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Comparing deliantra/server/server/time.C (file contents):
Revision 1.44 by root, Sat Apr 21 22:01:57 2007 UTC vs.
Revision 1.128 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
92static void 96static void
93generate_monster_tail (object *gen, object *op)
94{
95 op->expand_tail ();
96
97 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
98 if (i >= 0)
99 {
100 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
101 {
102 if (rndm (0, 9))
103 generate_artifact (op, gen->map->difficulty);
104
105 if (op->has_random_items ())
106 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
107
108 return;
109 }
110 }
111
112 op->destroy ();
113}
114
115/* Will generate a monster according to content
116 * of generator.
117 */
118static void
119generate_monster_inv (object *gen)
120{
121 if (!gen->inv)
122 return;
123
124 /* First count number of objects in inv */
125 int index = 0;
126 object *op;
127 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
128 if (!rndm (++index))
129 op = tmp;
130
131 op = object_create_clone (op);
132
133 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
134 unflag_inv (op, FLAG_IS_A_TEMPLATE);
135
136 generate_monster_tail (gen, op);
137}
138
139static void
140generate_monster_arch (object *gen)
141{
142 if (archetype *at = gen->other_arch)
143 generate_monster_tail (gen, arch_to_object (at));
144}
145
146void
147generate_monster (object *gen) 97generate_monster (object *gen)
148{ 98{
149 if (!gen->map) 99 if (!gen->map)
150 return; 100 return;
151 101
152 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
153 return; 103 return;
154 104
155 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 105 // sleeping generators won't generate, this will make monsters like
156 generate_monster_inv (gen); 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);
133 }
134 else if (gen->other_arch)
135 {
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;
140
141 op = gen->other_arch->instance ();
142 }
157 else 143 else
158 generate_monster_arch (gen); 144 return;
159 145
160} 146 op->expand_tail ();
161 147
162void 148 mapxy pos (gen); pos.move (dir);
149
150 if (pos.insert (op, gen))
151 {
152 if (rndm (0, 9))
153 generate_artifact (op, gen->map->difficulty);
154
155 if (op->has_random_items ())
156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
157
158 return;
159 }
160
161 op->destroy ();
162}
163
164static void
163remove_force (object *op) 165remove_force (object *op)
164{ 166{
165 if (--op->duration > 0) 167 if (--op->duration > 0)
166 return; 168 return;
167 169
168 if (op->env) 170 if (op->env)
169 switch (op->subtype) 171 switch (op->subtype)
170 { 172 {
171 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
173 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");
174 176
175 default: 177 default:
176 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
177 change_abil (op->env, op); 179 change_abil (op->env, op);
178 op->env->update_stats (); 180 op->env->update_stats ();
179 } 181 }
180 182
181 op->destroy (); 183 op->destroy ();
182} 184}
183 185
184void 186static void
185remove_blindness (object *op) 187remove_blindness (object *op)
186{ 188{
187 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
188 return; 190 return;
189 191
190 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
191 193
192 if (op->env) 194 if (op->env)
193 { 195 {
194 change_abil (op->env, op); 196 change_abil (op->env, op);
195 op->env->update_stats (); 197 op->env->update_stats ();
196 } 198 }
197 199
198 op->destroy (); 200 op->destroy ();
199} 201}
200 202
201void 203static void
202poison_more (object *op) 204poison_more (object *op)
203{ 205{
204 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)
205 { 207 {
206 op->destroy (); 208 op->destroy ();
207 return; 209 return;
208 } 210 }
209 211
212 /* 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
213 * will not do anything. 215 * will not do anything.
214 */ 216 */
215 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
216 { 218 {
217 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
218 op->env->update_stats (); 220 op->env->update_stats ();
219 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.");
220 } 222 }
221 223
222 op->destroy (); 224 op->destroy ();
231 233
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233} 235}
234 236
235 237
236void 238static void
237move_gate (object *op) 239move_gate (object *op)
238{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
239 object *tmp; 241 object *tmp;
240 242
241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
242 { 244 {
243 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 ());
244 op->stats.wc = 0; 246 op->stats.wc = 0;
245 } 247 }
246 248
247 /* We're going down */
248 if (op->value) 249 if (op->value)
249 { 250 {
251 /* We're going down */
250 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 254 op->stats.wc = 0;
253 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
254 op->value = 0; 256 op->value = 0;
255 else 257 else
256 op->set_speed (0); 258 op->set_speed (0);
257 } 259 }
258 260
259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
260 { 262 {
261 op->move_block = 0; 263 op->move_block = 0;
262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
263 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
264 } 266 }
265
266 SET_ANIMATION (op, op->stats.wc);
267 update_object (op, UP_OBJ_CHANGE);
268 return;
269 }
270
271 /* We're going up */
272
273 /* First, lets see if we are already at the top */
274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 {
276
277 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly.
281 */
282
283 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 break;
286
287 if (tmp == NULL)
288 {
289 if (op->arch->clone.speed)
290 op->value = 1;
291 else
292 op->set_speed (0);
293
294 return;
295 }
296 }
297
298 if (op->stats.food)
299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc = 0;
304 }
305 } 267 }
306 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
307 { /* The gate is still going up */ 305 { /* The gate is still going up */
308 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
309 308
310 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
311 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
312
313 /* 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.
314 * 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
315 */ 311 */
316 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
317 { 313 {
318 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321
322 if (tmp != NULL)
323 { 317 ;
324 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
325 { 320 {
326 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
327 if (tmp->type == PLAYER)
328 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
329 }
330 else
331 /* If the object is not alive, and the object either can
332 * be picked up or the object rolls, move the object
333 * off the gate.
334 */
335 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
336 {
337 /* If it has speed, it should move itself, otherwise: */
338 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
339
340 /* If there is a free spot, move the object someplace */
341 if (i != -1)
342 { 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 ())
343 tmp->remove (); 344 tmp->move_to (pos);
344 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
345 insert_ob_in_map (tmp, op->map, op, 0);
346 } 346 }
347 } 347 }
348 }
349 348
350 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
351 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
352 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
353 break; 352 break;
354 353
355 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
356 if (tmp) 355 if (tmp)
357 {
358 op->stats.food = 1; 356 op->stats.food = 1;
359 }
360 else 357 else
361 { 358 {
362 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
363 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
364 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
365 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
366 } 365 }
367 } /* gate is halfway up */ 366 } /* gate is halfway up */
368
369 SET_ANIMATION (op, op->stats.wc);
370 update_object (op, UP_OBJ_CHANGE);
371 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
372} 371}
373 372
374/* hp : how long door is open/closed 373/* hp : how long door is open/closed
375 * maxhp : initial value for hp 374 * maxhp : initial value for hp
376 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
377 */ 376 */
378void 377static void
379move_timed_gate (object *op) 378move_timed_gate (object *op)
380{ 379{
381 int v = op->value; 380 int v = op->value;
382 381
383 if (op->stats.sp) 382 if (op->stats.sp)
384 { 383 {
385 move_gate (op); 384 move_gate (op);
385
386 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
387 op->stats.sp = 0; 387 op->stats.sp = 0;
388 return; 388 return;
389 } 389 }
390
390 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
391 { /* keep gate down */ 392 { /* keep gate down */
392 move_gate (op); 393 move_gate (op);
394
393 if (op->value != v) 395 if (op->value != v)
394 op->set_speed (0); 396 op->set_speed (0);
395 } 397 }
396} 398}
397 399
399 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
400 * connected: connected value of detector 402 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
403 */ 405 */
404 406static void
405void
406move_detector (object *op) 407move_detector (object *op)
407{ 408{
408 object *tmp; 409 object *tmp;
409 int last = op->value; 410 int last = op->value;
410 int detected; 411 int detected;
411 412
412 detected = 0; 413 detected = 0;
413 414
414 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)
415 { 416 {
416 object *tmp2; 417 object *tmp2;
417 418
418 if (op->stats.hp) 419 if (op->stats.hp)
419 { 420 {
437 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
438 { 439 {
439 if (detected && last == 0) 440 if (detected && last == 0)
440 { 441 {
441 op->value = 1; 442 op->value = 1;
442 push_button (op); 443 push_button (op, tmp);
443 } 444 }
445
444 if (!detected && last == 1) 446 if (!detected && last == 1)
445 { 447 {
446 op->value = 0; 448 op->value = 0;
447 push_button (op); 449 push_button (op, tmp);
448 } 450 }
449 } 451 }
450 else 452 else
451 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
452 if (detected && last == 1) 454 if (detected && last == 1)
453 { 455 {
454 op->value = 0; 456 op->value = 0;
455 push_button (op); 457 push_button (op, tmp);
456 } 458 }
459
457 if (!detected && last == 0) 460 if (!detected && last == 0)
458 { 461 {
459 op->value = 1; 462 op->value = 1;
460 push_button (op); 463 push_button (op, tmp);
461 } 464 }
462 } 465 }
463} 466}
464
465 467
466void 468void
467animate_trigger (object *op) 469animate_trigger (object *op)
468{ 470{
469 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
470 { 472 {
471 op->stats.wc = 0; 473 op->stats.wc = 0;
472 check_trigger (op, NULL); 474 check_trigger (op, NULL);
473 } 475 }
474 else 476 else
475 { 477 op->update_anim_frame (op->stats.wc);
476 SET_ANIMATION (op, op->stats.wc);
477 update_object (op, UP_OBJ_FACE);
478 }
479} 478}
480 479
481void 480static void
482move_hole (object *op) 481move_hole (object *op)
483{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
484 object *next, *tmp;
485
486 if (op->value) 483 if (op->value)
487 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
488 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
489 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
490 op->stats.wc = 0; 489 op->stats.wc = 0;
491 op->set_speed (0); 490 op->set_speed (0);
492 491
493 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
494 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
495 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
496 { 495 {
497 next = tmp->above; 496 next = tmp->above;
498 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
499 } 498 }
500 } 499 }
501 500 }
502 SET_ANIMATION (op, op->stats.wc); 501 else
503 update_object (op, UP_OBJ_FACE);
504 return;
505 } 502 {
506 /* We're closing */ 503 /* We're closing */
507 op->move_on = 0; 504 op->move_on = 0;
508 505
509 op->stats.wc++; 506 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
511 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
512 509 op->stats.wc = op->anim_frames () - 1;
513 SET_ANIMATION (op, op->stats.wc);
514 update_object (op, UP_OBJ_FACE);
515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
516 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);
517} 515}
518 516
519 517
520/* 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
521 * 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
541 { 539 {
542 object *payload = op->inv; 540 object *payload = op->inv;
543 541
544 if (payload == NULL) 542 if (payload == NULL)
545 return NULL; 543 return NULL;
544
546 payload->remove (); 545 payload->remove ();
547 op->destroy (); 546 op->destroy ();
548 return payload; 547 return payload;
549 } 548 }
550 549
567fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
568{ 567{
569 if (map == NULL) 568 if (map == NULL)
570 return; 569 return;
571 570
572 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
573 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
574 else if (op->type == ARROW) 573 else if (op->type == ARROW)
575 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
576} 575}
577 576
585 return NULL; 584 return NULL;
586 } 585 }
587 586
588 op->set_speed (0); 587 op->set_speed (0);
589 op->direction = 0; 588 op->direction = 0;
590 op->move_on = 0; 589 op->move_on = 0;
591 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
592 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
593 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
594 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
595 op->slaying = 0; 597 op->slaying = op->custom_name;
596 op->skill = 0;
597 598
598 if (op->spellarg != NULL)
599 {
600 op->slaying = op->spellarg;
601 free (op->spellarg);
602 op->spellarg = NULL;
603 }
604 else
605 op->slaying = NULL;
606
607 /* Reset these to zero, so that object::can_merge will work properly */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
608 op->spellarg = NULL; 600 op->custom_name = 0;
609 op->stats.sp = 0; 601 op->stats.sp = 0;
610 op->stats.hp = 0; 602 op->stats.hp = 0;
611 op->stats.grace = 0; 603 op->stats.grace = 0;
612 op->level = 0; 604 op->level = 0;
613 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
614 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
615 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
616 return op; 612 return op;
617} 613}
618 614
619/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
620 * 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
629 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
630 return; 626 return;
631 627
632 if (op->inv) 628 if (op->inv)
633 { 629 {
630 // replace this by straightforward drop to ground?
634 object *payload = op->inv; 631 object *payload = op->inv;
635 632
636 payload->remove ();
637 payload->owner = 0; 633 payload->owner = 0;
638 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
639 op->destroy (); 635 op->destroy ();
640 } 636 }
641 else 637 else
642 { 638 {
643 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
644 if (op) 641 if (op)
645 merge_ob (op, NULL); 642 merge_ob (op, 0);
646 } 643 }
647} 644}
648 645
649/* 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.
650 */ 647 */
651void 648void
652move_arrow (object *op) 649move_arrow (object *op)
653{ 650{
654 object *tmp;
655 sint16 new_x, new_y;
656 int was_reflected, mflags; 651 int was_reflected;
657 maptile *m;
658 652
659 if (op->map == NULL) 653 if (!op->map)
660 { 654 {
661 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy (); 656 op->destroy ();
663 return; 657 return;
664 } 658 }
665 659
666 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
672 * is if the player throws a bomb - the bomb explodes on its own, 666 * is if the player throws a bomb - the bomb explodes on its own,
673 * but this object sticks around. We could handle the cleanup in the 667 * but this object sticks around. We could handle the cleanup in the
674 * bomb code, but there are potential other cases where that could happen, 668 * bomb code, but there are potential other cases where that could happen,
675 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
676 */ 670 */
677 if (op->inv == NULL) 671 if (!op->inv)
678 { 672 {
679 op->destroy (); 673 op->destroy ();
680 return; 674 return;
681 } 675 }
682 676
685 stop_arrow (op); 679 stop_arrow (op);
686 return; 680 return;
687 } 681 }
688 } 682 }
689 683
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
690 /* 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
691 values look rediculous. */ 690 values look ridiculous. */
692 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
693 { 692 {
694 stop_arrow (op); 693 stop_arrow (op);
695 return; 694 return;
696 } 695 }
697 696
698 /* Calculate target map square */ 697 /* Calculate target map square */
699 new_x = op->x + DIRX (op);
700 new_y = op->y + DIRY (op);
701 was_reflected = 0; 698 was_reflected = 0;
702 699
703 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
704 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
705 701
706 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
707 { 703 {
708 stop_arrow (op); 704 stop_arrow (op);
709 return; 705 return;
710 } 706 }
711 707
712 /* 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 */
713 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
714 { 710 {
715 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717 break;
718 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
719 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
721 * move into it. 718 * move into it.
722 */ 719 */
723 if (tmp && tmp != op->owner) 720
724 {
725 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
728 */ 724 */
729 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))
730 { 726 {
731 int number = op->face;
732
733 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
734 update_turn_face (op); 728 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
736 } 730 }
737 else 731 else
738 { 732 {
739 /* Attack the object. */ 733 /* Attack the object. */
740 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
741 735
742 if (!op) 736 if (!op)
743 return; 737 return;
744 } 738 }
745 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */
747 739
748 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))
749 { 745 {
750 int retry = 0; 746 int retry = 0;
751 747
752 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
753 * 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
754 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
755 * 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
756 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
757 */ 753 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
759 { 755 {
760 stop_arrow (op); 756 stop_arrow (op);
761 return; 757 return;
762 } 758 }
763 else 759 else
766 if (op->direction & 1) 762 if (op->direction & 1)
767 { 763 {
768 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
769 retry = 1; 765 retry = 1;
770 } 766 }
767
771 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
772 * use this retry here to make this one block 769 * use this retry here to make this one block
773 * that did the same thing. 770 * that did the same thing.
774 */ 771 */
775 while (retry < 2) 772 while (retry < 2)
776 { 773 {
777 int left, right, mflags;
778 maptile *m1;
779 sint16 x1, y1;
780
781 retry++; 774 retry++;
782 775
783 /* 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
784 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
787 */ 780 */
788 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));
789 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
791 783
792 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));
793 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
795 786
796 if (left == right) 787 if (left == right)
797 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
798 else if (left) 789 else if (left)
799 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
800 else if (right) 791 else if (right)
801 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
802 793
803 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
804
805 /* If this space is not out of the map and not blocked, valid space - 794 /* If this space is not out of the map and not blocked, valid space -
806 * don't need to retry again. 795 * don't need to retry again.
807 */ 796 */
808 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))
809 break; 799 break;
810
811 } 800 }
801
812 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
813 * top it from moving. 803 * stop it from moving.
814 */ 804 */
815 if (retry == 2) 805 if (retry == 2)
816 { 806 {
817 stop_arrow (op); 807 stop_arrow (op);
818 return; 808 return;
819 } 809 }
810
820 /* update object image for new facing */ 811 /* update object image for new facing */
821 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
822 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
823 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
824 } /* object is reflected */ 815 } /* object is reflected */
825 } /* object ran into a wall */ 816 } /* object ran into a wall */
826 817
827 /* Move the arrow. */ 818 /* Move the arrow. */
828 op->remove (); 819 op->move_to (pos);
829 op->x = new_x;
830 op->y = new_y;
831
832 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
833 * about 17 squares. Tune as needed.
834 */
835 op->speed -= 0.05;
836 insert_ob_in_map (op, m, op, 0);
837} 820}
838 821
839/* This routine doesnt seem to work for "inanimate" objects that 822static void
840 * are being carried, ie a held torch leaps from your hands!.
841 * Modified this routine to allow held objects. b.t. */
842
843void
844change_object (object *op) 823change_object (object *op)
845{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
846 int i, j;
847
848 if (op->other_arch == NULL) 825 if (!op->other_arch)
849 { 826 {
850 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 ());
851 return; 828 return;
852 } 829 }
853 830
854 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
855 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
856 { 833 {
857 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
858 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);
859 else 851 else
860 op->stats.food = 1; /* so 1 other_arch is made */
861 }
862
863 object *pl = op->in_player ();
864 object *env = op->env;
865
866 op->remove ();
867 for (i = 0; i < NROFNEWOBJS (op); i++)
868 {
869 object *tmp = arch_to_object (op->other_arch);
870
871 if (op->type == LAMP)
872 tmp->stats.food = op->stats.food - 1;
873
874 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
875 if (env)
876 {
877 tmp->x = env->x, tmp->y = env->y;
878 tmp = insert_ob_in_ob (tmp, env);
879
880 /* If this object is the players inventory, we need to tell the
881 * client of the change. Insert_ob_in_map takes care of the
882 * updating the client, so we don't need to do that below.
883 */
884 if (pl)
885 {
886 esrv_del_item (pl->contr, op->count);
887 esrv_send_item (pl, tmp);
888 }
889 } 852 {
890 else
891 {
892 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
893 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
894 tmp->destroy (); 856 tmp->destroy ();
895 else 857 else
896 { 858 {
897 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
898 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
899 } 863 }
900 } 864 }
901 } 865 }
902 866
903 op->destroy (); 867 op->destroy ();
919 move_teleporter (op->more); 883 move_teleporter (op->more);
920 884
921 if (op->head) 885 if (op->head)
922 head = op->head; 886 head = op->head;
923 887
924 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
925 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
926 break; 890 break;
927 891
928 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
929 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
930 return; 894 return;
931 895
932 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
933 { 897 {
934 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
959 else 923 else
960 { 924 {
961 /* Random teleporter */ 925 /* Random teleporter */
962 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
963 return; 927 return;
928
964 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
965 } 930 }
966} 931}
967
968 932
969/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
970 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
971 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
972 can't be generalized. 936 can't be generalized.
973*/ 937*/
974void 938static void
975move_player_changer (object *op) 939move_player_changer (object *op)
976{ 940{
977 object *player;
978 object *walk;
979
980 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
981 return; 942 return;
982 943
983 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
984 * needs to be on top. 945 * needs to be on top.
985 */ 946 */
986 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
987 { 948 {
949 object *player = op->above;
950
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
989 return; 952 return;
990 953
991 player = op->above;
992
993 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
994 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
995 956
996 player->update_stats (); 957 player->update_stats ();
997 958
998 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1025 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1026 987
1027 spell = op->inv; 988 spell = op->inv;
1028 989
1029 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1030 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1031 992
1032 if (!spell) 993 if (!spell)
1033 { 994 {
1034 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);
1035 return; 996 return;
1036 } 997 }
1037 998
1038 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);
1039} 1000}
1040 1001
1041/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1042 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1043 * 1004 *
1044 * 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
1045 * 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.
1046 * 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,
1047 * 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,
1048 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1049 */ 1010 */
1050void 1011static void
1051move_player_mover (object *op) 1012move_player_mover (object *op)
1052{ 1013{
1053 object *victim, *nextmover; 1014 int dir = 0;
1054 int dir = op->stats.sp;
1055 sint16 nx, ny;
1056 maptile *m;
1057 1015
1058 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1059 if (!dir)
1060 dir = rndm (1, 8);
1061
1062 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1063 { 1017 {
1064 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1065 (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)
1066 { 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 }
1067 1041
1068 if (victim->head) 1042 if (victim->head)
1069 victim = victim->head; 1043 victim = victim->head;
1070 1044
1071 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1072 {
1073 op->remove ();
1074 return;
1075 }
1076
1077 nx = op->x + freearr_x[dir];
1078 ny = op->y + freearr_y[dir];
1079 m = op->map;
1080 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1081 {
1082 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1083 return;
1084 }
1085
1086 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1087 return; 1046 return;
1088 1047
1089 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)
1090 { 1049 {
1091 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1092 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1093 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1094 {
1095 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 */
1096 }
1097 } 1055 }
1098 1056
1099 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1100 { 1058 {
1101 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1102 if (op->level) 1060 if (op->level)
1103 { 1061 {
1104 /* 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
1105 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1106 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1107 * get to this space. 1065 * get to this space.
1108 */ 1066 */
1109 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1110 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1111 move_player (victim, dir); 1069 move_player (victim, dir);
1112 } 1070 }
1113 else 1071 else
1114 return; 1072 return;
1115 } 1073 }
1116 else 1074 else
1117 move_object (victim, dir); 1075 victim->move (dir);
1118 1076
1119 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1120 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1121 1079
1122 if (op->attacktype) 1080 if (op->attacktype)
1123 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1124
1125 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);
1126 /* Not sure why, but for some chars on metalforge, they
1127 * would sometimes get -inf speed_left, and from the
1128 * description, it could only happen here, so just put
1129 * a lower sanity limit. My only guess is that the
1130 * mover has 0 speed.
1131 */
1132 if (victim->speed_left < -5.0)
1133 victim->speed_left = -5.0;
1134 } 1083 }
1135 } 1084 }
1136 } 1085 }
1137} 1086}
1138 1087
1157 if (op->above == NULL) 1106 if (op->above == NULL)
1158 return; 1107 return;
1159 1108
1160 for (tmp = op->above; tmp; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1161 { 1110 {
1162 if (op->other_arch->name == tmp->arch->name) 1111 if (op->other_arch->archname == tmp->arch->archname)
1163 { 1112 {
1164 if (op->level <= 0) 1113 if (op->level <= 0)
1165 tmp->destroy (); 1114 tmp->destroy ();
1166 else 1115 else
1167 { 1116 {
1176 break; 1125 break;
1177 } 1126 }
1178 } 1127 }
1179} 1128}
1180 1129
1181/* move_creator (by peterm) 1130/* move_creator (by peterm)
1182 * 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.
1183 * connected: what will trigger it 1132 * connected: what will trigger it
1184 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1185 * 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
1186 * everytime it's triggered 1135 * everytime it's triggered
1189 * 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.
1190 * 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
1191 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1192 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1193*/ 1142*/
1194
1195void 1143void
1196move_creator (object *creator) 1144move_creator (object *creator)
1197{ 1145{
1198 object *new_ob; 1146 object *new_ob;
1199 1147
1200 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1201 { 1149 {
1202 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1203 return; 1151 return;
1204 } 1152 }
1205 1153
1206 if (creator->inv != NULL) 1154 if (creator->inv)
1207 { 1155 {
1208 object *ob; 1156 object *ob;
1209 int i; 1157 int i;
1210 object *ob_to_copy; 1158 object *ob_to_copy;
1211 1159
1212 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1213 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1214 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++)
1215 { 1163 {
1216 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1217 { 1165 {
1218 ob_to_copy = ob; 1166 ob_to_copy = ob;
1219 } 1167 }
1220 } 1168 }
1221 new_ob = object_create_clone (ob_to_copy); 1169
1222 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);
1223 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1224 } 1173 }
1225 else 1174 else
1226 { 1175 {
1227 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1228 { 1177 {
1229 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",
1230 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1231 return; 1180 return;
1232 } 1181 }
1234 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1235 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1236 } 1185 }
1237 1186
1238 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1239 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))
1240 { 1189 {
1241 new_ob->destroy (); 1190 new_ob->destroy ();
1242 return; 1191 return;
1243 } 1192 }
1244 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
1245 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);
1246 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1247 return; 1201 return;
1248 1202
1249 if (creator->slaying) 1203 if (creator->slaying)
1250 {
1251 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1252 }
1253} 1205}
1254 1206
1255/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1256 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1257 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1263void 1215void
1264move_marker (object *op) 1216move_marker (object *op)
1265{ 1217{
1266 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1267 { 1219 {
1268 object *tmp2;
1269
1270 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1271 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1272 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1273 { 1225 {
1274 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1275 break;
1276 }
1277 1227
1278 /* cycle through his inventory to look for the MARK we want to
1279 * place
1280 */
1281 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1282 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1283 break;
1284
1285 /* if we didn't find our own MARK */
1286 if (!tmp2)
1287 {
1288 object *force = get_archetype (FORCE_NAME);
1289
1290 if (op->stats.food)
1291 {
1292 force->set_speed (0.01);
1293 force->speed_left = -op->stats.food;
1294 }
1295 else
1296 force->set_speed (0);
1297
1298 /* put in the lock code */
1299 force->slaying = op->slaying;
1300
1301 if (op->lore)
1302 force->lore = op->lore;
1303
1304 insert_ob_in_ob (force, tmp);
1305 if (op->msg) 1228 if (op->msg)
1306 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1307 1230
1308 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1309 { 1232 {
1310 op->stats.hp--; 1233 op->stats.hp--;
1234
1311 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1312 { 1236 {
1313 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1314 op->destroy (); 1238 op->destroy ();
1315 return; 1239 return;
1317 } 1241 }
1318 } 1242 }
1319 } 1243 }
1320} 1244}
1321 1245
1322int 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
1323process_object (object *op) 1293process_object (object *op)
1324{ 1294{
1325 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1326 return 0; 1296 return;
1327 1297
1328 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1329 return 0; 1299 return;
1330 1300
1331 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1332 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1333 return 1; 1303 return;
1334 1304
1335 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1336 { 1306 {
1337 if (op->type == PLAYER)
1338 animate_object (op, op->facing);
1339 else
1340 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1341 1308
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1343 make_sure_seen (op); 1310 make_sure_seen (op);
1344 } 1311 }
1345 1312
1346 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 ))
1347 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1348 change_object (op); 1321 change_object (op);
1349 return 1; 1322 return;
1350 } 1323 }
1351 1324
1352 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1353 generate_monster (op); 1326 generate_monster (op);
1354 1327
1355 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1356 { 1329 {
1357 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1358 remove_force (op); 1331 remove_force (op);
1359 else 1332 else
1360 { 1333 {
1361 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1362 object *pl = op->in_player ();
1363 1335
1364 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1365 esrv_del_item (pl->contr, op->count);
1366
1367 op->remove ();
1368
1369 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1370 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1371 1338
1372 op->destroy (); 1339 op->drop_and_destroy ();
1373 } 1340 }
1374 1341
1375 return 1; 1342 return;
1343 }
1376 } 1344 }
1377 1345
1378 switch (op->type) 1346 switch (op->type)
1379 { 1347 {
1380 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1381 move_spell_effect (op); 1349 move_spell_effect (op);
1382 return 1; 1350 break;
1383 1351
1384 case ROD: 1352 case ROD:
1385 case HORN: 1353 case HORN:
1386 regenerate_rod (op); 1354 regenerate_rod (op);
1387 return 1; 1355 break;
1388 1356
1389 case FORCE: 1357 case FORCE:
1390 case POTION_EFFECT: 1358 case POTION_EFFECT:
1391 remove_force (op); 1359 remove_force (op);
1392 return 1; 1360 break;
1393 1361
1394 case BLINDNESS: 1362 case BLINDNESS:
1395 remove_blindness (op); 1363 remove_blindness (op);
1396 return 0; 1364 break;
1397 1365
1398 case POISONING: 1366 case POISONING:
1399 poison_more (op); 1367 poison_more (op);
1400 return 0; 1368 break;
1401 1369
1402 case DISEASE: 1370 case DISEASE:
1403 move_disease (op); 1371 move_disease (op);
1404 return 0; 1372 break;
1405 1373
1406 case SYMPTOM: 1374 case SYMPTOM:
1407 move_symptom (op); 1375 move_symptom (op);
1408 return 0; 1376 break;
1409 1377
1410 case THROWN_OBJ: 1378 case THROWN_OBJ:
1411 case ARROW: 1379 case ARROW:
1412 move_arrow (op); 1380 move_arrow (op);
1413 return 0; 1381 break;
1414 1382
1415 case DOOR: 1383 case DOOR:
1416 remove_door (op); 1384 remove_door (op);
1417 return 0; 1385 break;
1418 1386
1419 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1420 remove_door2 (op); 1388 remove_door2 (op);
1421 return 0; 1389 break;
1422 1390
1423 case TELEPORTER: 1391 case TELEPORTER:
1424 move_teleporter (op); 1392 move_teleporter (op);
1425 return 0; 1393 break;
1426 1394
1427 case GOLEM: 1395 case GOLEM:
1428 move_golem (op); 1396 move_golem (op);
1429 return 0; 1397 break;
1430 1398
1431 case EARTHWALL: 1399 case EARTHWALL:
1432 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1433 return 0; 1401 break;
1434 1402
1435 case FIREWALL: 1403 case FIREWALL:
1436 move_firewall (op); 1404 move_firewall (op);
1437 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1438 animate_turning (op); 1406 animate_turning (op);
1439 return 0; 1407 break;
1440 1408
1441 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1442 do_mood_floor (op); 1410 do_mood_floor (op);
1443 return 0; 1411 break;
1444 1412
1445 case GATE: 1413 case GATE:
1446 move_gate (op); 1414 move_gate (op);
1447 return 0; 1415 break;
1448 1416
1449 case TIMED_GATE: 1417 case TIMED_GATE:
1450 move_timed_gate (op); 1418 move_timed_gate (op);
1451 return 0; 1419 break;
1452 1420
1453 case TRIGGER: 1421 case TRIGGER:
1454 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1455 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1456 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1457 animate_trigger (op); 1425 animate_trigger (op);
1458 return 0; 1426 break;
1459 1427
1460 case DETECTOR: 1428 case DETECTOR:
1461 move_detector (op); 1429 move_detector (op);
1462 1430
1463 case DIRECTOR: 1431 case DIRECTOR:
1464 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1465 animate_turning (op); 1433 animate_turning (op);
1466 return 0; 1434 break;
1467 1435
1468 case HOLE: 1436 case HOLE:
1469 move_hole (op); 1437 move_hole (op);
1470 return 0; 1438 break;
1471 1439
1472 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1473 move_deep_swamp (op); 1441 move_deep_swamp (op);
1474 return 0; 1442 break;
1475 1443
1476 case RUNE: 1444 case RUNE:
1477 case TRAP: 1445 case TRAP:
1478 move_rune (op); 1446 move_rune (op);
1479 return 0; 1447 break;
1480 1448
1481 case PLAYERMOVER: 1449 case PLAYERMOVER:
1482 move_player_mover (op); 1450 move_player_mover (op);
1483 return 0; 1451 break;
1484 1452
1485 case CREATOR: 1453 case CREATOR:
1486 move_creator (op); 1454 move_creator (op);
1487 return 0; 1455 break;
1488 1456
1489 case MARKER: 1457 case MARKER:
1490 move_marker (op); 1458 move_marker (op);
1491 return 0; 1459 break;
1492 1460
1493 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1494 move_player_changer (op); 1462 move_player_changer (op);
1495 return 0; 1463 break;
1496 1464
1497 case PEACEMAKER: 1465 case PEACEMAKER:
1498 move_peacemaker (op); 1466 move_peacemaker (op);
1499 return 0; 1467 break;
1500 }
1501 1468
1502 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 }
1503} 1487}
1488

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