ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 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
92void 96static void
93generate_monster (object *gen) 97generate_monster (object *gen)
94{ 98{
95 if (!gen->map) 99 if (!gen->map)
96 return; 100 return;
97 101
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 103 return;
100 104
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
101 object *op; 110 object *op;
111 int dir;
102 112
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 113 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 114 {
105 // either copy one item form the inventory... 115 // either copy one item from the inventory...
106 if (!gen->inv) 116 if (!gen->inv)
107 return; 117 return;
108 118
109 // first select one item from the inventory 119 // first select one item from the inventory
110 int index = 0; 120 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 122 if (!rndm (++index))
113 op = tmp; 123 op = tmp;
114 124
115 op = object_create_clone (op); 125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 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 }
120 else 143 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 144 return;
127 }
128 145
129 op->expand_tail (); 146 op->expand_tail ();
130 147
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 148 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 149
150 if (pos.insert (op, gen))
133 { 151 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 152 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
138 154
139 if (op->has_random_items ()) 155 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 157
142 return; 158 return;
143 }
144 } 159 }
145 160
146 op->destroy (); 161 op->destroy ();
147} 162}
148 163
149void 164static void
150remove_force (object *op) 165remove_force (object *op)
151{ 166{
152 if (--op->duration > 0) 167 if (--op->duration > 0)
153 return; 168 return;
154 169
155 if (op->env) 170 if (op->env)
156 switch (op->subtype) 171 switch (op->subtype)
157 { 172 {
158 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
160 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");
161 176
162 default: 177 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 179 change_abil (op->env, op);
165 op->env->update_stats (); 180 op->env->update_stats ();
166 } 181 }
167 182
168 op->destroy (); 183 op->destroy ();
169} 184}
170 185
171void 186static void
172remove_blindness (object *op) 187remove_blindness (object *op)
173{ 188{
174 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
175 return; 190 return;
176 191
177 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
178 193
179 if (op->env) 194 if (op->env)
180 { 195 {
181 change_abil (op->env, op); 196 change_abil (op->env, op);
182 op->env->update_stats (); 197 op->env->update_stats ();
183 } 198 }
184 199
185 op->destroy (); 200 op->destroy ();
186} 201}
187 202
188void 203static void
189poison_more (object *op) 204poison_more (object *op)
190{ 205{
191 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)
192 { 207 {
193 op->destroy (); 208 op->destroy ();
194 return; 209 return;
195 } 210 }
196 211
199 /* 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
200 * will not do anything. 215 * will not do anything.
201 */ 216 */
202 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
203 { 218 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 220 op->env->update_stats ();
206 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.");
207 } 222 }
208 223
209 op->destroy (); 224 op->destroy ();
218 233
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 235}
221 236
222 237
223void 238static void
224move_gate (object *op) 239move_gate (object *op)
225{ /* 1 = going down, 0 = going up */ 240{ /* 1 = going down, 0 = going up */
226 object *tmp; 241 object *tmp;
227 242
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
229 { 244 {
230 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 ());
231 op->stats.wc = 0; 246 op->stats.wc = 0;
232 } 247 }
233 248
234 /* We're going down */
235 if (op->value) 249 if (op->value)
236 { 250 {
251 /* We're going down */
237 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 254 op->stats.wc = 0;
240 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
241 op->value = 0; 256 op->value = 0;
242 else 257 else
243 op->set_speed (0); 258 op->set_speed (0);
244 } 259 }
245 260
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
247 { 262 {
248 op->move_block = 0; 263 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
251 } 266 }
252
253 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE);
255 return;
256 }
257
258 /* We're going up */
259
260 /* First, lets see if we are already at the top */
261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 {
263
264 /* Check to make sure that only non pickable and non rollable
265 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower
267 * the gate slightly.
268 */
269
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break;
273
274 if (tmp == NULL)
275 {
276 if (op->arch->clone.speed)
277 op->value = 1;
278 else
279 op->set_speed (0);
280
281 return;
282 }
283 }
284
285 if (op->stats.food)
286 { /* The gate is going temporarily down */
287 if (--op->stats.wc <= 0)
288 { /* Gone all the way down? */
289 op->stats.food = 0; /* Then let's try again */
290 op->stats.wc = 0;
291 }
292 } 267 }
293 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
294 { /* The gate is still going up */ 305 { /* The gate is still going up */
295 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
296 308
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
299
300 /* 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.
301 * 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
302 */ 311 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
304 { 313 {
305 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 317 ;
309 318
310 if (tmp) 319 if (tmp)
311 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 320 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
315
316 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 }
319 else
320 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object
322 * off the gate.
323 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 {
326 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
328
329 /* If there is a free spot, move the object someplace */
330 if (i != -1)
331 { 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 ())
332 tmp->remove (); 344 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 346 }
336 } 347 }
337 }
338 348
339 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 for (tmp = op->above; tmp; tmp = tmp->above)
341 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])
342 break; 352 break;
343 353
344 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
345 if (tmp) 355 if (tmp)
346 {
347 op->stats.food = 1; 356 op->stats.food = 1;
348 }
349 else 357 else
350 { 358 {
351 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
352 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
354 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
355 } 365 }
356 } /* gate is halfway up */ 366 } /* gate is halfway up */
357
358 SET_ANIMATION (op, op->stats.wc);
359 update_object (op, UP_OBJ_CHANGE);
360 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
361} 371}
362 372
363/* hp : how long door is open/closed 373/* hp : how long door is open/closed
364 * maxhp : initial value for hp 374 * maxhp : initial value for hp
365 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
366 */ 376 */
367void 377static void
368move_timed_gate (object *op) 378move_timed_gate (object *op)
369{ 379{
370 int v = op->value; 380 int v = op->value;
371 381
372 if (op->stats.sp) 382 if (op->stats.sp)
373 { 383 {
374 move_gate (op); 384 move_gate (op);
385
375 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 387 op->stats.sp = 0;
377 return; 388 return;
378 } 389 }
390
379 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 392 { /* keep gate down */
381 move_gate (op); 393 move_gate (op);
394
382 if (op->value != v) 395 if (op->value != v)
383 op->set_speed (0); 396 op->set_speed (0);
384 } 397 }
385} 398}
386 399
388 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
389 * connected: connected value of detector 402 * connected: connected value of detector
390 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
391 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
392 */ 405 */
393 406static void
394void
395move_detector (object *op) 407move_detector (object *op)
396{ 408{
397 object *tmp; 409 object *tmp;
398 int last = op->value; 410 int last = op->value;
399 int detected; 411 int detected;
400 412
401 detected = 0; 413 detected = 0;
402 414
403 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)
404 { 416 {
405 object *tmp2; 417 object *tmp2;
406 418
407 if (op->stats.hp) 419 if (op->stats.hp)
408 { 420 {
426 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
427 { 439 {
428 if (detected && last == 0) 440 if (detected && last == 0)
429 { 441 {
430 op->value = 1; 442 op->value = 1;
431 push_button (op); 443 push_button (op, tmp);
432 } 444 }
445
433 if (!detected && last == 1) 446 if (!detected && last == 1)
434 { 447 {
435 op->value = 0; 448 op->value = 0;
436 push_button (op); 449 push_button (op, tmp);
437 } 450 }
438 } 451 }
439 else 452 else
440 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
441 if (detected && last == 1) 454 if (detected && last == 1)
442 { 455 {
443 op->value = 0; 456 op->value = 0;
444 push_button (op); 457 push_button (op, tmp);
445 } 458 }
459
446 if (!detected && last == 0) 460 if (!detected && last == 0)
447 { 461 {
448 op->value = 1; 462 op->value = 1;
449 push_button (op); 463 push_button (op, tmp);
450 } 464 }
451 } 465 }
452} 466}
453
454 467
455void 468void
456animate_trigger (object *op) 469animate_trigger (object *op)
457{ 470{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
459 { 472 {
460 op->stats.wc = 0; 473 op->stats.wc = 0;
461 check_trigger (op, NULL); 474 check_trigger (op, NULL);
462 } 475 }
463 else 476 else
464 { 477 op->update_anim_frame (op->stats.wc);
465 SET_ANIMATION (op, op->stats.wc);
466 update_object (op, UP_OBJ_FACE);
467 }
468} 478}
469 479
470void 480static void
471move_hole (object *op) 481move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 483 if (op->value)
476 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
477 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
478 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
479 op->stats.wc = 0; 489 op->stats.wc = 0;
480 op->set_speed (0); 490 op->set_speed (0);
481 491
482 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 495 {
486 next = tmp->above; 496 next = tmp->above;
487 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
488 } 498 }
489 } 499 }
490 500 }
491 SET_ANIMATION (op, op->stats.wc); 501 else
492 update_object (op, UP_OBJ_FACE);
493 return;
494 } 502 {
495 /* We're closing */ 503 /* We're closing */
496 op->move_on = 0; 504 op->move_on = 0;
497 505
498 op->stats.wc++; 506 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
500 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
501 509 op->stats.wc = op->anim_frames () - 1;
502 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE);
504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
505 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);
506} 515}
507 516
508 517
509/* 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
510 * 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
530 { 539 {
531 object *payload = op->inv; 540 object *payload = op->inv;
532 541
533 if (payload == NULL) 542 if (payload == NULL)
534 return NULL; 543 return NULL;
544
535 payload->remove (); 545 payload->remove ();
536 op->destroy (); 546 op->destroy ();
537 return payload; 547 return payload;
538 } 548 }
539 549
556fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
557{ 567{
558 if (map == NULL) 568 if (map == NULL)
559 return; 569 return;
560 570
561 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
562 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
563 else if (op->type == ARROW) 573 else if (op->type == ARROW)
564 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
565} 575}
566 576
574 return NULL; 584 return NULL;
575 } 585 }
576 586
577 op->set_speed (0); 587 op->set_speed (0);
578 op->direction = 0; 588 op->direction = 0;
579 op->move_on = 0; 589 op->move_on = 0;
580 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
584 op->slaying = 0; 597 op->slaying = op->custom_name;
585 op->skill = 0;
586 598
587 if (op->spellarg != NULL)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = NULL;
592 }
593 else
594 op->slaying = NULL;
595
596 /* 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 */
597 op->spellarg = NULL; 600 op->custom_name = 0;
598 op->stats.sp = 0; 601 op->stats.sp = 0;
599 op->stats.hp = 0; 602 op->stats.hp = 0;
600 op->stats.grace = 0; 603 op->stats.grace = 0;
601 op->level = 0; 604 op->level = 0;
602 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
603 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
604 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
605 return op; 612 return op;
606} 613}
607 614
608/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
609 * 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
618 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
619 return; 626 return;
620 627
621 if (op->inv) 628 if (op->inv)
622 { 629 {
630 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 631 object *payload = op->inv;
624 632
625 payload->remove ();
626 payload->owner = 0; 633 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 635 op->destroy ();
629 } 636 }
630 else 637 else
631 { 638 {
632 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
633 if (op) 641 if (op)
634 merge_ob (op, NULL); 642 merge_ob (op, 0);
635 } 643 }
636} 644}
637 645
638/* 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.
639 */ 647 */
640void 648void
641move_arrow (object *op) 649move_arrow (object *op)
642{ 650{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 651 int was_reflected;
646 maptile *m;
647 652
648 if (op->map == NULL) 653 if (!op->map)
649 { 654 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
651 op->destroy (); 656 op->destroy ();
652 return; 657 return;
653 } 658 }
654 659
655 /* we need to stop thrown objects at some point. Like here. */ 660 /* we need to stop thrown objects at some point. Like here. */
661 * 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,
662 * 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
663 * 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,
664 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
665 */ 670 */
666 if (op->inv == NULL) 671 if (!op->inv)
667 { 672 {
668 op->destroy (); 673 op->destroy ();
669 return; 674 return;
670 } 675 }
671 676
674 stop_arrow (op); 679 stop_arrow (op);
675 return; 680 return;
676 } 681 }
677 } 682 }
678 683
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
679 /* 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
680 values look rediculous. */ 690 values look ridiculous. */
681 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
682 { 692 {
683 stop_arrow (op); 693 stop_arrow (op);
684 return; 694 return;
685 } 695 }
686 696
687 /* Calculate target map square */ 697 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 698 was_reflected = 0;
691 699
692 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 701
695 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
696 { 703 {
697 stop_arrow (op); 704 stop_arrow (op);
698 return; 705 return;
699 } 706 }
700 707
701 /* 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 */
702 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
703 { 710 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break;
707 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
708 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
710 * move into it. 718 * move into it.
711 */ 719 */
712 if (tmp && tmp != op->owner) 720
713 {
714 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
715 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
716 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
717 */ 724 */
718 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))
719 { 726 {
720 int number = op->face;
721
722 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
723 update_turn_face (op); 728 update_turn_face (op);
724 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
725 } 730 }
726 else 731 else
727 { 732 {
728 /* Attack the object. */ 733 /* Attack the object. */
729 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
730 735
731 if (!op) 736 if (!op)
732 return; 737 return;
733 } 738 }
734 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */
736 739
737 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))
738 { 745 {
739 int retry = 0; 746 int retry = 0;
740 747
741 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
742 * 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
743 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
744 * 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
745 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
746 */ 753 */
747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
748 { 755 {
749 stop_arrow (op); 756 stop_arrow (op);
750 return; 757 return;
751 } 758 }
752 else 759 else
755 if (op->direction & 1) 762 if (op->direction & 1)
756 { 763 {
757 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
758 retry = 1; 765 retry = 1;
759 } 766 }
767
760 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
761 * use this retry here to make this one block 769 * use this retry here to make this one block
762 * that did the same thing. 770 * that did the same thing.
763 */ 771 */
764 while (retry < 2) 772 while (retry < 2)
765 { 773 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 774 retry++;
771 775
772 /* 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
773 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
776 */ 780 */
777 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));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780 783
781 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));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784 786
785 if (left == right) 787 if (left == right)
786 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
787 else if (left) 789 else if (left)
788 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
789 else if (right) 791 else if (right)
790 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
791 793
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* 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 -
795 * don't need to retry again. 795 * don't need to retry again.
796 */ 796 */
797 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))
798 break; 799 break;
799
800 } 800 }
801
801 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 803 * stop it from moving.
803 */ 804 */
804 if (retry == 2) 805 if (retry == 2)
805 { 806 {
806 stop_arrow (op); 807 stop_arrow (op);
807 return; 808 return;
808 } 809 }
810
809 /* update object image for new facing */ 811 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 815 } /* object is reflected */
814 } /* object ran into a wall */ 816 } /* object ran into a wall */
815 817
816 /* Move the arrow. */ 818 /* Move the arrow. */
817 op->remove (); 819 op->move_to (pos);
818 op->x = new_x;
819 op->y = new_y;
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826} 820}
827 821
828/* This routine doesnt seem to work for "inanimate" objects that 822static void
829 * are being carried, ie a held torch leaps from your hands!.
830 * Modified this routine to allow held objects. b.t. */
831
832void
833change_object (object *op) 823change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
835 int i, j;
836
837 if (op->other_arch == NULL) 825 if (!op->other_arch)
838 { 826 {
839 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 ());
840 return; 828 return;
841 } 829 }
842 830
843 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
845 { 833 {
846 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
847 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);
848 else 851 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 } 852 {
879 else
880 {
881 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
882 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
883 tmp->destroy (); 856 tmp->destroy ();
884 else 857 else
885 { 858 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
888 } 863 }
889 } 864 }
890 } 865 }
891 866
892 op->destroy (); 867 op->destroy ();
908 move_teleporter (op->more); 883 move_teleporter (op->more);
909 884
910 if (op->head) 885 if (op->head)
911 head = op->head; 886 head = op->head;
912 887
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
915 break; 890 break;
916 891
917 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
919 return; 894 return;
920 895
921 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
922 { 897 {
923 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
948 else 923 else
949 { 924 {
950 /* Random teleporter */ 925 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 927 return;
928
953 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
954 } 930 }
955} 931}
956
957 932
958/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
960 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
961 can't be generalized. 936 can't be generalized.
962*/ 937*/
963void 938static void
964move_player_changer (object *op) 939move_player_changer (object *op)
965{ 940{
966 object *player;
967 object *walk;
968
969 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
970 return; 942 return;
971 943
972 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
973 * needs to be on top. 945 * needs to be on top.
974 */ 946 */
975 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
976 { 948 {
949 object *player = op->above;
950
977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
978 return; 952 return;
979 953
980 player = op->above;
981
982 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
983 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
984 956
985 player->update_stats (); 957 player->update_stats ();
986 958
987 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1014 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1015 987
1016 spell = op->inv; 988 spell = op->inv;
1017 989
1018 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1020 992
1021 if (!spell) 993 if (!spell)
1022 { 994 {
1023 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);
1024 return; 996 return;
1025 } 997 }
1026 998
1027 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);
1028} 1000}
1029 1001
1030/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1031 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1032 * 1004 *
1033 * 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
1034 * 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.
1035 * 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,
1036 * 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,
1037 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1010 */
1039void 1011static void
1040move_player_mover (object *op) 1012move_player_mover (object *op)
1041{ 1013{
1042 object *victim, *nextmover; 1014 int dir = 0;
1043 int dir = op->stats.sp;
1044 sint16 nx, ny;
1045 maptile *m;
1046 1015
1047 /* Determine direction now for random movers so we do the right thing */ 1016 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1048 if (!dir)
1049 dir = rndm (1, 8);
1050
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1052 { 1017 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1054 (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)
1055 { 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 }
1056 1041
1057 if (victim->head) 1042 if (victim->head)
1058 victim = victim->head; 1043 victim = victim->head;
1059 1044
1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1061 {
1062 op->remove ();
1063 return;
1064 }
1065
1066 nx = op->x + freearr_x[dir];
1067 ny = op->y + freearr_y[dir];
1068 m = op->map;
1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1070 {
1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1072 return;
1073 }
1074
1075 if (should_director_abort (op, victim)) 1045 if (should_director_abort (op, victim))
1076 return; 1046 return;
1077 1047
1078 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)
1079 { 1049 {
1080 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1083 {
1084 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 */
1085 }
1086 } 1055 }
1087 1056
1088 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1089 { 1058 {
1090 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1091 if (op->level) 1060 if (op->level)
1092 { 1061 {
1093 /* 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
1094 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1096 * get to this space. 1065 * get to this space.
1097 */ 1066 */
1098 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1069 move_player (victim, dir);
1101 } 1070 }
1102 else 1071 else
1103 return; 1072 return;
1104 } 1073 }
1105 else 1074 else
1106 move_object (victim, dir); 1075 victim->move (dir);
1107 1076
1108 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1110 1079
1111 if (op->attacktype) 1080 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1113
1114 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);
1115 /* Not sure why, but for some chars on metalforge, they
1116 * would sometimes get -inf speed_left, and from the
1117 * description, it could only happen here, so just put
1118 * a lower sanity limit. My only guess is that the
1119 * mover has 0 speed.
1120 */
1121 if (victim->speed_left < -5.0)
1122 victim->speed_left = -5.0;
1123 } 1083 }
1124 } 1084 }
1125 } 1085 }
1126} 1086}
1127 1087
1146 if (op->above == NULL) 1106 if (op->above == NULL)
1147 return; 1107 return;
1148 1108
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1110 {
1151 if (op->other_arch->name == tmp->arch->name) 1111 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1112 {
1153 if (op->level <= 0) 1113 if (op->level <= 0)
1154 tmp->destroy (); 1114 tmp->destroy ();
1155 else 1115 else
1156 { 1116 {
1165 break; 1125 break;
1166 } 1126 }
1167 } 1127 }
1168} 1128}
1169 1129
1170/* move_creator (by peterm) 1130/* move_creator (by peterm)
1171 * 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.
1172 * connected: what will trigger it 1132 * connected: what will trigger it
1173 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1174 * 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
1175 * everytime it's triggered 1135 * everytime it's triggered
1178 * 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.
1179 * 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
1180 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1182*/ 1142*/
1183
1184void 1143void
1185move_creator (object *creator) 1144move_creator (object *creator)
1186{ 1145{
1187 object *new_ob; 1146 object *new_ob;
1188 1147
1189 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1190 { 1149 {
1191 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1192 return; 1151 return;
1193 } 1152 }
1194 1153
1195 if (creator->inv != NULL) 1154 if (creator->inv)
1196 { 1155 {
1197 object *ob; 1156 object *ob;
1198 int i; 1157 int i;
1199 object *ob_to_copy; 1158 object *ob_to_copy;
1200 1159
1201 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1202 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1203 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++)
1204 { 1163 {
1205 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1206 { 1165 {
1207 ob_to_copy = ob; 1166 ob_to_copy = ob;
1208 } 1167 }
1209 } 1168 }
1210 new_ob = object_create_clone (ob_to_copy); 1169
1211 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);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1173 }
1214 else 1174 else
1215 { 1175 {
1216 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1217 { 1177 {
1218 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",
1219 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1180 return;
1221 } 1181 }
1223 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1185 }
1226 1186
1227 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1228 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))
1229 { 1189 {
1230 new_ob->destroy (); 1190 new_ob->destroy ();
1231 return; 1191 return;
1232 } 1192 }
1233 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
1234 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);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1236 return; 1201 return;
1237 1202
1238 if (creator->slaying) 1203 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1205}
1243 1206
1244/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1252void 1215void
1253move_marker (object *op) 1216move_marker (object *op)
1254{ 1217{
1255 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1256 { 1219 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1225 {
1263 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1227
1267 /* cycle through his inventory to look for the MARK we want to
1268 * place
1269 */
1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1272 break;
1273
1274 /* if we didn't find our own MARK */
1275 if (!tmp2)
1276 {
1277 object *force = get_archetype (FORCE_NAME);
1278
1279 if (op->stats.food)
1280 {
1281 force->set_speed (0.01);
1282 force->speed_left = -op->stats.food;
1283 }
1284 else
1285 force->set_speed (0);
1286
1287 /* put in the lock code */
1288 force->slaying = op->slaying;
1289
1290 if (op->lore)
1291 force->lore = op->lore;
1292
1293 insert_ob_in_ob (force, tmp);
1294 if (op->msg) 1228 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1230
1297 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1298 { 1232 {
1299 op->stats.hp--; 1233 op->stats.hp--;
1234
1300 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1301 { 1236 {
1302 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1303 op->destroy (); 1238 op->destroy ();
1304 return; 1239 return;
1306 } 1241 }
1307 } 1242 }
1308 } 1243 }
1309} 1244}
1310 1245
1311int 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
1312process_object (object *op) 1293process_object (object *op)
1313{ 1294{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1315 return 0; 1296 return;
1316 1297
1317 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1299 return;
1319 1300
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1322 return 1; 1303 return;
1323 1304
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1325 { 1306 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1330 1308
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1332 make_sure_seen (op); 1310 make_sure_seen (op);
1333 } 1311 }
1334 1312
1335 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 ))
1336 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1337 change_object (op); 1321 change_object (op);
1338 return 1; 1322 return;
1339 } 1323 }
1340 1324
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1342 generate_monster (op); 1326 generate_monster (op);
1343 1327
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1345 { 1329 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1347 remove_force (op); 1331 remove_force (op);
1348 else 1332 else
1349 { 1333 {
1350 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1351 object *pl = op->in_player ();
1352 1335
1353 if (pl) 1336 if (op->flag [FLAG_SEE_ANYWHERE])
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1337 make_sure_not_seen (op);
1360 1338
1361 op->destroy (); 1339 op->drop_and_destroy ();
1362 } 1340 }
1363 1341
1364 return 1; 1342 return;
1343 }
1365 } 1344 }
1366 1345
1367 switch (op->type) 1346 switch (op->type)
1368 { 1347 {
1369 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1370 move_spell_effect (op); 1349 move_spell_effect (op);
1371 return 1; 1350 break;
1372 1351
1373 case ROD: 1352 case ROD:
1374 case HORN: 1353 case HORN:
1375 regenerate_rod (op); 1354 regenerate_rod (op);
1376 return 1; 1355 break;
1377 1356
1378 case FORCE: 1357 case FORCE:
1379 case POTION_EFFECT: 1358 case POTION_EFFECT:
1380 remove_force (op); 1359 remove_force (op);
1381 return 1; 1360 break;
1382 1361
1383 case BLINDNESS: 1362 case BLINDNESS:
1384 remove_blindness (op); 1363 remove_blindness (op);
1385 return 0; 1364 break;
1386 1365
1387 case POISONING: 1366 case POISONING:
1388 poison_more (op); 1367 poison_more (op);
1389 return 0; 1368 break;
1390 1369
1391 case DISEASE: 1370 case DISEASE:
1392 move_disease (op); 1371 move_disease (op);
1393 return 0; 1372 break;
1394 1373
1395 case SYMPTOM: 1374 case SYMPTOM:
1396 move_symptom (op); 1375 move_symptom (op);
1397 return 0; 1376 break;
1398 1377
1399 case THROWN_OBJ: 1378 case THROWN_OBJ:
1400 case ARROW: 1379 case ARROW:
1401 move_arrow (op); 1380 move_arrow (op);
1402 return 0; 1381 break;
1403 1382
1404 case DOOR: 1383 case DOOR:
1405 remove_door (op); 1384 remove_door (op);
1406 return 0; 1385 break;
1407 1386
1408 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1409 remove_door2 (op); 1388 remove_door2 (op);
1410 return 0; 1389 break;
1411 1390
1412 case TELEPORTER: 1391 case TELEPORTER:
1413 move_teleporter (op); 1392 move_teleporter (op);
1414 return 0; 1393 break;
1415 1394
1416 case GOLEM: 1395 case GOLEM:
1417 move_golem (op); 1396 move_golem (op);
1418 return 0; 1397 break;
1419 1398
1420 case EARTHWALL: 1399 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1401 break;
1423 1402
1424 case FIREWALL: 1403 case FIREWALL:
1425 move_firewall (op); 1404 move_firewall (op);
1426 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1427 animate_turning (op); 1406 animate_turning (op);
1428 return 0; 1407 break;
1429 1408
1430 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1431 do_mood_floor (op); 1410 do_mood_floor (op);
1432 return 0; 1411 break;
1433 1412
1434 case GATE: 1413 case GATE:
1435 move_gate (op); 1414 move_gate (op);
1436 return 0; 1415 break;
1437 1416
1438 case TIMED_GATE: 1417 case TIMED_GATE:
1439 move_timed_gate (op); 1418 move_timed_gate (op);
1440 return 0; 1419 break;
1441 1420
1442 case TRIGGER: 1421 case TRIGGER:
1443 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1425 animate_trigger (op);
1447 return 0; 1426 break;
1448 1427
1449 case DETECTOR: 1428 case DETECTOR:
1450 move_detector (op); 1429 move_detector (op);
1451 1430
1452 case DIRECTOR: 1431 case DIRECTOR:
1453 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1454 animate_turning (op); 1433 animate_turning (op);
1455 return 0; 1434 break;
1456 1435
1457 case HOLE: 1436 case HOLE:
1458 move_hole (op); 1437 move_hole (op);
1459 return 0; 1438 break;
1460 1439
1461 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1441 move_deep_swamp (op);
1463 return 0; 1442 break;
1464 1443
1465 case RUNE: 1444 case RUNE:
1466 case TRAP: 1445 case TRAP:
1467 move_rune (op); 1446 move_rune (op);
1468 return 0; 1447 break;
1469 1448
1470 case PLAYERMOVER: 1449 case PLAYERMOVER:
1471 move_player_mover (op); 1450 move_player_mover (op);
1472 return 0; 1451 break;
1473 1452
1474 case CREATOR: 1453 case CREATOR:
1475 move_creator (op); 1454 move_creator (op);
1476 return 0; 1455 break;
1477 1456
1478 case MARKER: 1457 case MARKER:
1479 move_marker (op); 1458 move_marker (op);
1480 return 0; 1459 break;
1481 1460
1482 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1483 move_player_changer (op); 1462 move_player_changer (op);
1484 return 0; 1463 break;
1485 1464
1486 case PEACEMAKER: 1465 case PEACEMAKER:
1487 move_peacemaker (op); 1466 move_peacemaker (op);
1488 return 0; 1467 break;
1489 }
1490 1468
1491 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 }
1492} 1487}
1488

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines