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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 1.96 by root, Wed Nov 4 18:17:58 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
42{ 68{
43 int i; 69 int i;
44 object *tmp; 70 object *tmp;
45 71
46 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
49 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
52 } 79 }
80 }
53 81
54 if (op->other_arch) 82 if (op->other_arch)
55 { 83 {
56 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 85 tmp->x = op->x;
59 tmp->map = op->map; 87 tmp->map = op->map;
60 tmp->level = op->level; 88 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
62 } 90 }
63 91
64 op->destroy (); 92 op->drop_and_destroy ();
65} 93}
66 94
67void 95void
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) 96generate_monster (object *gen)
101{ 97{
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) 98 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; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 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; 102 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 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; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
168 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
171 144
172 if (head != NULL) 145 op->expand_tail ();
173 op->head = head, prev->more = op;
174 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 154 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 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}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 181
226 op->destroy (); 182 op->destroy ();
227} 183}
228 184
229void 185void
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 190
235 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
236 192
237 if (op->env != NULL) 193 if (op->env)
238 { 194 {
239 change_abil (op->env, op); 195 change_abil (op->env, op);
240 fix_player (op->env); 196 op->env->update_stats ();
241 } 197 }
242 198
243 op->destroy (); 199 op->destroy ();
244} 200}
245 201
252 return; 208 return;
253 } 209 }
254 210
255 if (op->stats.food == 1) 211 if (op->stats.food == 1)
256 { 212 {
257 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 214 * will not do anything.
259 */ 215 */
260 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
261 { 217 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 219 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 221 }
266 222
267 op->destroy (); 223 op->destroy ();
268 return; 224 return;
271 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
272 { 228 {
273 op->env->stats.food--; 229 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 231 }
232
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 234}
278 235
279 236
280void 237void
281move_gate (object *op) 238move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
283 object *tmp; 240 object *tmp;
284 241
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 243 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 249 if (op->value)
293 { 250 {
294 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 253 op->stats.wc = 0;
297 if (op->arch->clone.speed) 254 if (op->arch->speed)
298 op->value = 0; 255 op->value = 0;
299 else 256 else
300 {
301 op->speed = 0; 257 op->set_speed (0);
302 update_ob_speed (op);
303 } 258 }
304 } 259
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 261 {
307 op->move_block = 0; 262 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
310 } 265 }
266
311 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
313 return; 269 return;
314 } 270 }
315 271
323 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 281 * the gate slightly.
326 */ 282 */
327 283
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 286 break;
331 287
332 if (tmp == NULL) 288 if (!tmp)
333 { 289 {
334 if (op->arch->clone.speed) 290 if (op->arch->speed)
335 op->value = 1; 291 op->value = 1;
336 else 292 else
337 {
338 op->speed = 0; 293 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 294
340 }
341 return; 295 return;
342 } 296 }
343 } 297 }
344 298
345 if (op->stats.food) 299 if (op->stats.food)
352 } 306 }
353 else 307 else
354 { /* The gate is still going up */ 308 { /* The gate is still going up */
355 op->stats.wc++; 309 op->stats.wc++;
356 310
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 313
360 /* If there is something on top of the gate, we try to roll it off. 314 /* 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 315 * If a player/monster, we don't roll, we just hit them with damage
362 */ 316 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 318 {
365 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
368 323
369 if (tmp != NULL) 324 if (tmp)
370 { 325 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 327 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
374 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 333 }
377 else
378 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
380 * off the gate. 336 * off the gate.
381 */ 337 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 339 {
384 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 342
387 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
388 if (i != -1) 344 if (i > 0)
389 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
390 tmp->remove (); 349 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 } 350 }
394 } 351 }
395 } 352 }
396 353
397 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 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)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 357 break;
401 358
402 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
403 if (tmp) 360 if (tmp)
404 {
405 op->stats.food = 1; 361 op->stats.food = 1;
406 }
407 else 362 else
408 { 363 {
409 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
410 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
413 } 369 }
414 } /* gate is halfway up */ 370 } /* gate is halfway up */
415 371
428 int v = op->value; 384 int v = op->value;
429 385
430 if (op->stats.sp) 386 if (op->stats.sp)
431 { 387 {
432 move_gate (op); 388 move_gate (op);
389
433 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 391 op->stats.sp = 0;
435 return; 392 return;
436 } 393 }
394
437 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 396 { /* keep gate down */
439 move_gate (op); 397 move_gate (op);
398
440 if (op->value != v) 399 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 400 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 401 }
446} 402}
447 403
448/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
459 int last = op->value; 415 int last = op->value;
460 int detected; 416 int detected;
461 417
462 detected = 0; 418 detected = 0;
463 419
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 421 {
466 object *tmp2; 422 object *tmp2;
467 423
468 if (op->stats.hp) 424 if (op->stats.hp)
469 { 425 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 427 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 429 detected = 1;
430
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 432 detected = 1;
476 } 433 }
477 } 434 }
435
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 437 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 439 detected = 1;
484 } 440 }
485 441
486 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
488 { 444 {
489 if (detected && last == 0) 445 if (detected && last == 0)
490 { 446 {
491 op->value = 1; 447 op->value = 1;
492 push_button (op); 448 push_button (op, tmp);
493 } 449 }
450
494 if (!detected && last == 1) 451 if (!detected && last == 1)
495 { 452 {
496 op->value = 0; 453 op->value = 0;
497 push_button (op); 454 push_button (op, tmp);
498 } 455 }
499 } 456 }
500 else 457 else
501 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
502 if (detected && last == 1) 459 if (detected && last == 1)
503 { 460 {
504 op->value = 0; 461 op->value = 0;
505 push_button (op); 462 push_button (op, tmp);
506 } 463 }
464
507 if (!detected && last == 0) 465 if (!detected && last == 0)
508 { 466 {
509 op->value = 1; 467 op->value = 1;
510 push_button (op); 468 push_button (op, tmp);
511 } 469 }
512 } 470 }
513} 471}
514
515 472
516void 473void
517animate_trigger (object *op) 474animate_trigger (object *op)
518{ 475{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
529} 486}
530 487
531void 488void
532move_hole (object *op) 489move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 491 if (op->value)
537 { /* We're opening */ 492 { /* We're opening */
538 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
540 op->stats.wc = 0; 495 op->stats.wc = 0;
541 op->speed = 0; 496 op->set_speed (0);
542 update_ob_speed (op);
543 497
544 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 501 {
548 next = tmp->above; 502 next = tmp->above;
549 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
550 } 504 }
551 } 505 }
506
552 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
554 return; 509 return;
555 } 510 }
511
556 /* We're closing */ 512 /* We're closing */
557 op->move_on = 0; 513 op->move_on = 0;
558 514
559 op->stats.wc++; 515 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
562 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 523}
571 524
572 525
573/* stop_item() returns a pointer to the stopped object. The stopped object 526/* 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 527 * may or may not have been removed from maps or inventories. It will not
594 { 547 {
595 object *payload = op->inv; 548 object *payload = op->inv;
596 549
597 if (payload == NULL) 550 if (payload == NULL)
598 return NULL; 551 return NULL;
552
599 payload->remove (); 553 payload->remove ();
600 op->destroy (); 554 op->destroy ();
601 return payload; 555 return payload;
602 } 556 }
603 557
604 case ARROW: 558 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
607 return op; 561 return op;
608 562
609 default: 563 default:
610 return op; 564 return op;
619void 573void
620fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
621{ 575{
622 if (map == NULL) 576 if (map == NULL)
623 return; 577 return;
578
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 581 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
628} 583}
629 584
630
631object * 585object *
632fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
633{ 587{
634 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
635 { 589 {
636 /* Small chance of breaking */ 590 /* Small chance of breaking */
637 op->destroy (); 591 op->destroy ();
638 return NULL; 592 return NULL;
639 } 593 }
640 594
595 op->set_speed (0);
641 op->direction = 0; 596 op->direction = 0;
642 op->move_on = 0; 597 op->move_on = 0;
643 op->move_type = 0; 598 op->move_type = 0;
644 op->speed = 0; 599 op->skill = 0; // really?
645 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
649 op->slaying = 0; 605 op->slaying = op->custom_name;
650 op->skill = 0;
651 606
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 */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
662 op->spellarg = NULL; 608 op->custom_name = 0;
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 = 0;
615
669 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
670 return op; 618 return op;
671} 619}
672 620
673/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 623 * here too. -b.t.
676 * 624 *
677 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
679 */ 627 */
680
681static void 628static void
682stop_arrow (object *op) 629stop_arrow (object *op)
683{ 630{
684 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
685 return; 632 return;
686 633
687 if (op->inv) 634 if (op->inv)
688 { 635 {
636 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 637 object *payload = op->inv;
690 638
691 payload->remove ();
692 payload->owner = 0; 639 payload->owner = 0;
693 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 641 op->destroy ();
695 } 642 }
696 else 643 else
697 { 644 {
698 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
699 if (op) 647 if (op)
700 merge_ob (op, NULL); 648 merge_ob (op, 0);
701 } 649 }
702} 650}
703 651
704/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 653 */
706
707void 654void
708move_arrow (object *op) 655move_arrow (object *op)
709{ 656{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 657 int was_reflected;
713 maptile *m;
714 658
715 if (op->map == NULL) 659 if (!op->map)
716 { 660 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 662 op->destroy ();
719 return; 663 return;
720 } 664 }
728 * is if the player throws a bomb - the bomb explodes on its own, 672 * 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 673 * 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, 674 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
732 */ 676 */
733 if (op->inv == NULL) 677 if (!op->inv)
734 { 678 {
735 op->destroy (); 679 op->destroy ();
736 return; 680 return;
737 } 681 }
738 682
750 stop_arrow (op); 694 stop_arrow (op);
751 return; 695 return;
752 } 696 }
753 697
754 /* Calculate target map square */ 698 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 699 was_reflected = 0;
758 700
759 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 702
762 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
763 { 704 {
764 stop_arrow (op); 705 stop_arrow (op);
765 return; 706 return;
766 } 707 }
767 708
768 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
770 { 711 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 716 break;
774 717
775 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
784 */ 727 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 729 {
787 int number = op->face->number; 730 int number = op->face;
788 731
789 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
790 op->state = 0; 733 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 */ 734 was_reflected = 1; /* skip normal movement calculations */
803 } 735 }
804 else 736 else
805 { 737 {
806 /* Attack the object. */ 738 /* Attack the object. */
810 return; 742 return;
811 } 743 }
812 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
814 746
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 748 {
817 int retry = 0; 749 int retry = 0;
818 750
819 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 765 if (op->direction & 1)
834 { 766 {
835 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
836 retry = 1; 768 retry = 1;
837 } 769 }
770
838 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
839 * use this retry here to make this one block 772 * use this retry here to make this one block
840 * that did the same thing. 773 * that did the same thing.
841 */ 774 */
842 while (retry < 2) 775 while (retry < 2)
843 { 776 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 777 retry++;
849 778
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* 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 780 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
854 */ 783 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 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)));
858 786
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 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)));
862 789
863 if (left == right) 790 if (left == right)
864 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
865 else if (left) 792 else if (left)
866 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
867 else if (right) 794 else if (right)
868 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
869 796
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 - 797 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 798 * don't need to retry again.
874 */ 799 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 802 break;
877
878 } 803 }
804
879 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 806 * stop it from moving.
881 */ 807 */
882 if (retry == 2) 808 if (retry == 2)
883 { 809 {
884 stop_arrow (op); 810 stop_arrow (op);
885 return; 811 return;
886 } 812 }
813
887 /* update object image for new facing */ 814 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
890 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
891 } /* object is reflected */ 818 } /* object is reflected */
892 } /* object ran into a wall */ 819 } /* object ran into a wall */
893
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898 820
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
901 */ 823 */
902 op->speed -= 0.05; 824 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 825
906/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 828}
909 829
910void 830void
911change_object (object *op) 831change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
913 int i, j; 833 int i, j;
914 834
915 if (op->other_arch == NULL) 835 if (!op->other_arch)
916 { 836 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 838 return;
919 } 839 }
920 840
921 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 { 843 {
924 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
925 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
926 else 861 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 { 862 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
961 tmp->destroy (); 865 tmp->destroy ();
962 else 866 else
963 { 867 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
966 } 872 }
967 } 873 }
968 } 874 }
969 875
970 op->destroy (); 876 op->destroy ();
980 * there is an old multipart teleporter in which the other parts 886 * 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 887 * 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 888 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 889 * N times without the speed check.
984 */ 890 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 892 move_teleporter (op->more);
987 893
988 if (op->head) 894 if (op->head)
989 head = op->head; 895 head = op->head;
990 896
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 899 break;
994 900
995 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
1002 { 908 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 910 return;
1005 911
1006 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1007 } 913 }
1008 else 914 else
1009 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1010 return; 916 return;
1011 } 917 }
1026 else 932 else
1027 { 933 {
1028 /* Random teleporter */ 934 /* Random teleporter */
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 936 return;
937
1031 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1032 } 939 }
1033} 940}
1034
1035 941
1036/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 945 can't be generalized.
1040*/ 946*/
1041
1042void 947void
1043move_player_changer (object *op) 948move_player_changer (object *op)
1044{ 949{
1045 object *player; 950 object *player;
1046 object *walk; 951 object *walk;
1047 char c;
1048 952
1049 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1050 return; 954 return;
1051 955
1052 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 957 * needs to be on top.
1054 */ 958 */
1055 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1056 { 960 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 962 return;
963
1059 player = op->above; 964 player = op->above;
1060 965
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1063 968
1064 fix_player (player); 969 player->update_stats ();
1065 970
1066 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1068 973
1069 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 976 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1076 } 980 }
1077 else 981 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 983
1080 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 985 }
1083} 986}
1084 987
1085/* firewalls fire other spells. 988/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1093 996
1094 if (!op->map) 997 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1096 999
1097 spell = op->inv; 1000 spell = op->inv;
1001
1098 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1004
1100 if (!spell) 1005 if (!spell)
1101 { 1006 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1008 return;
1104 } 1009 }
1105 1010
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1012}
1108
1109 1013
1110/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
1112 * 1016 *
1113 * a player mover finds any players that are sitting on it. It 1017 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1022 */
1119void 1023void
1120move_player_mover (object *op) 1024move_player_mover (object *op)
1121{ 1025{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1124 sint16 nx, ny; 1027 sint16 nx, ny;
1125 maptile *m; 1028 maptile *m;
1126 1029
1127 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1031 if (!dir)
1129 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1130 1033
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1035 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1038 {
1136 1039
1146 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1148 m = op->map; 1051 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1053 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1054 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; 1055 return;
1153 } 1056 }
1154 1057
1155 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1156 return; 1059 return;
1157 1060
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1062 {
1160 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1068 }
1167 1069
1168 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1169 { 1071 {
1170 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1171 if (op->level) 1073 if (op->level)
1172 { 1074 {
1173 /* Following is a bit of hack. We need to make sure it 1075 /* Following is a bit of hack. We need to make sure it
1174 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1176 * get to this space. 1078 * get to this space.
1177 */ 1079 */
1178 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1082 move_player (victim, dir);
1181 } 1083 }
1182 else 1084 else
1183 return; 1085 return;
1184 } 1086 }
1188 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1190 1092
1191 if (op->attacktype) 1093 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 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 } 1096 }
1204 } 1097 }
1205 } 1098 }
1206} 1099}
1207 1100
1217{ 1110{
1218 object *tmp; 1111 object *tmp;
1219 1112
1220 if (!op->other_arch) 1113 if (!op->other_arch)
1221 { 1114 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1115 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1116 return;
1224 } 1117 }
1225 1118
1226 if (op->above == NULL) 1119 if (op->above == NULL)
1227 return; 1120 return;
1121
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1123 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1125 {
1232 if (op->level <= 0) 1126 if (op->level <= 0)
1233 tmp->destroy (); 1127 tmp->destroy ();
1234 else 1128 else
1235 { 1129 {
1257 * has to make sure that there is in fact space for the object. 1151 * 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 1152 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1261*/ 1155*/
1262
1263void 1156void
1264move_creator (object *creator) 1157move_creator (object *creator)
1265{ 1158{
1266 object *new_ob; 1159 object *new_ob;
1267 1160
1269 { 1162 {
1270 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1271 return; 1164 return;
1272 } 1165 }
1273 1166
1274 if (creator->inv != NULL) 1167 if (creator->inv)
1275 { 1168 {
1276 object *ob; 1169 object *ob;
1277 int i; 1170 int i;
1278 object *ob_to_copy; 1171 object *ob_to_copy;
1279 1172
1284 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1285 { 1178 {
1286 ob_to_copy = ob; 1179 ob_to_copy = ob;
1287 } 1180 }
1288 } 1181 }
1289 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1292 } 1185 }
1293 else 1186 else
1294 { 1187 {
1295 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1296 { 1189 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1192 return;
1300 } 1193 }
1301 1194
1302 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1197 }
1305 1198
1306 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1201 {
1309 new_ob->destroy (); 1202 new_ob->destroy ();
1310 return; 1203 return;
1311 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1209
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1212 return;
1316 1213
1317 if (creator->slaying) 1214 if (creator->slaying)
1318 {
1319 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1320 }
1321} 1216}
1322 1217
1323/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1324 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1325 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1326 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1224 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.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1226void
1333move_marker (object *op) 1227move_marker (object *op)
1334{ 1228{
1335 object *tmp, *tmp2; 1229 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 { 1230 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1344 { 1236 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1237 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1347 } 1243 {
1244 op->stats.hp--;
1348 1245
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) 1246 if (op->stats.hp == 0)
1368 { 1247 {
1369 force->speed = 0.01; 1248 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1249 op->destroy ();
1250 return;
1371 } 1251 }
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 } 1252 }
1393 } /* if tmp2 == NULL */ 1253 }
1394 } /* if tmp->type == PLAYER */ 1254 }
1395 } /* For all objects on this space */
1396} 1255}
1397 1256
1398int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1399process_object (object *op) 1303process_object (object *op)
1400{ 1304{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1306 return;
1403 1307
1404 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1309 return;
1406 1310
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1313 return;
1410 1314
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1316 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1417 1318
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1320 make_sure_seen (op);
1420 } 1321 }
1421 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1330 {
1424 change_object (op); 1331 change_object (op);
1425 return 1; 1332 return;
1426 } 1333 }
1427 1334
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1336 generate_monster (op);
1430 1337
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1339 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1341 remove_force (op);
1435 else 1342 else
1436 { 1343 {
1437 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1438 object *pl = op->in_player ();
1439 1345
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1447 1348
1448 op->destroy (); 1349 op->drop_and_destroy ();
1449 } 1350 }
1450 1351
1451 return 1; 1352 return;
1353 }
1452 } 1354 }
1453 1355
1454 switch (op->type) 1356 switch (op->type)
1455 { 1357 {
1456 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1457 move_spell_effect (op); 1359 move_spell_effect (op);
1458 return 1; 1360 break;
1459 1361
1460 case ROD: 1362 case ROD:
1461 case HORN: 1363 case HORN:
1462 regenerate_rod (op); 1364 regenerate_rod (op);
1463 return 1; 1365 break;
1464 1366
1465 case FORCE: 1367 case FORCE:
1466 case POTION_EFFECT: 1368 case POTION_EFFECT:
1467 remove_force (op); 1369 remove_force (op);
1468 return 1; 1370 break;
1469 1371
1470 case BLINDNESS: 1372 case BLINDNESS:
1471 remove_blindness (op); 1373 remove_blindness (op);
1472 return 0; 1374 break;
1473 1375
1474 case POISONING: 1376 case POISONING:
1475 poison_more (op); 1377 poison_more (op);
1476 return 0; 1378 break;
1477 1379
1478 case DISEASE: 1380 case DISEASE:
1479 move_disease (op); 1381 move_disease (op);
1480 return 0; 1382 break;
1481 1383
1482 case SYMPTOM: 1384 case SYMPTOM:
1483 move_symptom (op); 1385 move_symptom (op);
1484 return 0; 1386 break;
1485 1387
1486 case THROWN_OBJ: 1388 case THROWN_OBJ:
1487 case ARROW: 1389 case ARROW:
1488 move_arrow (op); 1390 move_arrow (op);
1489 return 0; 1391 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1392
1495 case DOOR: 1393 case DOOR:
1496 remove_door (op); 1394 remove_door (op);
1497 return 0; 1395 break;
1498 1396
1499 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1500 remove_door2 (op); 1398 remove_door2 (op);
1501 return 0; 1399 break;
1502 1400
1503 case TELEPORTER: 1401 case TELEPORTER:
1504 move_teleporter (op); 1402 move_teleporter (op);
1505 return 0; 1403 break;
1506 1404
1507 case GOLEM: 1405 case GOLEM:
1508 move_golem (op); 1406 move_golem (op);
1509 return 0; 1407 break;
1510 1408
1511 case EARTHWALL: 1409 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1411 break;
1514 1412
1515 case FIREWALL: 1413 case FIREWALL:
1516 move_firewall (op); 1414 move_firewall (op);
1517 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1518 animate_turning (op); 1416 animate_turning (op);
1519 return 0; 1417 break;
1520 1418
1521 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1522 do_mood_floor (op); 1420 do_mood_floor (op);
1523 return 0; 1421 break;
1524 1422
1525 case GATE: 1423 case GATE:
1526 move_gate (op); 1424 move_gate (op);
1527 return 0; 1425 break;
1528 1426
1529 case TIMED_GATE: 1427 case TIMED_GATE:
1530 move_timed_gate (op); 1428 move_timed_gate (op);
1531 return 0; 1429 break;
1532 1430
1533 case TRIGGER: 1431 case TRIGGER:
1534 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1435 animate_trigger (op);
1538 return 0; 1436 break;
1539 1437
1540 case DETECTOR: 1438 case DETECTOR:
1541 move_detector (op); 1439 move_detector (op);
1542 1440
1543 case DIRECTOR: 1441 case DIRECTOR:
1544 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1545 animate_turning (op); 1443 animate_turning (op);
1546 return 0; 1444 break;
1547 1445
1548 case HOLE: 1446 case HOLE:
1549 move_hole (op); 1447 move_hole (op);
1550 return 0; 1448 break;
1551 1449
1552 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1451 move_deep_swamp (op);
1554 return 0; 1452 break;
1555 1453
1556 case RUNE: 1454 case RUNE:
1557 case TRAP: 1455 case TRAP:
1558 move_rune (op); 1456 move_rune (op);
1559 return 0; 1457 break;
1560 1458
1561 case PLAYERMOVER: 1459 case PLAYERMOVER:
1562 move_player_mover (op); 1460 move_player_mover (op);
1563 return 0; 1461 break;
1564 1462
1565 case CREATOR: 1463 case CREATOR:
1566 move_creator (op); 1464 move_creator (op);
1567 return 0; 1465 break;
1568 1466
1569 case MARKER: 1467 case MARKER:
1570 move_marker (op); 1468 move_marker (op);
1571 return 0; 1469 break;
1572 1470
1573 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1574 move_player_changer (op); 1472 move_player_changer (op);
1575 return 0; 1473 break;
1576 1474
1577 case PEACEMAKER: 1475 case PEACEMAKER:
1578 move_peacemaker (op); 1476 move_peacemaker (op);
1579 return 0; 1477 break;
1580 }
1581 1478
1582 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1583} 1493}
1494

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