op->set_speed (0);
633 op->direction = 0; 588 op->direction = 0;
634 op->move_on = 0; 589 op->move_on = 0;
635 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
636 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
637 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
638 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
639 op->slaying = 0; 597 op->slaying = op->custom_name;
640 op->skill = 0;
641 598
642 if (op->spellarg != NULL)
643 {
644 op->slaying = op->spellarg;
645 free (op->spellarg);
646 op->spellarg = NULL;
647 }
648 else
649 op->slaying = NULL;
650
651 /* 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 */
652 op->spellarg = NULL; 600 op->custom_name = 0;
653 op->stats.sp = 0; 601 op->stats.sp = 0;
654 op->stats.hp = 0; 602 op->stats.hp = 0;
655 op->stats.grace = 0; 603 op->stats.grace = 0;
656 op->level = 0; 604 op->level = 0;
657 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
658 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
659 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
660 return op; 612 return op;
661} 613}
662 614
663/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
664 * 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
673 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
674 return; 626 return;
675 627
676 if (op->inv) 628 if (op->inv)
677 { 629 {
630 // replace this by straightforward drop to ground?
678 object *payload = op->inv; 631 object *payload = op->inv;
679 632
680 payload->remove ();
681 payload->owner = 0; 633 payload->owner = 0;
682 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
683 op->destroy (); 635 op->destroy ();
684 } 636 }
685 else 637 else
686 { 638 {
687 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
688 if (op) 641 if (op)
689 merge_ob (op, NULL); 642 merge_ob (op, 0);
690 } 643 }
691} 644}
692 645
693/* 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.
694 */ 647 */
695void 648void
696move_arrow (object *op) 649move_arrow (object *op)
697{ 650{
698 object *tmp;
699 sint16 new_x, new_y;
700 int was_reflected, mflags; 651 int was_reflected;
701 maptile *m;
702 652
703 if (op->map == NULL) 653 if (!op->map)
704 { 654 {
705 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
706 op->destroy (); 656 op->destroy ();
707 return; 657 return;
708 } 658 }
709 659
710 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
716 * 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,
717 * 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
718 * 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,
719 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
720 */ 670 */
721 if (op->inv == NULL) 671 if (!op->inv)
722 { 672 {
723 op->destroy (); 673 op->destroy ();
724 return; 674 return;
725 } 675 }
726 676
729 stop_arrow (op); 679 stop_arrow (op);
730 return; 680 return;
731 } 681 }
732 } 682 }
733 683
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
734 /* 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
735 values look rediculous. */ 690 values look ridiculous. */
736 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
737 { 692 {
738 stop_arrow (op); 693 stop_arrow (op);
739 return; 694 return;
740 } 695 }
741 696
742 /* Calculate target map square */ 697 /* Calculate target map square */
743 new_x = op->x + DIRX (op);
744 new_y = op->y + DIRY (op);
745 was_reflected = 0; 698 was_reflected = 0;
746 699
747 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
748 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
749 701
750 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
751 { 703 {
752 stop_arrow (op); 704 stop_arrow (op);
753 return; 705 return;
754 } 706 }
755 707
756 /* 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 */
757 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
758 { 710 {
759 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
760 if (QUERY_FLAG (tmp, FLAG_ALIVE))
761 break;
762 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
763 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
764 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
765 * move into it. 718 * move into it.
766 */ 719 */
767 if (tmp && tmp != op->owner) 720
768 {
769 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
770 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
771 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
772 */ 724 */
773 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))
774 { 726 {
775 int number = op->face;
776
777 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
778 update_turn_face (op); 728 update_turn_face (op);
779 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
780 } 730 }
781 else 731 else
782 { 732 {
783 /* Attack the object. */ 733 /* Attack the object. */
784 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
785 735
786 if (!op) 736 if (!op)
787 return; 737 return;
788 } 738 }
789 } /* if this is not hitting its owner */
790 } /* if there is something alive on this space */
791 739
792 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))
793 { 745 {
794 int retry = 0; 746 int retry = 0;
795 747
796 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
797 * 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
798 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
799 * 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
800 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
801 */ 753 */
802 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
803 { 755 {
804 stop_arrow (op); 756 stop_arrow (op);
805 return; 757 return;
806 } 758 }
807 else 759 else
810 if (op->direction & 1) 762 if (op->direction & 1)
811 { 763 {
812 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
813 retry = 1; 765 retry = 1;
814 } 766 }
767
815 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
816 * use this retry here to make this one block 769 * use this retry here to make this one block
817 * that did the same thing. 770 * that did the same thing.
818 */ 771 */
819 while (retry < 2) 772 while (retry < 2)
820 { 773 {
821 int left, right, mflags;
822 maptile *m1;
823 sint16 x1, y1;
824
825 retry++; 774 retry++;
826 775
827 /* 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
828 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
829 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
830 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
831 */ 780 */
832 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));
833 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
834 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
835 783
836 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));
837 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
838 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
839 786
840 if (left == right) 787 if (left == right)
841 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
842 else if (left) 789 else if (left)
843 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
844 else if (right) 791 else if (right)
845 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
846 793
847 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
848
849 /* 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 -
850 * don't need to retry again. 795 * don't need to retry again.
851 */ 796 */
852 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))
853 break; 799 break;
854
855 } 800 }
801
856 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
857 * top it from moving. 803 * stop it from moving.
858 */ 804 */
859 if (retry == 2) 805 if (retry == 2)
860 { 806 {
861 stop_arrow (op); 807 stop_arrow (op);
862 return; 808 return;
863 } 809 }
810
864 /* update object image for new facing */ 811 /* update object image for new facing */
865 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
866 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
867 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
868 } /* object is reflected */ 815 } /* object is reflected */
869 } /* object ran into a wall */ 816 } /* object ran into a wall */
870 817
871 /* Move the arrow. */ 818 /* Move the arrow. */
872 op->remove (); 819 op->move_to (pos);
873 op->x = new_x;
874 op->y = new_y;
875
876 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
877 * about 17 squares. Tune as needed.
878 */
879 op->speed -= 0.05;
880 insert_ob_in_map (op, m, op, 0);
881} 820}
882 821
883/* This routine doesnt seem to work for "inanimate" objects that 822static void
884 * are being carried, ie a held torch leaps from your hands!.
885 * Modified this routine to allow held objects. b.t. */
886
887void
888change_object (object *op) 823change_object (object *op)
889{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
890 int i, j;
891
892 if (op->other_arch == NULL) 825 if (!op->other_arch)
893 { 826 {
894 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 ());
895 return; 828 return;
896 } 829 }
897 830
898 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
899 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
900 { 833 {
901 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
902 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);
903 else 851 else
904 op->stats.food = 1; /* so 1 other_arch is made */
905 }
906
907 object *pl = op->in_player ();
908 object *env = op->env;
909
910 op->remove ();
911 for (i = 0; i < NROFNEWOBJS (op); i++)
912 {
913 object *tmp = arch_to_object (op->other_arch);
914
915 if (op->type == LAMP)
916 tmp->stats.food = op->stats.food - 1;
917
918 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
919 if (env)
920 {
921 tmp->x = env->x, tmp->y = env->y;
922 tmp = insert_ob_in_ob (tmp, env);
923
924 /* If this object is the players inventory, we need to tell the
925 * client of the change. Insert_ob_in_map takes care of the
926 * updating the client, so we don't need to do that below.
927 */
928 if (pl)
929 {
930 esrv_del_item (pl->contr, op->count);
931 esrv_send_item (pl, tmp);
932 }
933 } 852 {
934 else
935 {
936 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
937 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
938 tmp->destroy (); 856 tmp->destroy ();
939 else 857 else
940 { 858 {
941 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
942 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
943 } 863 }
944 } 864 }
945 } 865 }
946 866
947 op->destroy (); 867 op->destroy ();
963 move_teleporter (op->more); 883 move_teleporter (op->more);
964 884
965 if (op->head) 885 if (op->head)
966 head = op->head; 886 head = op->head;
967 887
968 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
969 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
970 break; 890 break;
971 891
972 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
973 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
974 return; 894 return;
975 895
976 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
977 { 897 {
978 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
1003 else 923 else
1004 { 924 {
1005 /* Random teleporter */ 925 /* Random teleporter */
1006 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1007 return; 927 return;
928
1008 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
1009 } 930 }
1010} 931}
1011
1012 932
1013/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
1014 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
1015 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
1016 can't be generalized. 936 can't be generalized.
1017*/ 937*/
1018void 938static void
1019move_player_changer (object *op) 939move_player_changer (object *op)
1020{ 940{
1021 object *player;
1022 object *walk;
1023
1024 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
1025 return; 942 return;
1026 943
1027 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
1028 * needs to be on top. 945 * needs to be on top.
1029 */ 946 */
1030 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
1031 { 948 {
949 object *player = op->above;
950
1032 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1033 return; 952 return;
1034 953
1035 player = op->above;
1036
1037 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
1038 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
1039 956
1040 player->update_stats (); 957 player->update_stats ();
1041 958
1042 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1069 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1070 987
1071 spell = op->inv; 988 spell = op->inv;
1072 989
1073 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1074 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1075 992
1076 if (!spell) 993 if (!spell)
1077 { 994 {
1078 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);
1079 return; 996 return;
1080 } 997 }
1081 998
1082 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);
1083} 1000}
1084 1001
1085/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1086 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1087 * 1004 *
1088 * 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
1089 * 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.
1090 * 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,
1091 * 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,
1092 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1093 */ 1010 */
1094void 1011static void
1095move_player_mover (object *op) 1012move_player_mover (object *op)
1096{ 1013{
1097 object *victim, *nextmover; 1014 int dir = 0;
1098 int dir = op->stats.sp;
1099 sint16 nx, ny;
1100 maptile *m;
1101 1015
1102 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1103 if (!dir)
1104 dir = rndm (1, 8);
1105
1106 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1107 { 1017 {
1108 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1109 (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)
1110 { 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 }
1111 1041
1112 if (victim->head) 1042 if (victim->head)
1113 victim = victim->head; 1043 victim = victim->head;
1114 1044
1115 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1116 {
1117 op->remove ();
1118 return;
1119 }
1120
1121 nx = op->x + freearr_x[dir];
1122 ny = op->y + freearr_y[dir];
1123 m = op->map;
1124 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1125 {
1126 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1127 return;
1128 }
1129
1130 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1131 return; 1046 return;
1132 1047
1133 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)
1134 { 1049 {
1135 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1136 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1137 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1138 {
1139 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 */
1140 }
1141 } 1055 }
1142 1056
1143 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1144 { 1058 {
1145 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1146 if (op->level) 1060 if (op->level)
1147 { 1061 {
1148 /* 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
1149 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1150 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1151 * get to this space. 1065 * get to this space.
1152 */ 1066 */
1153 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1154 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1155 move_player (victim, dir); 1069 move_player (victim, dir);
1156 } 1070 }
1157 else 1071 else
1158 return; 1072 return;
1159 } 1073 }
1160 else 1074 else
1161 move_object (victim, dir); 1075 victim->move (dir);
1162 1076
1163 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1164 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1165 1079
1166 if (op->attacktype) 1080 if (op->attacktype)
1167 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1168
1169 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);
1170 /* Not sure why, but for some chars on metalforge, they
1171 * would sometimes get -inf speed_left, and from the
1172 * description, it could only happen here, so just put
1173 * a lower sanity limit. My only guess is that the
1174 * mover has 0 speed.
1175 */
1176 if (victim->speed_left < -5.0)
1177 victim->speed_left = -5.0;
1178 } 1083 }
1179 } 1084 }
1180 } 1085 }
1181} 1086}
1182 1087
1201 if (op->above == NULL) 1106 if (op->above == NULL)
1202 return; 1107 return;
1203 1108
1204 for (tmp = op->above; tmp; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1205 { 1110 {
1206 if (op->other_arch->name == tmp->arch->name) 1111 if (op->other_arch->archname == tmp->arch->archname)
1207 { 1112 {
1208 if (op->level <= 0) 1113 if (op->level <= 0)
1209 tmp->destroy (); 1114 tmp->destroy ();
1210 else 1115 else
1211 { 1116 {
1220 break; 1125 break;
1221 } 1126 }
1222 } 1127 }
1223} 1128}
1224 1129
1225/* move_creator (by peterm) 1130/* move_creator (by peterm)
1226 * 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.
1227 * connected: what will trigger it 1132 * connected: what will trigger it
1228 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1229 * 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
1230 * everytime it's triggered 1135 * everytime it's triggered
1233 * 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.
1234 * 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
1235 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1236 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1237*/ 1142*/
1238
1239void 1143void
1240move_creator (object *creator) 1144move_creator (object *creator)
1241{ 1145{
1242 object *new_ob; 1146 object *new_ob;
1243 1147
1244 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1245 { 1149 {
1246 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1247 return; 1151 return;
1248 } 1152 }
1249 1153
1250 if (creator->inv != NULL) 1154 if (creator->inv)
1251 { 1155 {
1252 object *ob; 1156 object *ob;
1253 int i; 1157 int i;
1254 object *ob_to_copy; 1158 object *ob_to_copy;
1255 1159
1256 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1257 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1258 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++)
1259 { 1163 {
1260 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1261 { 1165 {
1262 ob_to_copy = ob; 1166 ob_to_copy = ob;
1263 } 1167 }
1264 } 1168 }
1265 new_ob = object_create_clone (ob_to_copy); 1169
1266 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);
1267 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1268 } 1173 }
1269 else 1174 else
1270 { 1175 {
1271 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1272 { 1177 {
1273 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",
1274 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1275 return; 1180 return;
1276 } 1181 }
1278 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1279 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1280 } 1185 }
1281 1186
1282 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1283 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))
1284 { 1189 {
1285 new_ob->destroy (); 1190 new_ob->destroy ();
1286 return; 1191 return;
1287 } 1192 }
1288 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
1289 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);
1290 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1291 return; 1201 return;
1292 1202
1293 if (creator->slaying) 1203 if (creator->slaying)
1294 {
1295 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1296 }
1297} 1205}
1298 1206
1299/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1300 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1301 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1307void 1215void
1308move_marker (object *op) 1216move_marker (object *op)
1309{ 1217{
1310 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1311 { 1219 {
1312 object *tmp2;
1313
1314 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1315 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1316 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1317 { 1225 {
1318 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1319 break;
1320 }
1321 1227
1322 /* cycle through his inventory to look for the MARK we want to
1323 * place
1324 */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1327 break;
1328
1329 /* if we didn't find our own MARK */
1330 if (!tmp2)
1331 {
1332 object *force = get_archetype (FORCE_NAME);
1333
1334 if (op->stats.food)
1335 {
1336 force->set_speed (0.01);
1337 force->speed_left = -op->stats.food;
1338 }
1339 else
1340 force->set_speed (0);
1341
1342 /* put in the lock code */
1343 force->slaying = op->slaying;
1344
1345 if (op->lore)
1346 force->lore = op->lore;
1347
1348 insert_ob_in_ob (force, tmp);
1349 if (op->msg) 1228 if (op->msg)
1350 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1351 1230
1352 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1353 { 1232 {
1354 op->stats.hp--; 1233 op->stats.hp--;
1234
1355 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1356 { 1236 {
1357 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1358 op->destroy (); 1238 op->destroy ();
1359 return; 1239 return;
1361 } 1241 }
1362 } 1242 }
1363 } 1243 }
1364} 1244}
1365 1245
1366int 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
1367process_object (object *op) 1293process_object (object *op)
1368{ 1294{
1369 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1370 return 0; 1296 return;
1371 1297
1372 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1373 return 0; 1299 return;
1374 1300
1375 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1376 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1377 return 1; 1303 return;
1378 1304
1379 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1380 { 1306 {
1381 if (op->type == PLAYER)
1382 animate_object (op, op->facing);
1383 else
1384 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1385 1308
1386 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1387 make_sure_seen (op); 1310 make_sure_seen (op);
1388 } 1311 }
1389 1312
1390 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 ))
1391 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1392 change_object (op); 1321 change_object (op);
1393 return 1; 1322 return;
1394 } 1323 }
1395 1324
1396 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1397 generate_monster (op); 1326 generate_monster (op);
1398 1327
1399 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1400 { 1329 {
1401 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1402 remove_force (op); 1331 remove_force (op);
1403 else 1332 else
1404 { 1333 {
1405 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1406 object *pl = op->in_player ();
1407 1335
1408 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1409 esrv_del_item (pl->contr, op->count);
1410
1411 op->remove ();
1412
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1415 1338
1416 op->destroy (); 1339 op->drop_and_destroy ();
1417 } 1340 }
1418 1341
1419 return 1; 1342 return;
1343 }
1420 } 1344 }
1421 1345
1422 switch (op->type) 1346 switch (op->type)
1423 { 1347 {
1424 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1425 move_spell_effect (op); 1349 move_spell_effect (op);
1426 return 1; 1350 break;
1427 1351
1428 case ROD: 1352 case ROD:
1429 case HORN: 1353 case HORN:
1430 regenerate_rod (op); 1354 regenerate_rod (op);
1431 return 1; 1355 break;
1432 1356
1433 case FORCE: 1357 case FORCE:
1434 case POTION_EFFECT: 1358 case POTION_EFFECT:
1435 remove_force (op); 1359 remove_force (op);
1436 return 1; 1360 break;
1437 1361
1438 case BLINDNESS: 1362 case BLINDNESS:
1439 remove_blindness (op); 1363 remove_blindness (op);
1440 return 0; 1364 break;
1441 1365
1442 case POISONING: 1366 case POISONING:
1443 poison_more (op); 1367 poison_more (op);
1444 return 0; 1368 break;
1445 1369
1446 case DISEASE: 1370 case DISEASE:
1447 move_disease (op); 1371 move_disease (op);
1448 return 0; 1372 break;
1449 1373
1450 case SYMPTOM: 1374 case SYMPTOM:
1451 move_symptom (op); 1375 move_symptom (op);
1452 return 0; 1376 break;
1453 1377
1454 case THROWN_OBJ: 1378 case THROWN_OBJ:
1455 case ARROW: 1379 case ARROW:
1456 move_arrow (op); 1380 move_arrow (op);
1457 return 0; 1381 break;
1458 1382
1459 case DOOR: 1383 case DOOR:
1460 remove_door (op); 1384 remove_door (op);
1461 return 0; 1385 break;
1462 1386
1463 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1464 remove_door2 (op); 1388 remove_door2 (op);
1465 return 0; 1389 break;
1466 1390
1467 case TELEPORTER: 1391 case TELEPORTER:
1468 move_teleporter (op); 1392 move_teleporter (op);
1469 return 0; 1393 break;
1470 1394
1471 case GOLEM: 1395 case GOLEM:
1472 move_golem (op); 1396 move_golem (op);
1473 return 0; 1397 break;
1474 1398
1475 case EARTHWALL: 1399 case EARTHWALL:
1476 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1477 return 0; 1401 break;
1478 1402
1479 case FIREWALL: 1403 case FIREWALL:
1480 move_firewall (op); 1404 move_firewall (op);
1481 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1482 animate_turning (op); 1406 animate_turning (op);
1483 return 0; 1407 break;
1484 1408
1485 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1486 do_mood_floor (op); 1410 do_mood_floor (op);
1487 return 0; 1411 break;
1488 1412
1489 case GATE: 1413 case GATE:
1490 move_gate (op); 1414 move_gate (op);
1491 return 0; 1415 break;
1492 1416
1493 case TIMED_GATE: 1417 case TIMED_GATE:
1494 move_timed_gate (op); 1418 move_timed_gate (op);
1495 return 0; 1419 break;
1496 1420
1497 case TRIGGER: 1421 case TRIGGER:
1498 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1499 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1500 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1501 animate_trigger (op); 1425 animate_trigger (op);
1502 return 0; 1426 break;
1503 1427
1504 case DETECTOR: 1428 case DETECTOR:
1505 move_detector (op); 1429 move_detector (op);
1506 1430
1507 case DIRECTOR: 1431 case DIRECTOR:
1508 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1509 animate_turning (op); 1433 animate_turning (op);
1510 return 0; 1434 break;
1511 1435
1512 case HOLE: 1436 case HOLE:
1513 move_hole (op); 1437 move_hole (op);
1514 return 0; 1438 break;
1515 1439
1516 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1517 move_deep_swamp (op); 1441 move_deep_swamp (op);
1518 return 0; 1442 break;
1519 1443
1520 case RUNE: 1444 case RUNE:
1521 case TRAP: 1445 case TRAP:
1522 move_rune (op); 1446 move_rune (op);
1523 return 0; 1447 break;
1524 1448
1525 case PLAYERMOVER: 1449 case PLAYERMOVER:
1526 move_player_mover (op); 1450 move_player_mover (op);
1527 return 0; 1451 break;
1528 1452
1529 case CREATOR: 1453 case CREATOR:
1530 move_creator (op); 1454 move_creator (op);
1531 return 0; 1455 break;
1532 1456
1533 case MARKER: 1457 case MARKER:
1534 move_marker (op); 1458 move_marker (op);
1535 return 0; 1459 break;
1536 1460
1537 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1538 move_player_changer (op); 1462 move_player_changer (op);
1539 return 0; 1463 break;
1540 1464
1541 case PEACEMAKER: 1465 case PEACEMAKER:
1542 move_peacemaker (op); 1466 move_peacemaker (op);
1543 return 0; 1467 break;
1544 }
1545 1468
1546 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 }
1547} 1487}
1488

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