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Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.69 by root, Sat Sep 15 15:58:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 33 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
42{ 38{
43 int i; 39 int i;
44 object *tmp; 40 object *tmp;
45 41
46 for (i = 1; i < 9; i += 2) 42 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 44 {
49 tmp->speed = 0.1; 45 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
52 } 47 }
53 48
54 if (op->other_arch) 49 if (op->other_arch)
55 { 50 {
56 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
73 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
74 { 69 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 72 { /* same key both doors */
78 tmp->speed = 0.1; 73 tmp->set_speed (0.1f);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
81 } 75 }
82 } 76 }
77
83 if (op->other_arch) 78 if (op->other_arch)
84 { 79 {
85 tmp = arch_to_object (op->other_arch); 80 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 81 tmp->x = op->x;
87 tmp->y = op->y; 82 tmp->y = op->y;
91 } 86 }
92 87
93 op->destroy (); 88 op->destroy ();
94} 89}
95 90
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 91void
100generate_monster_inv (object *gen) 92generate_monster (object *gen)
101{ 93{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 94 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 95 return;
130 head = object_create_clone (op); 96
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 98 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 99
142void 100 object *op;
143generate_monster_arch (object *gen)
144{
145 int i; 101 int dir;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148 102
149 if (gen->other_arch == NULL) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
150 { 104 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 105 // either copy one item from the inventory...
106 if (!gen->inv)
152 return; 107 return;
153 } 108
154 /* Code below assumes the generator is on a map, as it tries 109 // first select one item from the inventory
155 * to place the monster on the map. So if the generator 110 int index = 0;
156 * isn't on a map, complain and exit. 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
157 */ 112 if (!rndm (++index))
158 if (gen->map == NULL) 113 op = tmp;
159 { 114
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0)
161 return; 117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 }
124 else if (gen->other_arch)
162 } 125 {
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 126 // ...or use other_arch
164 if (i == -1) 127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
133 else
165 return; 134 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171 135
172 if (head != NULL) 136 op->expand_tail ();
173 op->head = head, prev->more = op;
174 137
138 mapxy pos (gen); pos.move (dir);
139
140 if (pos.insert (op, gen))
141 {
175 if (rndm (0, 9)) 142 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 143 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 144
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 145 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 146 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 147
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 148 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 149 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 150
151 op->destroy ();
200} 152}
201 153
202void 154void
203remove_force (object *op) 155remove_force (object *op)
204{ 156{
205 if (--op->duration > 0) 157 if (--op->duration > 0)
206 return; 158 return;
207 159
160 if (op->env)
208 switch (op->subtype) 161 switch (op->subtype)
209 { 162 {
210 case FORCE_CONFUSION: 163 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 164 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 165 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 166
217 default: 167 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 168 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 169 change_abil (op->env, op);
222 fix_player (op->env); 170 op->env->update_stats ();
223 }
224 } 171 }
225 172
226 op->destroy (); 173 op->destroy ();
227} 174}
228 175
229void 176void
232 if (--op->stats.food > 0) 179 if (--op->stats.food > 0)
233 return; 180 return;
234 181
235 CLEAR_FLAG (op, FLAG_APPLIED); 182 CLEAR_FLAG (op, FLAG_APPLIED);
236 183
237 if (op->env != NULL) 184 if (op->env)
238 { 185 {
239 change_abil (op->env, op); 186 change_abil (op->env, op);
240 fix_player (op->env); 187 op->env->update_stats ();
241 } 188 }
242 189
243 op->destroy (); 190 op->destroy ();
244} 191}
245 192
252 return; 199 return;
253 } 200 }
254 201
255 if (op->stats.food == 1) 202 if (op->stats.food == 1)
256 { 203 {
257 /* need to remove the object before fix_player is called, else fix_player 204 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 205 * will not do anything.
259 */ 206 */
260 if (op->env->type == PLAYER) 207 if (op->env->type == PLAYER)
261 { 208 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 209 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 210 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 211 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 212 }
266 213
267 op->destroy (); 214 op->destroy ();
268 return; 215 return;
271 if (op->env->type == PLAYER) 218 if (op->env->type == PLAYER)
272 { 219 {
273 op->env->stats.food--; 220 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 222 }
223
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 224 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 225}
278 226
279 227
280void 228void
281move_gate (object *op) 229move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 230{ /* 1 = going down, 0 = going up */
283 object *tmp; 231 object *tmp;
284 232
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 233 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 234 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 235 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 240 if (op->value)
293 { 241 {
294 if (--op->stats.wc <= 0) 242 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 243 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 244 op->stats.wc = 0;
297 if (op->arch->clone.speed) 245 if (op->arch->speed)
298 op->value = 0; 246 op->value = 0;
299 else 247 else
300 {
301 op->speed = 0; 248 op->set_speed (0);
302 update_ob_speed (op);
303 } 249 }
304 } 250
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 251 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 252 {
307 op->move_block = 0; 253 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 254 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 255 update_all_los (op->map, op->x, op->y);
310 } 256 }
257
311 SET_ANIMATION (op, op->stats.wc); 258 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 259 update_object (op, UP_OBJ_CHANGE);
313 return; 260 return;
314 } 261 }
315 262
323 * objects are above the gate. If so, we finish closing the gate, 270 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 271 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 272 * the gate slightly.
326 */ 273 */
327 274
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 275 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 276 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 277 break;
331 278
332 if (tmp == NULL) 279 if (!tmp)
333 { 280 {
334 if (op->arch->clone.speed) 281 if (op->arch->speed)
335 op->value = 1; 282 op->value = 1;
336 else 283 else
337 {
338 op->speed = 0; 284 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 285
340 }
341 return; 286 return;
342 } 287 }
343 } 288 }
344 289
345 if (op->stats.food) 290 if (op->stats.food)
352 } 297 }
353 else 298 else
354 { /* The gate is still going up */ 299 { /* The gate is still going up */
355 op->stats.wc++; 300 op->stats.wc++;
356 301
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 302 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 303 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 304
360 /* If there is something on top of the gate, we try to roll it off. 305 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 306 * If a player/monster, we don't roll, we just hit them with damage
362 */ 307 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 309 {
365 /* Halfway or further, check blocks */ 310 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 311 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ;
368 314
369 if (tmp != NULL) 315 if (tmp)
370 { 316 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 318 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
320 op->play_sound (sound_find ("blocked_gate"));
321
374 if (tmp->type == PLAYER) 322 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 324 }
377 else
378 /* If the object is not alive, and the object either can 325 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 326 * be picked up or the object rolls, move the object
380 * off the gate. 327 * off the gate.
381 */ 328 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 330 {
384 /* If it has speed, it should move itself, otherwise: */ 331 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 333
387 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
388 if (i != -1) 335 if (i > 0)
389 { 336 {
337 mapxy pos (tmp);
338 pos.move (i);
339 if (pos.normalise ())
390 tmp->remove (); 340 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 341 }
394 } 342 }
395 } 343 }
396 344
397 /* See if there is still anything blocking the gate */ 345 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 346 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 347 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 348 break;
401 349
402 /* IF there is, start putting the gate down */ 350 /* IF there is, start putting the gate down */
403 if (tmp) 351 if (tmp)
404 {
405 op->stats.food = 1; 352 op->stats.food = 1;
406 }
407 else 353 else
408 { 354 {
409 op->move_block = MOVE_ALL; 355 op->move_block = MOVE_ALL;
356
410 if (!op->arch->clone.stats.ac) 357 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 358 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 359 update_all_los (op->map, op->x, op->y);
413 } 360 }
414 } /* gate is halfway up */ 361 } /* gate is halfway up */
415 362
428 int v = op->value; 375 int v = op->value;
429 376
430 if (op->stats.sp) 377 if (op->stats.sp)
431 { 378 {
432 move_gate (op); 379 move_gate (op);
380
433 if (op->value != v) /* change direction ? */ 381 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 382 op->stats.sp = 0;
435 return; 383 return;
436 } 384 }
385
437 if (--op->stats.hp <= 0) 386 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 387 { /* keep gate down */
439 move_gate (op); 388 move_gate (op);
389
440 if (op->value != v) 390 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 391 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 392 }
446} 393}
447 394
448/* slaying: name of the thing the detector is to look for 395/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 396 * speed: frequency of 'glances'
459 int last = op->value; 406 int last = op->value;
460 int detected; 407 int detected;
461 408
462 detected = 0; 409 detected = 0;
463 410
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 411 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 412 {
466 object *tmp2; 413 object *tmp2;
467 414
468 if (op->stats.hp) 415 if (op->stats.hp)
469 { 416 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 417 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 418 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 420 detected = 1;
421
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 422 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 423 detected = 1;
476 } 424 }
477 } 425 }
426
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 428 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 429 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 430 detected = 1;
484 } 431 }
485 432
486 /* the detector sets the button if detection is found */ 433 /* the detector sets the button if detection is found */
489 if (detected && last == 0) 436 if (detected && last == 0)
490 { 437 {
491 op->value = 1; 438 op->value = 1;
492 push_button (op); 439 push_button (op);
493 } 440 }
441
494 if (!detected && last == 1) 442 if (!detected && last == 1)
495 { 443 {
496 op->value = 0; 444 op->value = 0;
497 push_button (op); 445 push_button (op);
498 } 446 }
502 if (detected && last == 1) 450 if (detected && last == 1)
503 { 451 {
504 op->value = 0; 452 op->value = 0;
505 push_button (op); 453 push_button (op);
506 } 454 }
455
507 if (!detected && last == 0) 456 if (!detected && last == 0)
508 { 457 {
509 op->value = 1; 458 op->value = 1;
510 push_button (op); 459 push_button (op);
511 } 460 }
512 } 461 }
513} 462}
514
515 463
516void 464void
517animate_trigger (object *op) 465animate_trigger (object *op)
518{ 466{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 467 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
536 if (op->value) 484 if (op->value)
537 { /* We're opening */ 485 { /* We're opening */
538 if (--op->stats.wc <= 0) 486 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 487 { /* Opened, let's stop */
540 op->stats.wc = 0; 488 op->stats.wc = 0;
541 op->speed = 0; 489 op->set_speed (0);
542 update_ob_speed (op);
543 490
544 /* Hard coding this makes sense for holes I suppose */ 491 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 492 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 493 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 494 {
548 next = tmp->above; 495 next = tmp->above;
549 move_apply (op, tmp, tmp); 496 move_apply (op, tmp, tmp);
550 } 497 }
551 } 498 }
499
552 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
554 return; 502 return;
555 } 503 }
504
556 /* We're closing */ 505 /* We're closing */
557 op->move_on = 0; 506 op->move_on = 0;
558 507
559 op->stats.wc++; 508 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 509 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 510 op->stats.wc = NUM_ANIMATIONS (op) - 1;
511
562 SET_ANIMATION (op, op->stats.wc); 512 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 513 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 514 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 515 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 516}
571 517
572 518
573/* stop_item() returns a pointer to the stopped object. The stopped object 519/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 520 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 546 op->destroy ();
601 return payload; 547 return payload;
602 } 548 }
603 549
604 case ARROW: 550 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 551 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 552 op = fix_stopped_arrow (op);
607 return op; 553 return op;
608 554
609 default: 555 default:
610 return op; 556 return op;
619void 565void
620fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
621{ 567{
622 if (map == NULL) 568 if (map == NULL)
623 return; 569 return;
570
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 573 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
628} 575}
629 576
630
631object * 577object *
632fix_stopped_arrow (object *op) 578fix_stopped_arrow (object *op)
633{ 579{
634 if (rndm (0, 99) < op->stats.food) 580 if (rndm (0, 99) < op->stats.food)
635 { 581 {
636 /* Small chance of breaking */ 582 /* Small chance of breaking */
637 op->destroy (); 583 op->destroy ();
638 return NULL; 584 return NULL;
639 } 585 }
640 586
587 op->set_speed (0);
641 op->direction = 0; 588 op->direction = 0;
642 op->move_on = 0; 589 op->move_on = 0;
643 op->move_type = 0; 590 op->move_type = 0;
644 op->speed = 0; 591 op->skill = 0; // really?
645 update_ob_speed (op); 592
593 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 597
652 if (op->spellarg != NULL) 598 if (op->spellarg)
653 { 599 {
654 op->slaying = op->spellarg; 600 op->slaying = op->spellarg;
655 free (op->spellarg); 601 free (op->spellarg);
656 op->spellarg = NULL; 602 op->spellarg = 0;
657 } 603 }
658 else 604 else
659 op->slaying = NULL; 605 op->slaying = 0;
660 606
661 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 608 op->spellarg = NULL;
663 op->stats.sp = 0; 609 op->stats.sp = 0;
664 op->stats.hp = 0; 610 op->stats.hp = 0;
665 op->stats.grace = 0; 611 op->stats.grace = 0;
666 op->level = 0; 612 op->level = 0;
667 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
670 return op; 616 return op;
671} 617}
672 618
673/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 621 * here too. -b.t.
676 * 622 *
677 * Returns a pointer to the stopped object (which will have been removed 623 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 624 * from maps or inventories), or NULL if was destroyed.
679 */ 625 */
680
681static void 626static void
682stop_arrow (object *op) 627stop_arrow (object *op)
683{ 628{
684 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
685 return; 630 return;
694 op->destroy (); 639 op->destroy ();
695 } 640 }
696 else 641 else
697 { 642 {
698 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
699 if (op) 645 if (op)
700 merge_ob (op, NULL); 646 merge_ob (op, 0);
701 } 647 }
702} 648}
703 649
704/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 651 */
706
707void 652void
708move_arrow (object *op) 653move_arrow (object *op)
709{ 654{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 655 int was_reflected;
713 maptile *m;
714 656
715 if (op->map == NULL) 657 if (!op->map)
716 { 658 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 660 op->destroy ();
719 return; 661 return;
720 } 662 }
750 stop_arrow (op); 692 stop_arrow (op);
751 return; 693 return;
752 } 694 }
753 695
754 /* Calculate target map square */ 696 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 697 was_reflected = 0;
758 698
759 m = op->map; 699 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 700
762 if (mflags & P_OUT_OF_MAP) 701 if (!pos.normalise ())
763 { 702 {
764 stop_arrow (op); 703 stop_arrow (op);
765 return; 704 return;
766 } 705 }
767 706
768 /* only need to look for living creatures if this flag is set */ 707 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 708 if (pos->flags () & P_IS_ALIVE)
770 { 709 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 710 object *tmp;
711
712 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 713 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 714 break;
774 715
775 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 723 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 724 * chance that reflect_missile fails.)
784 */ 725 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 726 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 727 {
787 int number = op->face->number; 728 int number = op->face;
788 729
789 op->direction = absdir (op->direction + 4); 730 op->direction = absdir (op->direction + 4);
790 op->state = 0; 731 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 732 was_reflected = 1; /* skip normal movement calculations */
803 } 733 }
804 else 734 else
805 { 735 {
806 /* Attack the object. */ 736 /* Attack the object. */
810 return; 740 return;
811 } 741 }
812 } /* if this is not hitting its owner */ 742 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 743 } /* if there is something alive on this space */
814 744
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 745 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 746 {
817 int retry = 0; 747 int retry = 0;
818 748
819 /* if the object doesn't reflect, stop the arrow from moving 749 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 750 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 763 if (op->direction & 1)
834 { 764 {
835 op->direction = absdir (op->direction + 4); 765 op->direction = absdir (op->direction + 4);
836 retry = 1; 766 retry = 1;
837 } 767 }
768
838 /* There were two blocks with identical code - 769 /* There were two blocks with identical code -
839 * use this retry here to make this one block 770 * use this retry here to make this one block
840 * that did the same thing. 771 * that did the same thing.
841 */ 772 */
842 while (retry < 2) 773 while (retry < 2)
843 { 774 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 775 retry++;
849 776
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 777 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 778 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 779 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 780 * op->direction-1 or op->direction+1 does not exist.
854 */ 781 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 782 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 783 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 784
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 785 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 786 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 787
863 if (left == right) 788 if (left == right)
864 op->direction = absdir (op->direction + 4); 789 op->direction = absdir (op->direction + 4);
865 else if (left) 790 else if (left)
866 op->direction = absdir (op->direction + 2); 791 op->direction = absdir (op->direction + 2);
867 else if (right) 792 else if (right)
868 op->direction = absdir (op->direction - 2); 793 op->direction = absdir (op->direction - 2);
869 794
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 795 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 796 * don't need to retry again.
874 */ 797 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 798 mapxy pos3 (pos); pos3.move (op->direction);
799 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 800 break;
877
878 } 801 }
802
879 /* Couldn't find a direction to move the arrow to - just 803 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 804 * stop it from moving.
881 */ 805 */
882 if (retry == 2) 806 if (retry == 2)
883 { 807 {
884 stop_arrow (op); 808 stop_arrow (op);
885 return; 809 return;
886 } 810 }
811
887 /* update object image for new facing */ 812 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 813 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 814 if (GET_ANIM_ID (op))
890 SET_ANIMATION (op, op->direction); 815 SET_ANIMATION (op, op->direction);
891 } /* object is reflected */ 816 } /* object is reflected */
892 } /* object ran into a wall */ 817 } /* object ran into a wall */
893 818
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 820 * about 17 squares. Tune as needed.
901 */ 821 */
902 op->speed -= 0.05; 822 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 823
906/* This routine doesnt seem to work for "inanimate" objects that 824 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 825 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 826}
909 827
910void 828void
911change_object (object *op) 829change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
913 int i, j; 831 int i, j;
914 832
915 if (op->other_arch == NULL) 833 if (!op->other_arch)
916 { 834 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 836 return;
919 } 837 }
920 838
921 /* In non-living items only change when food value is 0 */ 839 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 840 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 { 841 {
924 if (op->stats.food-- > 0) 842 if (op->stats.food-- > 0)
925 return; 843 return;
926 else 844
927 op->stats.food = 1; /* so 1 other_arch is made */ 845 op->stats.food = 1; /* so 1 other_arch is made */
928 } 846 }
929 847
930 object *pl = op->in_player ();
931 object *env = op->env; 848 object *env = op->env;
932 849
933 op->remove (); 850 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++) 851 for (i = 0; i < op->stats.food; i++)
935 { 852 {
936 object *tmp = arch_to_object (op->other_arch); 853 object *tmp = arch_to_object (op->other_arch);
937 854
938 if (op->type == LAMP) 855 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 856 tmp->stats.food = op->stats.food - 1;
940 857
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
942 if (env) 859 if (env)
943 { 860 {
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env); 861 tmp = env->insert (tmp);
946 862
947 /* If this object is the players inventory, we need to tell the 863 /* If this object is the players inventory, we need to tell the
948 * client of the change. Insert_ob_in_map takes care of the 864 * client of the change. Insert_ob_in_map takes care of the
949 * updating the client, so we don't need to do that below. 865 * updating the client, so we don't need to do that below.
950 */ 866 */
951 if (pl) 867 if (object *pl = op->in_player ())
952 { 868 {
953 esrv_del_item (pl->contr, op->count); 869 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp); 870 esrv_send_item (pl, tmp);
955 } 871 }
956 } 872 }
957 else 873 else
958 { 874 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 875 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */ 876 if (j < 0) /* No free spot */
961 tmp->destroy (); 877 tmp->destroy ();
962 else 878 else
963 { 879 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 880 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 881
882 if (pos.normalise ())
883 pos.insert (tmp, op);
966 } 884 }
967 } 885 }
968 } 886 }
969 887
970 op->destroy (); 888 op->destroy ();
980 * there is an old multipart teleporter in which the other parts 898 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 899 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 900 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 901 * N times without the speed check.
984 */ 902 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 903 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 904 move_teleporter (op->more);
987 905
988 if (op->head) 906 if (op->head)
989 head = op->head; 907 head = op->head;
990 908
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 909 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 911 break;
994 912
995 /* If nothing above us to move, nothing to do */ 913 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 919 if (tmp->type == PLAYER)
1002 { 920 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 921 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 922 return;
1005 923
1006 enter_exit (tmp, head); 924 tmp->enter_exit (head);
1007 } 925 }
1008 else 926 else
1009 /* Currently only players can transfer maps */ 927 /* Currently only players can transfer maps */
1010 return; 928 return;
1011 } 929 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 948 return;
1031 teleport (head, TELEPORTER, tmp); 949 teleport (head, TELEPORTER, tmp);
1032 } 950 }
1033} 951}
1034
1035 952
1036/* This object will teleport someone to a different map 953/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 954 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 955 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 956 can't be generalized.
1040*/ 957*/
1041
1042void 958void
1043move_player_changer (object *op) 959move_player_changer (object *op)
1044{ 960{
1045 object *player; 961 object *player;
1046 object *walk; 962 object *walk;
1047 char c;
1048 963
1049 if (!op->above || !EXIT_PATH (op)) 964 if (!op->above || !EXIT_PATH (op))
1050 return; 965 return;
1051 966
1052 /* This isn't all that great - means that the player_mover 967 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 968 * needs to be on top.
1054 */ 969 */
1055 if (op->above->type == PLAYER) 970 if (op->above->type == PLAYER)
1056 { 971 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 973 return;
974
1059 player = op->above; 975 player = op->above;
1060 976
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 977 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 978 apply_changes_to_player (player, walk);
1063 979
1064 fix_player (player); 980 player->update_stats ();
1065 981
1066 esrv_send_inventory (op->above, op->above); 982 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 983 esrv_update_item (UPD_FACE, op->above, op->above);
1068 984
1069 /* update players death & WoR home-position */ 985 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 986 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 987 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 988 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 989 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 990 player->contr->bed_y = EXIT_Y (op);
1076 } 991 }
1077 else 992 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 993 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 994
1080 enter_exit (op->above, op); 995 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 996 }
1083} 997}
1084 998
1085/* firewalls fire other spells. 999/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 1000 * The direction of the wall is stored in op->stats.sp.
1093 1007
1094 if (!op->map) 1008 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1009 return; /* dm has created a firewall in his inventory */
1096 1010
1097 spell = op->inv; 1011 spell = op->inv;
1012
1098 if (!spell || spell->type != SPELL) 1013 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1014 spell = op->other_arch;
1015
1100 if (!spell) 1016 if (!spell)
1101 { 1017 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1019 return;
1104 } 1020 }
1105 1021
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1022 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1023}
1108
1109 1024
1110/* move_player_mover: this function takes a "player mover" as an 1025/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1026 * argument, and performs the function of a player mover, which is:
1112 * 1027 *
1113 * a player mover finds any players that are sitting on it. It 1028 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1032 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1033 */
1119void 1034void
1120move_player_mover (object *op) 1035move_player_mover (object *op)
1121{ 1036{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1037 int dir = op->stats.sp;
1124 sint16 nx, ny; 1038 sint16 nx, ny;
1125 maptile *m; 1039 maptile *m;
1126 1040
1127 /* Determine direction now for random movers so we do the right thing */ 1041 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1042 if (!dir)
1129 dir = rndm (1, 8); 1043 dir = rndm (1, 8);
1130 1044
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1045 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1046 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1048 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1049 {
1136 1050
1146 nx = op->x + freearr_x[dir]; 1060 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1061 ny = op->y + freearr_y[dir];
1148 m = op->map; 1062 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1063 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1064 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1065 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1066 return;
1153 } 1067 }
1154 1068
1155 if (should_director_abort (op, victim)) 1069 if (should_director_abort (op, victim))
1156 return; 1070 return;
1157 1071
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1073 {
1160 if (nextmover->type == PLAYERMOVER) 1074 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1075 nextmover->speed_left = -.99f;
1076
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1079 }
1167 1080
1168 if (victim->type == PLAYER) 1081 if (victim->type == PLAYER)
1169 { 1082 {
1170 /* only level >=1 movers move people */ 1083 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1087 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1088 * place. This can happen if the player used a spell to
1176 * get to this space. 1089 * get to this space.
1177 */ 1090 */
1178 victim->contr->fire_on = 0; 1091 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1092 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1093 move_player (victim, dir);
1181 } 1094 }
1182 else 1095 else
1183 return; 1096 return;
1184 } 1097 }
1188 if (!op->stats.maxsp && op->attacktype) 1101 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1102 op->stats.maxsp = 2;
1190 1103
1191 if (op->attacktype) 1104 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1105 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1195 /* Not sure why, but for some chars on metalforge, they
1196 * would sometimes get -inf speed_left, and from the
1197 * description, it could only happen here, so just put
1198 * a lower sanity limit. My only guess is that the
1199 * mover has 0 speed.
1200 */
1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1203 } 1107 }
1204 } 1108 }
1205 } 1109 }
1206} 1110}
1207 1111
1217{ 1121{
1218 object *tmp; 1122 object *tmp;
1219 1123
1220 if (!op->other_arch) 1124 if (!op->other_arch)
1221 { 1125 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1126 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1127 return;
1224 } 1128 }
1225 1129
1226 if (op->above == NULL) 1130 if (op->above == NULL)
1227 return; 1131 return;
1132
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1133 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1134 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1135 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1136 {
1232 if (op->level <= 0) 1137 if (op->level <= 0)
1233 tmp->destroy (); 1138 tmp->destroy ();
1234 else 1139 else
1235 { 1140 {
1257 * has to make sure that there is in fact space for the object. 1162 * has to make sure that there is in fact space for the object.
1258 * It should really do this for small objects also, but there is 1163 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1164 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1165 * outside of the map which would cause the server to crash
1261*/ 1166*/
1262
1263void 1167void
1264move_creator (object *creator) 1168move_creator (object *creator)
1265{ 1169{
1266 object *new_ob; 1170 object *new_ob;
1267 1171
1292 } 1196 }
1293 else 1197 else
1294 { 1198 {
1295 if (creator->other_arch == NULL) 1199 if (creator->other_arch == NULL)
1296 { 1200 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1201 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1202 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1203 return;
1300 } 1204 }
1301 1205
1302 new_ob = object_create_arch (creator->other_arch); 1206 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1208 }
1305 1209
1306 /* Make sure this multipart object fits */ 1210 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1211 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1212 {
1309 new_ob->destroy (); 1213 new_ob->destroy ();
1310 return; 1214 return;
1311 } 1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1220
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1223 return;
1316 1224
1326 with a specific code as the slaying field. 1234 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1235 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1236 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1237 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1238 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1239void
1333move_marker (object *op) 1240move_marker (object *op)
1334{ 1241{
1335 object *tmp, *tmp2; 1242 if (object *tmp = op->ms ().player ())
1336
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 { 1243 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1244 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1245 if (object *force = tmp->force_find (op->name))
1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1344 { 1249 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1250 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1251
1252 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1254
1255 if (op->stats.hp > 0)
1347 } 1256 {
1257 op->stats.hp--;
1348 1258
1349 if (tmp2)
1350 tmp2->destroy ();
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1259 if (op->stats.hp == 0)
1368 { 1260 {
1369 force->speed = 0.01; 1261 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1262 op->destroy ();
1263 return;
1371 } 1264 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 op->destroy ();
1390 return;
1391 }
1392 } 1265 }
1393 } /* if tmp2 == NULL */ 1266 }
1394 } /* if tmp->type == PLAYER */ 1267 }
1395 } /* For all objects on this space */
1396} 1268}
1397 1269
1398int 1270void
1399process_object (object *op) 1271process_object (object *op)
1400{ 1272{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1274 return;
1403 1275
1404 if (INVOKE_OBJECT (TICK, op)) 1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1277 return;
1406 1278
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1281 return;
1410 1282
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1284 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1285 animate_object (op, op->contr ? op->facing : op->direction);
1417 1286
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1288 make_sure_seen (op);
1420 } 1289 }
1421 1290
1291 if (expect_false (
1292 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1296 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1298 {
1424 change_object (op); 1299 change_object (op);
1425 return 1; 1300 return;
1426 } 1301 }
1427 1302
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1304 generate_monster (op);
1430 1305
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1307 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1309 remove_force (op);
1435 else 1310 else
1436 { 1311 {
1437 /* IF necessary, delete the item from the players inventory */ 1312 /* If necessary, delete the item from the players inventory */
1438 object *pl = op->in_player (); 1313 if (object *pl = op->in_player ())
1439
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count); 1314 esrv_del_item (pl->contr, op->count);
1442 1315
1443 op->remove (); 1316 op->remove ();
1444 1317
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1319 make_sure_not_seen (op);
1447 1320
1448 op->destroy (); 1321 op->destroy ();
1449 } 1322 }
1450 1323
1451 return 1; 1324 return;
1325 }
1452 } 1326 }
1453 1327
1454 switch (op->type) 1328 switch (op->type)
1455 { 1329 {
1456 case SPELL_EFFECT: 1330 case SPELL_EFFECT:
1457 move_spell_effect (op); 1331 move_spell_effect (op);
1458 return 1; 1332 break;
1459 1333
1460 case ROD: 1334 case ROD:
1461 case HORN: 1335 case HORN:
1462 regenerate_rod (op); 1336 regenerate_rod (op);
1463 return 1; 1337 break;
1464 1338
1465 case FORCE: 1339 case FORCE:
1466 case POTION_EFFECT: 1340 case POTION_EFFECT:
1467 remove_force (op); 1341 remove_force (op);
1468 return 1; 1342 break;
1469 1343
1470 case BLINDNESS: 1344 case BLINDNESS:
1471 remove_blindness (op); 1345 remove_blindness (op);
1472 return 0; 1346 break;
1473 1347
1474 case POISONING: 1348 case POISONING:
1475 poison_more (op); 1349 poison_more (op);
1476 return 0; 1350 break;
1477 1351
1478 case DISEASE: 1352 case DISEASE:
1479 move_disease (op); 1353 move_disease (op);
1480 return 0; 1354 break;
1481 1355
1482 case SYMPTOM: 1356 case SYMPTOM:
1483 move_symptom (op); 1357 move_symptom (op);
1484 return 0; 1358 break;
1485 1359
1486 case THROWN_OBJ: 1360 case THROWN_OBJ:
1487 case ARROW: 1361 case ARROW:
1488 move_arrow (op); 1362 move_arrow (op);
1489 return 0; 1363 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1364
1495 case DOOR: 1365 case DOOR:
1496 remove_door (op); 1366 remove_door (op);
1497 return 0; 1367 break;
1498 1368
1499 case LOCKED_DOOR: 1369 case LOCKED_DOOR:
1500 remove_door2 (op); 1370 remove_door2 (op);
1501 return 0; 1371 break;
1502 1372
1503 case TELEPORTER: 1373 case TELEPORTER:
1504 move_teleporter (op); 1374 move_teleporter (op);
1505 return 0; 1375 break;
1506 1376
1507 case GOLEM: 1377 case GOLEM:
1508 move_golem (op); 1378 move_golem (op);
1509 return 0; 1379 break;
1510 1380
1511 case EARTHWALL: 1381 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1382 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1383 break;
1514 1384
1515 case FIREWALL: 1385 case FIREWALL:
1516 move_firewall (op); 1386 move_firewall (op);
1517 if (op->stats.maxsp) 1387 if (op->stats.maxsp)
1518 animate_turning (op); 1388 animate_turning (op);
1519 return 0; 1389 break;
1520 1390
1521 case MOOD_FLOOR: 1391 case MOOD_FLOOR:
1522 do_mood_floor (op); 1392 do_mood_floor (op);
1523 return 0; 1393 break;
1524 1394
1525 case GATE: 1395 case GATE:
1526 move_gate (op); 1396 move_gate (op);
1527 return 0; 1397 break;
1528 1398
1529 case TIMED_GATE: 1399 case TIMED_GATE:
1530 move_timed_gate (op); 1400 move_timed_gate (op);
1531 return 0; 1401 break;
1532 1402
1533 case TRIGGER: 1403 case TRIGGER:
1534 case TRIGGER_BUTTON: 1404 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1405 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1406 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1407 animate_trigger (op);
1538 return 0; 1408 break;
1539 1409
1540 case DETECTOR: 1410 case DETECTOR:
1541 move_detector (op); 1411 move_detector (op);
1542 1412
1543 case DIRECTOR: 1413 case DIRECTOR:
1544 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1545 animate_turning (op); 1415 animate_turning (op);
1546 return 0; 1416 break;
1547 1417
1548 case HOLE: 1418 case HOLE:
1549 move_hole (op); 1419 move_hole (op);
1550 return 0; 1420 break;
1551 1421
1552 case DEEP_SWAMP: 1422 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1423 move_deep_swamp (op);
1554 return 0; 1424 break;
1555 1425
1556 case RUNE: 1426 case RUNE:
1557 case TRAP: 1427 case TRAP:
1558 move_rune (op); 1428 move_rune (op);
1559 return 0; 1429 break;
1560 1430
1561 case PLAYERMOVER: 1431 case PLAYERMOVER:
1562 move_player_mover (op); 1432 move_player_mover (op);
1563 return 0; 1433 break;
1564 1434
1565 case CREATOR: 1435 case CREATOR:
1566 move_creator (op); 1436 move_creator (op);
1567 return 0; 1437 break;
1568 1438
1569 case MARKER: 1439 case MARKER:
1570 move_marker (op); 1440 move_marker (op);
1571 return 0; 1441 break;
1572 1442
1573 case PLAYER_CHANGER: 1443 case PLAYER_CHANGER:
1574 move_player_changer (op); 1444 move_player_changer (op);
1575 return 0; 1445 break;
1576 1446
1577 case PEACEMAKER: 1447 case PEACEMAKER:
1578 move_peacemaker (op); 1448 move_peacemaker (op);
1579 return 0; 1449 break;
1580 }
1581 1450
1582 return 0; 1451 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left;
1454 break;
1455 }
1583} 1456}
1457

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