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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 1.93 by root, Thu Sep 17 01:57:31 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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)
38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
42{ 67{
43 int i; 68 int i;
44 object *tmp; 69 object *tmp;
45 70
46 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
49 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
52 } 78 }
79 }
53 80
54 if (op->other_arch) 81 if (op->other_arch)
55 { 82 {
56 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 84 tmp->x = op->x;
59 tmp->map = op->map; 86 tmp->map = op->map;
60 tmp->level = op->level; 87 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
62 } 89 }
63 90
64 op->destroy (); 91 op->drop_and_destroy ();
65} 92}
66 93
67void 94void
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92
93 op->destroy ();
94}
95
96/* Will generate a monster according to content
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 95generate_monster (object *gen)
101{ 96{
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) 97 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; 98 return;
130 head = object_create_clone (op); 99
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 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; 101 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 102
142void 103 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 104 // centipedes not generate more centipedes when being asleep.
144{ 105 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 106 return;
166 while (at != NULL) 107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
168 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
171 143
172 if (head != NULL) 144 op->expand_tail ();
173 op->head = head, prev->more = op;
174 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
175 if (rndm (0, 9)) 150 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 152
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 153 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 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}
188 155
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 156 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 157 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 158
159 op->destroy ();
200} 160}
201 161
202void 162void
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
205 if (--op->duration > 0) 165 if (--op->duration > 0)
206 return; 166 return;
207 167
168 if (op->env)
208 switch (op->subtype) 169 switch (op->subtype)
209 { 170 {
210 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 174
217 default: 175 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 177 change_abil (op->env, op);
222 fix_player (op->env); 178 op->env->update_stats ();
223 }
224 } 179 }
225 180
226 op->destroy (); 181 op->destroy ();
227} 182}
228 183
229void 184void
232 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
233 return; 188 return;
234 189
235 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
236 191
237 if (op->env != NULL) 192 if (op->env)
238 { 193 {
239 change_abil (op->env, op); 194 change_abil (op->env, op);
240 fix_player (op->env); 195 op->env->update_stats ();
241 } 196 }
242 197
243 op->destroy (); 198 op->destroy ();
244} 199}
245 200
252 return; 207 return;
253 } 208 }
254 209
255 if (op->stats.food == 1) 210 if (op->stats.food == 1)
256 { 211 {
257 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 213 * will not do anything.
259 */ 214 */
260 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
261 { 216 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 218 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 220 }
266 221
267 op->destroy (); 222 op->destroy ();
268 return; 223 return;
271 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
272 { 227 {
273 op->env->stats.food--; 228 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 230 }
231
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 233}
278 234
279 235
280void 236void
281move_gate (object *op) 237move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
283 object *tmp; 239 object *tmp;
284 240
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 242 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 248 if (op->value)
293 { 249 {
294 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 252 op->stats.wc = 0;
297 if (op->arch->clone.speed) 253 if (op->arch->speed)
298 op->value = 0; 254 op->value = 0;
299 else 255 else
300 {
301 op->speed = 0; 256 op->set_speed (0);
302 update_ob_speed (op);
303 } 257 }
304 } 258
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 260 {
307 op->move_block = 0; 261 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
310 } 264 }
265
311 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
313 return; 268 return;
314 } 269 }
315 270
323 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 280 * the gate slightly.
326 */ 281 */
327 282
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 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)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 285 break;
331 286
332 if (tmp == NULL) 287 if (!tmp)
333 { 288 {
334 if (op->arch->clone.speed) 289 if (op->arch->speed)
335 op->value = 1; 290 op->value = 1;
336 else 291 else
337 {
338 op->speed = 0; 292 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 293
340 }
341 return; 294 return;
342 } 295 }
343 } 296 }
344 297
345 if (op->stats.food) 298 if (op->stats.food)
352 } 305 }
353 else 306 else
354 { /* The gate is still going up */ 307 { /* The gate is still going up */
355 op->stats.wc++; 308 op->stats.wc++;
356 309
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 312
360 /* If there is something on top of the gate, we try to roll it off. 313 /* 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 314 * If a player/monster, we don't roll, we just hit them with damage
362 */ 315 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 317 {
365 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
368 322
369 if (tmp != NULL) 323 if (tmp)
370 { 324 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 326 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
374 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 332 }
377 else
378 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
380 * off the gate. 335 * off the gate.
381 */ 336 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 338 {
384 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 341
387 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
388 if (i != -1) 343 if (i > 0)
389 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
390 tmp->remove (); 348 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 } 349 }
394 } 350 }
395 } 351 }
396 352
397 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 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)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 356 break;
401 357
402 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
403 if (tmp) 359 if (tmp)
404 {
405 op->stats.food = 1; 360 op->stats.food = 1;
406 }
407 else 361 else
408 { 362 {
409 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
410 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
413 } 368 }
414 } /* gate is halfway up */ 369 } /* gate is halfway up */
415 370
428 int v = op->value; 383 int v = op->value;
429 384
430 if (op->stats.sp) 385 if (op->stats.sp)
431 { 386 {
432 move_gate (op); 387 move_gate (op);
388
433 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 390 op->stats.sp = 0;
435 return; 391 return;
436 } 392 }
393
437 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 395 { /* keep gate down */
439 move_gate (op); 396 move_gate (op);
397
440 if (op->value != v) 398 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 399 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 400 }
446} 401}
447 402
448/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
459 int last = op->value; 414 int last = op->value;
460 int detected; 415 int detected;
461 416
462 detected = 0; 417 detected = 0;
463 418
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 420 {
466 object *tmp2; 421 object *tmp2;
467 422
468 if (op->stats.hp) 423 if (op->stats.hp)
469 { 424 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 426 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 428 detected = 1;
429
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 431 detected = 1;
476 } 432 }
477 } 433 }
434
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 436 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 438 detected = 1;
484 } 439 }
485 440
486 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
488 { 443 {
489 if (detected && last == 0) 444 if (detected && last == 0)
490 { 445 {
491 op->value = 1; 446 op->value = 1;
492 push_button (op); 447 push_button (op, tmp);
493 } 448 }
449
494 if (!detected && last == 1) 450 if (!detected && last == 1)
495 { 451 {
496 op->value = 0; 452 op->value = 0;
497 push_button (op); 453 push_button (op, tmp);
498 } 454 }
499 } 455 }
500 else 456 else
501 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
502 if (detected && last == 1) 458 if (detected && last == 1)
503 { 459 {
504 op->value = 0; 460 op->value = 0;
505 push_button (op); 461 push_button (op, tmp);
506 } 462 }
463
507 if (!detected && last == 0) 464 if (!detected && last == 0)
508 { 465 {
509 op->value = 1; 466 op->value = 1;
510 push_button (op); 467 push_button (op, tmp);
511 } 468 }
512 } 469 }
513} 470}
514
515 471
516void 472void
517animate_trigger (object *op) 473animate_trigger (object *op)
518{ 474{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
529} 485}
530 486
531void 487void
532move_hole (object *op) 488move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 490 if (op->value)
537 { /* We're opening */ 491 { /* We're opening */
538 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
540 op->stats.wc = 0; 494 op->stats.wc = 0;
541 op->speed = 0; 495 op->set_speed (0);
542 update_ob_speed (op);
543 496
544 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 500 {
548 next = tmp->above; 501 next = tmp->above;
549 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
550 } 503 }
551 } 504 }
505
552 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
554 return; 508 return;
555 } 509 }
510
556 /* We're closing */ 511 /* We're closing */
557 op->move_on = 0; 512 op->move_on = 0;
558 513
559 op->stats.wc++; 514 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
562 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 522}
571 523
572 524
573/* stop_item() returns a pointer to the stopped object. The stopped object 525/* 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 526 * may or may not have been removed from maps or inventories. It will not
594 { 546 {
595 object *payload = op->inv; 547 object *payload = op->inv;
596 548
597 if (payload == NULL) 549 if (payload == NULL)
598 return NULL; 550 return NULL;
551
599 payload->remove (); 552 payload->remove ();
600 op->destroy (); 553 op->destroy ();
601 return payload; 554 return payload;
602 } 555 }
603 556
604 case ARROW: 557 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
607 return op; 560 return op;
608 561
609 default: 562 default:
610 return op; 563 return op;
619void 572void
620fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
621{ 574{
622 if (map == NULL) 575 if (map == NULL)
623 return; 576 return;
577
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 580 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
628} 582}
629 583
630
631object * 584object *
632fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
633{ 586{
634 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
635 { 588 {
636 /* Small chance of breaking */ 589 /* Small chance of breaking */
637 op->destroy (); 590 op->destroy ();
638 return NULL; 591 return NULL;
639 } 592 }
640 593
594 op->set_speed (0);
641 op->direction = 0; 595 op->direction = 0;
642 op->move_on = 0; 596 op->move_on = 0;
643 op->move_type = 0; 597 op->move_type = 0;
644 op->speed = 0; 598 op->skill = 0; // really?
645 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
649 op->slaying = 0; 604 op->slaying = op->custom_name;
650 op->skill = 0;
651 605
652 if (op->spellarg != NULL)
653 {
654 op->slaying = op->spellarg;
655 free (op->spellarg);
656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
662 op->spellarg = NULL; 607 op->custom_name = 0;
663 op->stats.sp = 0; 608 op->stats.sp = 0;
664 op->stats.hp = 0; 609 op->stats.hp = 0;
665 op->stats.grace = 0; 610 op->stats.grace = 0;
666 op->level = 0; 611 op->level = 0;
667 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
669 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_CHANGE);
616
670 return op; 617 return op;
671} 618}
672 619
673/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 622 * here too. -b.t.
676 * 623 *
677 * Returns a pointer to the stopped object (which will have been removed 624 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 625 * from maps or inventories), or NULL if was destroyed.
679 */ 626 */
680
681static void 627static void
682stop_arrow (object *op) 628stop_arrow (object *op)
683{ 629{
684 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
685 return; 631 return;
686 632
687 if (op->inv) 633 if (op->inv)
688 { 634 {
635 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 636 object *payload = op->inv;
690 637
691 payload->remove ();
692 payload->owner = 0; 638 payload->owner = 0;
693 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 640 op->destroy ();
695 } 641 }
696 else 642 else
697 { 643 {
698 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
699 if (op) 646 if (op)
700 merge_ob (op, NULL); 647 merge_ob (op, 0);
701 } 648 }
702} 649}
703 650
704/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 652 */
706
707void 653void
708move_arrow (object *op) 654move_arrow (object *op)
709{ 655{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 656 int was_reflected;
713 maptile *m;
714 657
715 if (op->map == NULL) 658 if (!op->map)
716 { 659 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 661 op->destroy ();
719 return; 662 return;
720 } 663 }
728 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
732 */ 675 */
733 if (op->inv == NULL) 676 if (!op->inv)
734 { 677 {
735 op->destroy (); 678 op->destroy ();
736 return; 679 return;
737 } 680 }
738 681
750 stop_arrow (op); 693 stop_arrow (op);
751 return; 694 return;
752 } 695 }
753 696
754 /* Calculate target map square */ 697 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 698 was_reflected = 0;
758 699
759 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 701
762 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
763 { 703 {
764 stop_arrow (op); 704 stop_arrow (op);
765 return; 705 return;
766 } 706 }
767 707
768 /* 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 */
769 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
770 { 710 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 715 break;
774 716
775 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 724 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 725 * chance that reflect_missile fails.)
784 */ 726 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 728 {
787 int number = op->face->number; 729 int number = op->face;
788 730
789 op->direction = absdir (op->direction + 4); 731 op->direction = absdir (op->direction + 4);
790 op->state = 0; 732 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 */ 733 was_reflected = 1; /* skip normal movement calculations */
803 } 734 }
804 else 735 else
805 { 736 {
806 /* Attack the object. */ 737 /* Attack the object. */
810 return; 741 return;
811 } 742 }
812 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
814 745
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 747 {
817 int retry = 0; 748 int retry = 0;
818 749
819 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 764 if (op->direction & 1)
834 { 765 {
835 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
836 retry = 1; 767 retry = 1;
837 } 768 }
769
838 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
839 * use this retry here to make this one block 771 * use this retry here to make this one block
840 * that did the same thing. 772 * that did the same thing.
841 */ 773 */
842 while (retry < 2) 774 while (retry < 2)
843 { 775 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 776 retry++;
849 777
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* 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 779 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
854 */ 782 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 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)));
858 785
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 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)));
862 788
863 if (left == right) 789 if (left == right)
864 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
865 else if (left) 791 else if (left)
866 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
867 else if (right) 793 else if (right)
868 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
869 795
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 - 796 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 797 * don't need to retry again.
874 */ 798 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 801 break;
877
878 } 802 }
803
879 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 805 * stop it from moving.
881 */ 806 */
882 if (retry == 2) 807 if (retry == 2)
883 { 808 {
884 stop_arrow (op); 809 stop_arrow (op);
885 return; 810 return;
886 } 811 }
812
887 /* update object image for new facing */ 813 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
890 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
891 } /* object is reflected */ 817 } /* object is reflected */
892 } /* object ran into a wall */ 818 } /* object ran into a wall */
893
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898 819
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
901 */ 822 */
902 op->speed -= 0.05; 823 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 824
906/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 827}
909 828
910void 829void
911change_object (object *op) 830change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
913 int i, j; 832 int i, j;
914 833
915 if (op->other_arch == NULL) 834 if (!op->other_arch)
916 { 835 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 837 return;
919 } 838 }
920 839
921 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 { 842 {
924 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
925 return; 844 return;
845
846 op->stats.food = 1; /* so 1 other_arch is made */
847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857
858 if (env)
859 env->insert (tmp);
926 else 860 else
927 op->stats.food = 1; /* so 1 other_arch is made */
928 }
929
930 object *pl = op->in_player ();
931 object *env = op->env;
932
933 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 object *tmp = arch_to_object (op->other_arch);
937
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
942 if (env)
943 {
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env);
946
947 /* 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
949 * updating the client, so we don't need to do that below.
950 */
951 if (pl)
952 {
953 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp);
955 }
956 }
957 else
958 { 861 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 862 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */ 863 if (j < 0) /* No free spot */
961 tmp->destroy (); 864 tmp->destroy ();
962 else 865 else
963 { 866 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 867 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 868
869 if (pos.normalise ())
870 pos.insert (tmp, op);
966 } 871 }
967 } 872 }
968 } 873 }
969 874
970 op->destroy (); 875 op->destroy ();
980 * there is an old multipart teleporter in which the other parts 885 * 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 886 * 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 887 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 888 * N times without the speed check.
984 */ 889 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 890 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 891 move_teleporter (op->more);
987 892
988 if (op->head) 893 if (op->head)
989 head = op->head; 894 head = op->head;
990 895
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 896 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 898 break;
994 899
995 /* If nothing above us to move, nothing to do */ 900 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 906 if (tmp->type == PLAYER)
1002 { 907 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 908 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 909 return;
1005 910
1006 enter_exit (tmp, head); 911 tmp->enter_exit (head);
1007 } 912 }
1008 else 913 else
1009 /* Currently only players can transfer maps */ 914 /* Currently only players can transfer maps */
1010 return; 915 return;
1011 } 916 }
1026 else 931 else
1027 { 932 {
1028 /* Random teleporter */ 933 /* Random teleporter */
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 935 return;
936
1031 teleport (head, TELEPORTER, tmp); 937 teleport (head, TELEPORTER, tmp);
1032 } 938 }
1033} 939}
1034
1035 940
1036/* This object will teleport someone to a different map 941/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 942 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 943 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 944 can't be generalized.
1040*/ 945*/
1041
1042void 946void
1043move_player_changer (object *op) 947move_player_changer (object *op)
1044{ 948{
1045 object *player; 949 object *player;
1046 object *walk; 950 object *walk;
1047 char c;
1048 951
1049 if (!op->above || !EXIT_PATH (op)) 952 if (!op->above || !EXIT_PATH (op))
1050 return; 953 return;
1051 954
1052 /* This isn't all that great - means that the player_mover 955 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 956 * needs to be on top.
1054 */ 957 */
1055 if (op->above->type == PLAYER) 958 if (op->above->type == PLAYER)
1056 { 959 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 961 return;
962
1059 player = op->above; 963 player = op->above;
1060 964
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 965 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 966 apply_changes_to_player (player, walk);
1063 967
1064 fix_player (player); 968 player->update_stats ();
1065 969
1066 esrv_send_inventory (op->above, op->above); 970 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 971 esrv_update_item (UPD_FACE, op->above, op->above);
1068 972
1069 /* update players death & WoR home-position */ 973 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 974 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 975 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 976 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 977 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 978 player->contr->bed_y = EXIT_Y (op);
1076 } 979 }
1077 else 980 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 981 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 982
1080 enter_exit (op->above, op); 983 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 984 }
1083} 985}
1084 986
1085/* firewalls fire other spells. 987/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 988 * The direction of the wall is stored in op->stats.sp.
1093 995
1094 if (!op->map) 996 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 997 return; /* dm has created a firewall in his inventory */
1096 998
1097 spell = op->inv; 999 spell = op->inv;
1000
1098 if (!spell || spell->type != SPELL) 1001 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1002 spell = op->other_arch;
1003
1100 if (!spell) 1004 if (!spell)
1101 { 1005 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1006 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1007 return;
1104 } 1008 }
1105 1009
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1010 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1011}
1108
1109 1012
1110/* move_player_mover: this function takes a "player mover" as an 1013/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1014 * argument, and performs the function of a player mover, which is:
1112 * 1015 *
1113 * a player mover finds any players that are sitting on it. It 1016 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1020 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1021 */
1119void 1022void
1120move_player_mover (object *op) 1023move_player_mover (object *op)
1121{ 1024{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1025 int dir = op->stats.sp;
1124 sint16 nx, ny; 1026 sint16 nx, ny;
1125 maptile *m; 1027 maptile *m;
1126 1028
1127 /* Determine direction now for random movers so we do the right thing */ 1029 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1030 if (!dir)
1129 dir = rndm (1, 8); 1031 dir = rndm (1, 8);
1130 1032
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1033 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1034 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1036 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1037 {
1136 1038
1146 nx = op->x + freearr_x[dir]; 1048 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1049 ny = op->y + freearr_y[dir];
1148 m = op->map; 1050 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1051 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1052 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1053 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; 1054 return;
1153 } 1055 }
1154 1056
1155 if (should_director_abort (op, victim)) 1057 if (should_director_abort (op, victim))
1156 return; 1058 return;
1157 1059
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1060 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1061 {
1160 if (nextmover->type == PLAYERMOVER) 1062 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1063 nextmover->speed_left = -.99f;
1064
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1066 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1067 }
1167 1068
1168 if (victim->type == PLAYER) 1069 if (victim->type == PLAYER)
1169 { 1070 {
1170 /* only level >=1 movers move people */ 1071 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1075 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1076 * place. This can happen if the player used a spell to
1176 * get to this space. 1077 * get to this space.
1177 */ 1078 */
1178 victim->contr->fire_on = 0; 1079 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1080 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1081 move_player (victim, dir);
1181 } 1082 }
1182 else 1083 else
1183 return; 1084 return;
1184 } 1085 }
1188 if (!op->stats.maxsp && op->attacktype) 1089 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1090 op->stats.maxsp = 2;
1190 1091
1191 if (op->attacktype) 1092 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1093 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1094 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 } 1095 }
1204 } 1096 }
1205 } 1097 }
1206} 1098}
1207 1099
1217{ 1109{
1218 object *tmp; 1110 object *tmp;
1219 1111
1220 if (!op->other_arch) 1112 if (!op->other_arch)
1221 { 1113 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1114 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1115 return;
1224 } 1116 }
1225 1117
1226 if (op->above == NULL) 1118 if (op->above == NULL)
1227 return; 1119 return;
1120
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1121 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1122 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1123 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1124 {
1232 if (op->level <= 0) 1125 if (op->level <= 0)
1233 tmp->destroy (); 1126 tmp->destroy ();
1234 else 1127 else
1235 { 1128 {
1257 * has to make sure that there is in fact space for the object. 1150 * 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 1151 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1152 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1153 * outside of the map which would cause the server to crash
1261*/ 1154*/
1262
1263void 1155void
1264move_creator (object *creator) 1156move_creator (object *creator)
1265{ 1157{
1266 object *new_ob; 1158 object *new_ob;
1267 1159
1269 { 1161 {
1270 creator->stats.hp = -1; 1162 creator->stats.hp = -1;
1271 return; 1163 return;
1272 } 1164 }
1273 1165
1274 if (creator->inv != NULL) 1166 if (creator->inv)
1275 { 1167 {
1276 object *ob; 1168 object *ob;
1277 int i; 1169 int i;
1278 object *ob_to_copy; 1170 object *ob_to_copy;
1279 1171
1284 if (rndm (0, i) == 0) 1176 if (rndm (0, i) == 0)
1285 { 1177 {
1286 ob_to_copy = ob; 1178 ob_to_copy = ob;
1287 } 1179 }
1288 } 1180 }
1289 new_ob = object_create_clone (ob_to_copy); 1181 new_ob = ob_to_copy->deep_clone ();
1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1292 } 1184 }
1293 else 1185 else
1294 { 1186 {
1295 if (creator->other_arch == NULL) 1187 if (!creator->other_arch)
1296 { 1188 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1189 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1190 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1191 return;
1300 } 1192 }
1301 1193
1302 new_ob = object_create_arch (creator->other_arch); 1194 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1195 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1196 }
1305 1197
1306 /* Make sure this multipart object fits */ 1198 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1199 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1200 {
1309 new_ob->destroy (); 1201 new_ob->destroy ();
1310 return; 1202 return;
1311 } 1203 }
1204
1205 // for now lets try to identify everything generated here, it mostly
1206 // happens automated, so this will at least fix many identify-experience holes
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1208
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1209 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1210 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1211 return;
1316 1212
1317 if (creator->slaying) 1213 if (creator->slaying)
1318 {
1319 new_ob->name = new_ob->title = creator->slaying; 1214 new_ob->name = new_ob->title = creator->slaying;
1320 }
1321} 1215}
1322 1216
1323/* move_marker --peterm@soda.csua.berkeley.edu 1217/* move_marker --peterm@soda.csua.berkeley.edu
1324 when moved, a marker will search for a player sitting above 1218 when moved, a marker will search for a player sitting above
1325 it, and insert an invisible, weightless force into him 1219 it, and insert an invisible, weightless force into him
1326 with a specific code as the slaying field. 1220 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1221 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1222 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1223 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.*/ 1224 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1225void
1333move_marker (object *op) 1226move_marker (object *op)
1334{ 1227{
1335 object *tmp, *tmp2; 1228 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 { 1229 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1230 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1231 if (object *force = tmp->force_find (op->name))
1232 force->destroy ();
1233
1234 if (!tmp->force_find (op->slaying))
1344 { 1235 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1236 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1237
1238 if (op->msg)
1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1240
1241 if (op->stats.hp > 0)
1347 } 1242 {
1243 op->stats.hp--;
1348 1244
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) 1245 if (op->stats.hp == 0)
1368 { 1246 {
1369 force->speed = 0.01; 1247 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1248 op->destroy ();
1249 return;
1371 } 1250 }
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 } 1251 }
1393 } /* if tmp2 == NULL */ 1252 }
1394 } /* if tmp->type == PLAYER */ 1253 }
1395 } /* For all objects on this space */
1396} 1254}
1397 1255
1398int 1256// mapscript objects activate themselves (only) then their timer fires
1257// TODO: maybe they should simply trigger the link like any other object?
1258void
1259move_mapscript (object *op)
1260{
1261 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0);
1263}
1264
1265void move_lamp (object *op)
1266{
1267 // if the lamp/torch is off, we should disable it.
1268 if (!op->glow_radius)
1269 {
1270 op->set_speed (0);
1271 return;
1272 }
1273 else
1274 {
1275 // check whether the face might need to be updated
1276 // (currently this is needed to have already switched on torches
1277 // on maps, as they just set the glow_radius in the archetype)
1278 if (op->other_arch
1279 && (
1280 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1281 || (op->flag [FLAG_ANIMATE]
1282 ? (op->animation_id != op->other_arch->animation_id)
1283 : (op->face != op->other_arch->face))
1284 ))
1285 get_animation_from_arch (op, op->other_arch);
1286 }
1287
1288 // lamps and torches on maps don't use up their fuel
1289 if (op->is_on_map ())
1290 return;
1291
1292 if (op->stats.food > 0)
1293 {
1294 op->stats.food--;
1295 return;
1296 }
1297
1298 apply_lamp (op, false);
1299}
1300
1301void
1399process_object (object *op) 1302process_object (object *op)
1400{ 1303{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1305 return;
1403 1306
1404 if (INVOKE_OBJECT (TICK, op)) 1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1308 return;
1406 1309
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1312 return;
1410 1313
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1315 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1417 1317
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1319 make_sure_seen (op);
1420 } 1320 }
1421 1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1329 {
1424 change_object (op); 1330 change_object (op);
1425 return 1; 1331 return;
1426 } 1332 }
1427 1333
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1335 generate_monster (op);
1430 1336
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1338 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1340 remove_force (op);
1435 else 1341 else
1436 { 1342 {
1437 /* IF necessary, delete the item from the players inventory */ 1343 op->remove (); // TODO: really necessary?
1438 object *pl = op->in_player ();
1439 1344
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1345 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1346 make_sure_not_seen (op);
1447 1347
1448 op->destroy (); 1348 op->drop_and_destroy ();
1449 } 1349 }
1450 1350
1451 return 1; 1351 return;
1352 }
1452 } 1353 }
1453 1354
1454 switch (op->type) 1355 switch (op->type)
1455 { 1356 {
1456 case SPELL_EFFECT: 1357 case SPELL_EFFECT:
1457 move_spell_effect (op); 1358 move_spell_effect (op);
1458 return 1; 1359 break;
1459 1360
1460 case ROD: 1361 case ROD:
1461 case HORN: 1362 case HORN:
1462 regenerate_rod (op); 1363 regenerate_rod (op);
1463 return 1; 1364 break;
1464 1365
1465 case FORCE: 1366 case FORCE:
1466 case POTION_EFFECT: 1367 case POTION_EFFECT:
1467 remove_force (op); 1368 remove_force (op);
1468 return 1; 1369 break;
1469 1370
1470 case BLINDNESS: 1371 case BLINDNESS:
1471 remove_blindness (op); 1372 remove_blindness (op);
1472 return 0; 1373 break;
1473 1374
1474 case POISONING: 1375 case POISONING:
1475 poison_more (op); 1376 poison_more (op);
1476 return 0; 1377 break;
1477 1378
1478 case DISEASE: 1379 case DISEASE:
1479 move_disease (op); 1380 move_disease (op);
1480 return 0; 1381 break;
1481 1382
1482 case SYMPTOM: 1383 case SYMPTOM:
1483 move_symptom (op); 1384 move_symptom (op);
1484 return 0; 1385 break;
1485 1386
1486 case THROWN_OBJ: 1387 case THROWN_OBJ:
1487 case ARROW: 1388 case ARROW:
1488 move_arrow (op); 1389 move_arrow (op);
1489 return 0; 1390 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1391
1495 case DOOR: 1392 case DOOR:
1496 remove_door (op); 1393 remove_door (op);
1497 return 0; 1394 break;
1498 1395
1499 case LOCKED_DOOR: 1396 case LOCKED_DOOR:
1500 remove_door2 (op); 1397 remove_door2 (op);
1501 return 0; 1398 break;
1502 1399
1503 case TELEPORTER: 1400 case TELEPORTER:
1504 move_teleporter (op); 1401 move_teleporter (op);
1505 return 0; 1402 break;
1506 1403
1507 case GOLEM: 1404 case GOLEM:
1508 move_golem (op); 1405 move_golem (op);
1509 return 0; 1406 break;
1510 1407
1511 case EARTHWALL: 1408 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1409 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1410 break;
1514 1411
1515 case FIREWALL: 1412 case FIREWALL:
1516 move_firewall (op); 1413 move_firewall (op);
1517 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1518 animate_turning (op); 1415 animate_turning (op);
1519 return 0; 1416 break;
1520 1417
1521 case MOOD_FLOOR: 1418 case MOOD_FLOOR:
1522 do_mood_floor (op); 1419 do_mood_floor (op);
1523 return 0; 1420 break;
1524 1421
1525 case GATE: 1422 case GATE:
1526 move_gate (op); 1423 move_gate (op);
1527 return 0; 1424 break;
1528 1425
1529 case TIMED_GATE: 1426 case TIMED_GATE:
1530 move_timed_gate (op); 1427 move_timed_gate (op);
1531 return 0; 1428 break;
1532 1429
1533 case TRIGGER: 1430 case TRIGGER:
1534 case TRIGGER_BUTTON: 1431 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1432 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1433 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1434 animate_trigger (op);
1538 return 0; 1435 break;
1539 1436
1540 case DETECTOR: 1437 case DETECTOR:
1541 move_detector (op); 1438 move_detector (op);
1542 1439
1543 case DIRECTOR: 1440 case DIRECTOR:
1544 if (op->stats.maxsp) 1441 if (op->stats.maxsp)
1545 animate_turning (op); 1442 animate_turning (op);
1546 return 0; 1443 break;
1547 1444
1548 case HOLE: 1445 case HOLE:
1549 move_hole (op); 1446 move_hole (op);
1550 return 0; 1447 break;
1551 1448
1552 case DEEP_SWAMP: 1449 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1450 move_deep_swamp (op);
1554 return 0; 1451 break;
1555 1452
1556 case RUNE: 1453 case RUNE:
1557 case TRAP: 1454 case TRAP:
1558 move_rune (op); 1455 move_rune (op);
1559 return 0; 1456 break;
1560 1457
1561 case PLAYERMOVER: 1458 case PLAYERMOVER:
1562 move_player_mover (op); 1459 move_player_mover (op);
1563 return 0; 1460 break;
1564 1461
1565 case CREATOR: 1462 case CREATOR:
1566 move_creator (op); 1463 move_creator (op);
1567 return 0; 1464 break;
1568 1465
1569 case MARKER: 1466 case MARKER:
1570 move_marker (op); 1467 move_marker (op);
1571 return 0; 1468 break;
1572 1469
1573 case PLAYER_CHANGER: 1470 case PLAYER_CHANGER:
1574 move_player_changer (op); 1471 move_player_changer (op);
1575 return 0; 1472 break;
1576 1473
1577 case PEACEMAKER: 1474 case PEACEMAKER:
1578 move_peacemaker (op); 1475 move_peacemaker (op);
1579 return 0; 1476 break;
1580 }
1581 1477
1582 return 0; 1478 case PLAYER:
1479 // players have their own speed-management, so undo the --speed_left
1480 ++op->speed_left;
1481 break;
1482
1483 case MAPSCRIPT:
1484 move_mapscript (op);
1485 break;
1486
1487 case LAMP:
1488 case TORCH:
1489 move_lamp (op);
1490 break;
1491 }
1583} 1492}
1493

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