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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.124 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 25/*
26 * 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
27 * collected in this file. 27 * collected in this file.
28 */ 28 */
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92void 95static void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
116 127
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 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
140 op = gen->other_arch->instance ();
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
155 if (op->env) 169 if (op->env)
156 switch (op->subtype) 170 switch (op->subtype)
157 { 171 {
158 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
160 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");
161 175
162 default: 176 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 178 change_abil (op->env, op);
165 op->env->update_stats (); 179 op->env->update_stats ();
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
177 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
178 192
179 if (op->env) 193 if (op->env)
180 { 194 {
181 change_abil (op->env, op); 195 change_abil (op->env, op);
182 op->env->update_stats (); 196 op->env->update_stats ();
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
194 return; 208 return;
195 } 209 }
196 210
199 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
200 * will not do anything. 214 * will not do anything.
201 */ 215 */
202 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
203 { 217 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 219 op->env->update_stats ();
206 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.");
207 } 221 }
208 222
209 op->destroy (); 223 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 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))
229 { 243 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
231 op->stats.wc = 0; 245 op->stats.wc = 0;
232 } 246 }
233 247
234 /* We're going down */ 248 /* We're going down */
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 { 261 {
248 op->move_block = 0; 262 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
251 } 265 }
252 266
253 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
258 /* We're going up */ 272 /* We're going up */
259 273
260 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 { 276 {
263
264 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
265 * 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,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* 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.
301 * 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
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308
309 if (tmp != NULL)
310 { 321 ;
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
312 { 326 {
313 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
314 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
315 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);
316 } 332 }
317 else
318 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
320 * off the gate. 335 * off the gate.
321 */ 336 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
323 { 338 {
324 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
325 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);
326 341
327 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
328 if (i != -1) 343 if (i > 0)
329 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
330 tmp->remove (); 348 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 349 }
334 } 350 }
335 } 351 }
336 352
337 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
339 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
340 break; 356 break;
341 357
342 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
343 if (tmp) 359 if (tmp)
344 {
345 op->stats.food = 1; 360 op->stats.food = 1;
346 }
347 else 361 else
348 { 362 {
349 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
350 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
353 } 368 }
354 } /* gate is halfway up */ 369 } /* gate is halfway up */
355 370
356 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
360 375
361/* hp : how long door is open/closed 376/* hp : how long door is open/closed
362 * maxhp : initial value for hp 377 * maxhp : initial value for hp
363 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
364 */ 379 */
365void 380static void
366move_timed_gate (object *op) 381move_timed_gate (object *op)
367{ 382{
368 int v = op->value; 383 int v = op->value;
369 384
370 if (op->stats.sp) 385 if (op->stats.sp)
371 { 386 {
372 move_gate (op); 387 move_gate (op);
388
373 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 390 op->stats.sp = 0;
375 return; 391 return;
376 } 392 }
393
377 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 395 { /* keep gate down */
379 move_gate (op); 396 move_gate (op);
397
380 if (op->value != v) 398 if (op->value != v)
381 op->set_speed (0); 399 op->set_speed (0);
382 } 400 }
383} 401}
384 402
386 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
387 * connected: connected value of detector 405 * connected: connected value of detector
388 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
389 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
390 */ 408 */
391 409static void
392void
393move_detector (object *op) 410move_detector (object *op)
394{ 411{
395 object *tmp; 412 object *tmp;
396 int last = op->value; 413 int last = op->value;
397 int detected; 414 int detected;
398 415
399 detected = 0; 416 detected = 0;
400 417
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 419 {
403 object *tmp2; 420 object *tmp2;
404 421
405 if (op->stats.hp) 422 if (op->stats.hp)
406 { 423 {
424 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
425 { 442 {
426 if (detected && last == 0) 443 if (detected && last == 0)
427 { 444 {
428 op->value = 1; 445 op->value = 1;
429 push_button (op); 446 push_button (op, tmp);
430 } 447 }
448
431 if (!detected && last == 1) 449 if (!detected && last == 1)
432 { 450 {
433 op->value = 0; 451 op->value = 0;
434 push_button (op); 452 push_button (op, tmp);
435 } 453 }
436 } 454 }
437 else 455 else
438 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
439 if (detected && last == 1) 457 if (detected && last == 1)
440 { 458 {
441 op->value = 0; 459 op->value = 0;
442 push_button (op); 460 push_button (op, tmp);
443 } 461 }
462
444 if (!detected && last == 0) 463 if (!detected && last == 0)
445 { 464 {
446 op->value = 1; 465 op->value = 1;
447 push_button (op); 466 push_button (op, tmp);
448 } 467 }
449 } 468 }
450} 469}
451
452 470
453void 471void
454animate_trigger (object *op) 472animate_trigger (object *op)
455{ 473{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
463 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
464 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
465 } 483 }
466} 484}
467 485
468void 486static void
469move_hole (object *op) 487move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 489 if (op->value)
474 { /* We're opening */ 490 { /* We're opening */
475 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
477 op->stats.wc = 0; 493 op->stats.wc = 0;
478 op->set_speed (0); 494 op->set_speed (0);
479 495
480 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 499 {
484 next = tmp->above; 500 next = tmp->above;
485 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
486 } 502 }
487 } 503 }
488 504
489 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
491 return; 507 return;
492 } 508 }
509
493 /* We're closing */ 510 /* We're closing */
494 op->move_on = 0; 511 op->move_on = 0;
495 512
496 op->stats.wc++; 513 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
498 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499 516
500 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
503 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
504} 521}
505 522
506 523
507/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
528 { 545 {
529 object *payload = op->inv; 546 object *payload = op->inv;
530 547
531 if (payload == NULL) 548 if (payload == NULL)
532 return NULL; 549 return NULL;
550
533 payload->remove (); 551 payload->remove ();
534 op->destroy (); 552 op->destroy ();
535 return payload; 553 return payload;
536 } 554 }
537 555
554fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
555{ 573{
556 if (map == NULL) 574 if (map == NULL)
557 return; 575 return;
558 576
559 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
560 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
561 else if (op->type == ARROW) 579 else if (op->type == ARROW)
562 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
563} 581}
564 582
572 return NULL; 590 return NULL;
573 } 591 }
574 592
575 op->set_speed (0); 593 op->set_speed (0);
576 op->direction = 0; 594 op->direction = 0;
577 op->move_on = 0; 595 op->move_on = 0;
578 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
582 op->slaying = 0; 603 op->slaying = op->custom_name;
583 op->skill = 0;
584 604
585 if (op->spellarg != NULL)
586 {
587 op->slaying = op->spellarg;
588 free (op->spellarg);
589 op->spellarg = NULL;
590 }
591 else
592 op->slaying = NULL;
593
594 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
595 op->spellarg = NULL; 606 op->custom_name = 0;
596 op->stats.sp = 0; 607 op->stats.sp = 0;
597 op->stats.hp = 0; 608 op->stats.hp = 0;
598 op->stats.grace = 0; 609 op->stats.grace = 0;
599 op->level = 0; 610 op->level = 0;
600 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
602 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
603 return op; 618 return op;
604} 619}
605 620
606/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
607 * 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
616 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
617 return; 632 return;
618 633
619 if (op->inv) 634 if (op->inv)
620 { 635 {
636 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 637 object *payload = op->inv;
622 638
623 payload->remove ();
624 payload->owner = 0; 639 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 641 op->destroy ();
627 } 642 }
628 else 643 else
629 { 644 {
630 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
631 if (op) 647 if (op)
632 merge_ob (op, NULL); 648 merge_ob (op, 0);
633 } 649 }
634} 650}
635 651
636/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
637 */ 653 */
638void 654void
639move_arrow (object *op) 655move_arrow (object *op)
640{ 656{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 657 int was_reflected;
644 maptile *m;
645 658
646 if (op->map == NULL) 659 if (!op->map)
647 { 660 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
649 op->destroy (); 662 op->destroy ();
650 return; 663 return;
651 } 664 }
652 665
653 /* we need to stop thrown objects at some point. Like here. */ 666 /* we need to stop thrown objects at some point. Like here. */
659 * 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,
660 * 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
661 * 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,
662 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
663 */ 676 */
664 if (op->inv == NULL) 677 if (!op->inv)
665 { 678 {
666 op->destroy (); 679 op->destroy ();
667 return; 680 return;
668 } 681 }
669 682
672 stop_arrow (op); 685 stop_arrow (op);
673 return; 686 return;
674 } 687 }
675 } 688 }
676 689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
677 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
678 values look rediculous. */ 696 values look ridiculous. */
679 if (op->speed < 0.5 && op->type == ARROW) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
680 { 698 {
681 stop_arrow (op); 699 stop_arrow (op);
682 return; 700 return;
683 } 701 }
684 702
685 /* Calculate target map square */ 703 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 704 was_reflected = 0;
689 705
690 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 707
693 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
694 { 709 {
695 stop_arrow (op); 710 stop_arrow (op);
696 return; 711 return;
697 } 712 }
698 713
699 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
701 { 716 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
703 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break;
705 718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
721 {
706 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
708 * move into it. 724 * move into it.
709 */ 725 */
710 if (tmp && tmp != op->owner) 726
711 {
712 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
713 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
714 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
715 */ 730 */
716 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
717 { 732 {
718 int number = op->face;
719
720 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
721 update_turn_face (op); 734 update_turn_face (op);
722 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
723 } 736 }
724 else 737 else
725 { 738 {
726 /* Attack the object. */ 739 /* Attack the object. */
727 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
728 741
729 if (!op) 742 if (!op)
730 return; 743 return;
731 } 744 }
732 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */
734 745
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 break;
747 }
748 }
749
750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 751 {
737 int retry = 0; 752 int retry = 0;
738 753
739 /* if the object doesn't reflect, stop the arrow from moving 754 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 755 * note that this code will now catch cases where a monster is
741 * on a wall but has reflecting - the arrow won't reflect. 756 * on a wall but has reflecting - the arrow won't reflect.
742 * Mapmakers shouldn't put monsters on top of wall in the first 757 * Mapmakers shouldn't put monsters on top of wall in the first
743 * place, so I don't consider that a problem. 758 * place, so I don't consider that a problem.
744 */ 759 */
745 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
746 { 761 {
747 stop_arrow (op); 762 stop_arrow (op);
748 return; 763 return;
749 } 764 }
750 else 765 else
753 if (op->direction & 1) 768 if (op->direction & 1)
754 { 769 {
755 op->direction = absdir (op->direction + 4); 770 op->direction = absdir (op->direction + 4);
756 retry = 1; 771 retry = 1;
757 } 772 }
773
758 /* There were two blocks with identical code - 774 /* There were two blocks with identical code -
759 * use this retry here to make this one block 775 * use this retry here to make this one block
760 * that did the same thing. 776 * that did the same thing.
761 */ 777 */
762 while (retry < 2) 778 while (retry < 2)
763 { 779 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 780 retry++;
769 781
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 782 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
771 * over a corner in a tiled map, it is possible that 783 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 784 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 785 * op->direction-1 or op->direction+1 does not exist.
774 */ 786 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 788 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 789
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 791 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 792
783 if (left == right) 793 if (left == right)
784 op->direction = absdir (op->direction + 4); 794 op->direction = absdir (op->direction + 4);
785 else if (left) 795 else if (left)
786 op->direction = absdir (op->direction + 2); 796 op->direction = absdir (op->direction + 2);
787 else if (right) 797 else if (right)
788 op->direction = absdir (op->direction - 2); 798 op->direction = absdir (op->direction - 2);
789 799
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* If this space is not out of the map and not blocked, valid space - 800 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 801 * don't need to retry again.
794 */ 802 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 805 break;
797
798 } 806 }
807
799 /* Couldn't find a direction to move the arrow to - just 808 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 809 * stop it from moving.
801 */ 810 */
802 if (retry == 2) 811 if (retry == 2)
803 { 812 {
804 stop_arrow (op); 813 stop_arrow (op);
805 return; 814 return;
806 } 815 }
816
807 /* update object image for new facing */ 817 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 818 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 819 if (op->has_anim ())
810 SET_ANIMATION (op, op->direction); 820 op->set_anim_frame (op->direction);
811 } /* object is reflected */ 821 } /* object is reflected */
812 } /* object ran into a wall */ 822 } /* object ran into a wall */
813 823
814 /* Move the arrow. */ 824 /* Move the arrow. */
815 op->remove (); 825 op->move_to (pos);
816 op->x = new_x;
817 op->y = new_y;
818
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed.
821 */
822 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824} 826}
825 827
826/* This routine doesnt seem to work for "inanimate" objects that 828static void
827 * are being carried, ie a held torch leaps from your hands!.
828 * Modified this routine to allow held objects. b.t. */
829
830void
831change_object (object *op) 829change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (op->other_arch == NULL) 831 if (!op->other_arch)
836 { 832 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 834 return;
839 } 835 }
840 836
841 /* In non-living items only change when food value is 0 */ 837 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 838 if (!op->flag [FLAG_ALIVE])
843 { 839 {
844 if (op->stats.food-- > 0) 840 if (op->stats.food-- > 0)
845 return; 841 return;
842
843 op->stats.food = 1; /* so 1 other_arch is made */
844 }
845
846 object *env = op->env;
847
848 op->remove ();
849 for (int i = 0; i < op->stats.food; i++)
850 {
851 object *tmp = op->other_arch->instance ();
852
853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
854
855 if (env)
856 env->insert (tmp);
846 else 857 else
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *pl = op->in_player ();
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env)
863 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env);
866
867 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below.
870 */
871 if (pl)
872 {
873 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp);
875 }
876 } 858 {
877 else
878 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
880 if (j == -1) /* No free spot */ 861 if (j < 0) /* No free spot */
881 tmp->destroy (); 862 tmp->destroy ();
882 else 863 else
883 { 864 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 865 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 866
867 if (pos.normalise ())
868 pos.insert (tmp, op);
886 } 869 }
887 } 870 }
888 } 871 }
889 872
890 op->destroy (); 873 op->destroy ();
906 move_teleporter (op->more); 889 move_teleporter (op->more);
907 890
908 if (op->head) 891 if (op->head)
909 head = op->head; 892 head = op->head;
910 893
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 894 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 895 if (!tmp->flag [FLAG_IS_FLOOR])
913 break; 896 break;
914 897
915 /* If nothing above us to move, nothing to do */ 898 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 899 if (!tmp || tmp->flag [FLAG_WIZPASS])
917 return; 900 return;
918 901
919 if (EXIT_PATH (head)) 902 if (EXIT_PATH (head))
920 { 903 {
921 if (tmp->type == PLAYER) 904 if (tmp->type == PLAYER)
946 else 929 else
947 { 930 {
948 /* Random teleporter */ 931 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 933 return;
934
951 teleport (head, TELEPORTER, tmp); 935 teleport (head, TELEPORTER, tmp);
952 } 936 }
953} 937}
954
955 938
956/* This object will teleport someone to a different map 939/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 940 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 941 This was invented for giving classes, but there's no reason it
959 can't be generalized. 942 can't be generalized.
960*/ 943*/
961void 944static void
962move_player_changer (object *op) 945move_player_changer (object *op)
963{ 946{
964 object *player;
965 object *walk;
966
967 if (!op->above || !EXIT_PATH (op)) 947 if (!op->above || !EXIT_PATH (op))
968 return; 948 return;
969 949
970 /* This isn't all that great - means that the player_mover 950 /* This isn't all that great - means that the player_mover
971 * needs to be on top. 951 * needs to be on top.
972 */ 952 */
973 if (op->above->type == PLAYER) 953 if (op->above->type == PLAYER)
974 { 954 {
955 object *player = op->above;
956
975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
976 return; 958 return;
977 959
978 player = op->above;
979
980 for (walk = op->inv; walk; walk = walk->below) 960 for (object *walk = op->inv; walk; walk = walk->below)
981 apply_changes_to_player (player, walk); 961 apply_changes_to_player (player, walk);
982 962
983 player->update_stats (); 963 player->update_stats ();
984 964
985 esrv_send_inventory (op->above, op->above); 965 esrv_send_inventory (op->above, op->above);
1012 return; /* dm has created a firewall in his inventory */ 992 return; /* dm has created a firewall in his inventory */
1013 993
1014 spell = op->inv; 994 spell = op->inv;
1015 995
1016 if (!spell || spell->type != SPELL) 996 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 997 spell = op->other_arch;
1018 998
1019 if (!spell) 999 if (!spell)
1020 { 1000 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1001 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1002 return;
1023 } 1003 }
1024 1004
1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1026} 1006}
1027 1007
1028/* move_player_mover: this function takes a "player mover" as an 1008/* move_player_mover: this function takes a "player mover" as an
1029 * argument, and performs the function of a player mover, which is: 1009 * argument, and performs the function of a player mover, which is:
1030 * 1010 *
1031 * a player mover finds any players that are sitting on it. It 1011 * a player mover finds any players that are sitting on it. It
1032 * moves them in the op->stats.sp direction. speed is how often it'll move. 1012 * moves them in the op->stats.sp direction. speed is how often it'll move.
1033 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1013 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1034 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1014 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1035 * it'll paralyze the victim for hp*his speed/op->speed 1015 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1016 */
1037void 1017static void
1038move_player_mover (object *op) 1018move_player_mover (object *op)
1039{ 1019{
1040 object *victim, *nextmover; 1020 int dir = 0;
1041 int dir = op->stats.sp;
1042 sint16 nx, ny;
1043 maptile *m;
1044 1021
1045 /* Determine direction now for random movers so we do the right thing */ 1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 if (!dir)
1047 dir = rndm (1, 8);
1048
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1050 { 1023 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1052 (victim->move_type & op->move_type || !victim->move_type)) 1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1053 { 1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1054 1047
1055 if (victim->head) 1048 if (victim->head)
1056 victim = victim->head; 1049 victim = victim->head;
1057 1050
1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1059 {
1060 op->remove ();
1061 return;
1062 }
1063
1064 nx = op->x + freearr_x[dir];
1065 ny = op->y + freearr_y[dir];
1066 m = op->map;
1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1070 return;
1071 }
1072
1073 if (should_director_abort (op, victim)) 1051 if (should_director_abort (op, victim))
1074 return; 1052 return;
1075 1053
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1055 {
1078 if (nextmover->type == PLAYERMOVER) 1056 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1057 nextmover->speed_left = -.99f;
1058
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1059 if (nextmover->flag [FLAG_ALIVE])
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1061 }
1085 1062
1086 if (victim->type == PLAYER) 1063 if (victim->type == PLAYER)
1087 { 1064 {
1088 /* only level >=1 movers move people */ 1065 /* only level >=1 movers move people */
1089 if (op->level) 1066 if (op->level)
1090 { 1067 {
1091 /* Following is a bit of hack. We need to make sure it 1068 /* Following is a bit of hack. We need to make sure it
1092 * is cleared, otherwise the player will get stuck in 1069 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1070 * place. This can happen if the player used a spell to
1094 * get to this space. 1071 * get to this space.
1095 */ 1072 */
1096 victim->contr->fire_on = 0; 1073 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1074 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1075 move_player (victim, dir);
1099 } 1076 }
1100 else 1077 else
1101 return; 1078 return;
1102 } 1079 }
1103 else 1080 else
1104 move_object (victim, dir); 1081 victim->move (dir);
1105 1082
1106 if (!op->stats.maxsp && op->attacktype) 1083 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1084 op->stats.maxsp = 2;
1108 1085
1109 if (op->attacktype) 1086 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1087 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1089 }
1122 } 1090 }
1123 } 1091 }
1124} 1092}
1125 1093
1144 if (op->above == NULL) 1112 if (op->above == NULL)
1145 return; 1113 return;
1146 1114
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1115 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1116 {
1149 if (op->other_arch->name == tmp->arch->name) 1117 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1118 {
1151 if (op->level <= 0) 1119 if (op->level <= 0)
1152 tmp->destroy (); 1120 tmp->destroy ();
1153 else 1121 else
1154 { 1122 {
1163 break; 1131 break;
1164 } 1132 }
1165 } 1133 }
1166} 1134}
1167 1135
1168/* move_creator (by peterm) 1136/* move_creator (by peterm)
1169 * it has the creator object create it's other_arch right on top of it. 1137 * it has the creator object create it's other_arch right on top of it.
1170 * connected: what will trigger it 1138 * connected: what will trigger it
1171 * hp: how many times it may create before stopping 1139 * hp: how many times it may create before stopping
1172 * lifesave: if set, it'll never disappear but will go on creating 1140 * lifesave: if set, it'll never disappear but will go on creating
1173 * everytime it's triggered 1141 * everytime it's triggered
1176 * has to make sure that there is in fact space for the object. 1144 * has to make sure that there is in fact space for the object.
1177 * It should really do this for small objects also, but there is 1145 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1146 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1147 * outside of the map which would cause the server to crash
1180*/ 1148*/
1181
1182void 1149void
1183move_creator (object *creator) 1150move_creator (object *creator)
1184{ 1151{
1185 object *new_ob; 1152 object *new_ob;
1186 1153
1187 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1188 { 1155 {
1189 creator->stats.hp = -1; 1156 creator->stats.hp = -1;
1190 return; 1157 return;
1191 } 1158 }
1192 1159
1193 if (creator->inv != NULL) 1160 if (creator->inv)
1194 { 1161 {
1195 object *ob; 1162 object *ob;
1196 int i; 1163 int i;
1197 object *ob_to_copy; 1164 object *ob_to_copy;
1198 1165
1199 /* select random object from inventory to copy */ 1166 /* select random object from inventory to copy */
1200 ob_to_copy = creator->inv; 1167 ob_to_copy = creator->inv;
1201 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1202 { 1169 {
1203 if (rndm (0, i) == 0) 1170 if (rndm (0, i) == 0)
1204 { 1171 {
1205 ob_to_copy = ob; 1172 ob_to_copy = ob;
1206 } 1173 }
1207 } 1174 }
1208 new_ob = object_create_clone (ob_to_copy); 1175
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1176 new_ob = ob_to_copy->deep_clone ();
1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1179 }
1212 else 1180 else
1213 { 1181 {
1214 if (creator->other_arch == NULL) 1182 if (!creator->other_arch)
1215 { 1183 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1184 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1217 &creator->name, &creator->map->path, creator->x, creator->y); 1185 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1186 return;
1219 } 1187 }
1221 new_ob = object_create_arch (creator->other_arch); 1189 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1190 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1191 }
1224 1192
1225 /* Make sure this multipart object fits */ 1193 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1194 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1195 {
1228 new_ob->destroy (); 1196 new_ob->destroy ();
1229 return; 1197 return;
1230 } 1198 }
1231 1199
1200 // for now lets try to identify everything generated here, it mostly
1201 // happens automated, so this will at least fix many identify-experience holes
1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (new_ob->flag [FLAG_FREED])
1234 return; 1207 return;
1235 1208
1236 if (creator->slaying) 1209 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1211}
1241 1212
1242/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1250void 1221void
1251move_marker (object *op) 1222move_marker (object *op)
1252{ 1223{
1253 if (object *tmp = op->ms ().player ()) 1224 if (object *tmp = op->ms ().player ())
1254 { 1225 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1227 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1260 { 1231 {
1261 tmp2->destroy (); 1232 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1233
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1234 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1236
1295 if (op->stats.hp > 0) 1237 if (op->stats.hp > 0)
1296 { 1238 {
1297 op->stats.hp--; 1239 op->stats.hp--;
1240
1298 if (op->stats.hp == 0) 1241 if (op->stats.hp == 0)
1299 { 1242 {
1300 /* marker expires--granted mark number limit */ 1243 /* marker expires--granted mark number limit */
1301 op->destroy (); 1244 op->destroy ();
1302 return; 1245 return;
1304 } 1247 }
1305 } 1248 }
1306 } 1249 }
1307} 1250}
1308 1251
1309int 1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1298void
1310process_object (object *op) 1299process_object (object *op)
1311{ 1300{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1301 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1313 return 0; 1302 return;
1314 1303
1315 if (INVOKE_OBJECT (TICK, op)) 1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1305 return;
1317 1306
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1307 if (op->flag [FLAG_MONSTER])
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1308 if (move_monster (op) || op->flag [FLAG_FREED])
1320 return 1; 1309 return;
1321 1310
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1323 { 1312 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1313 animate_object (op, op->contr ? op->facing : op->direction);
1328 1314
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1315 if (op->flag [FLAG_SEE_ANYWHERE])
1330 make_sure_seen (op); 1316 make_sure_seen (op);
1331 } 1317 }
1332 1318
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1334 { 1324 {
1325 if (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1335 change_object (op); 1327 change_object (op);
1336 return 1; 1328 return;
1337 } 1329 }
1338 1330
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1340 generate_monster (op); 1332 generate_monster (op);
1341 1333
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1343 { 1335 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (op->flag [FLAG_APPLIED])
1345 remove_force (op); 1337 remove_force (op);
1346 else 1338 else
1347 { 1339 {
1348 /* IF necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1341
1351 if (pl) 1342 if (op->flag [FLAG_SEE_ANYWHERE])
1352 esrv_del_item (pl->contr, op->count);
1353
1354 op->remove ();
1355
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1358 1344
1359 op->destroy (); 1345 op->drop_and_destroy ();
1360 } 1346 }
1361 1347
1362 return 1; 1348 return;
1349 }
1363 } 1350 }
1364 1351
1365 switch (op->type) 1352 switch (op->type)
1366 { 1353 {
1367 case SPELL_EFFECT: 1354 case SPELL_EFFECT:
1368 move_spell_effect (op); 1355 move_spell_effect (op);
1369 return 1; 1356 break;
1370 1357
1371 case ROD: 1358 case ROD:
1372 case HORN: 1359 case HORN:
1373 regenerate_rod (op); 1360 regenerate_rod (op);
1374 return 1; 1361 break;
1375 1362
1376 case FORCE: 1363 case FORCE:
1377 case POTION_EFFECT: 1364 case POTION_EFFECT:
1378 remove_force (op); 1365 remove_force (op);
1379 return 1; 1366 break;
1380 1367
1381 case BLINDNESS: 1368 case BLINDNESS:
1382 remove_blindness (op); 1369 remove_blindness (op);
1383 return 0; 1370 break;
1384 1371
1385 case POISONING: 1372 case POISONING:
1386 poison_more (op); 1373 poison_more (op);
1387 return 0; 1374 break;
1388 1375
1389 case DISEASE: 1376 case DISEASE:
1390 move_disease (op); 1377 move_disease (op);
1391 return 0; 1378 break;
1392 1379
1393 case SYMPTOM: 1380 case SYMPTOM:
1394 move_symptom (op); 1381 move_symptom (op);
1395 return 0; 1382 break;
1396 1383
1397 case THROWN_OBJ: 1384 case THROWN_OBJ:
1398 case ARROW: 1385 case ARROW:
1399 move_arrow (op); 1386 move_arrow (op);
1400 return 0; 1387 break;
1401 1388
1402 case DOOR: 1389 case DOOR:
1403 remove_door (op); 1390 remove_door (op);
1404 return 0; 1391 break;
1405 1392
1406 case LOCKED_DOOR: 1393 case LOCKED_DOOR:
1407 remove_door2 (op); 1394 remove_door2 (op);
1408 return 0; 1395 break;
1409 1396
1410 case TELEPORTER: 1397 case TELEPORTER:
1411 move_teleporter (op); 1398 move_teleporter (op);
1412 return 0; 1399 break;
1413 1400
1414 case GOLEM: 1401 case GOLEM:
1415 move_golem (op); 1402 move_golem (op);
1416 return 0; 1403 break;
1417 1404
1418 case EARTHWALL: 1405 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1407 break;
1421 1408
1422 case FIREWALL: 1409 case FIREWALL:
1423 move_firewall (op); 1410 move_firewall (op);
1424 if (op->stats.maxsp) 1411 if (op->stats.maxsp)
1425 animate_turning (op); 1412 animate_turning (op);
1426 return 0; 1413 break;
1427 1414
1428 case MOOD_FLOOR: 1415 case MOOD_FLOOR:
1429 do_mood_floor (op); 1416 do_mood_floor (op);
1430 return 0; 1417 break;
1431 1418
1432 case GATE: 1419 case GATE:
1433 move_gate (op); 1420 move_gate (op);
1434 return 0; 1421 break;
1435 1422
1436 case TIMED_GATE: 1423 case TIMED_GATE:
1437 move_timed_gate (op); 1424 move_timed_gate (op);
1438 return 0; 1425 break;
1439 1426
1440 case TRIGGER: 1427 case TRIGGER:
1441 case TRIGGER_BUTTON: 1428 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1429 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1430 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1431 animate_trigger (op);
1445 return 0; 1432 break;
1446 1433
1447 case DETECTOR: 1434 case DETECTOR:
1448 move_detector (op); 1435 move_detector (op);
1449 1436
1450 case DIRECTOR: 1437 case DIRECTOR:
1451 if (op->stats.maxsp) 1438 if (op->stats.maxsp)
1452 animate_turning (op); 1439 animate_turning (op);
1453 return 0; 1440 break;
1454 1441
1455 case HOLE: 1442 case HOLE:
1456 move_hole (op); 1443 move_hole (op);
1457 return 0; 1444 break;
1458 1445
1459 case DEEP_SWAMP: 1446 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1447 move_deep_swamp (op);
1461 return 0; 1448 break;
1462 1449
1463 case RUNE: 1450 case RUNE:
1464 case TRAP: 1451 case TRAP:
1465 move_rune (op); 1452 move_rune (op);
1466 return 0; 1453 break;
1467 1454
1468 case PLAYERMOVER: 1455 case PLAYERMOVER:
1469 move_player_mover (op); 1456 move_player_mover (op);
1470 return 0; 1457 break;
1471 1458
1472 case CREATOR: 1459 case CREATOR:
1473 move_creator (op); 1460 move_creator (op);
1474 return 0; 1461 break;
1475 1462
1476 case MARKER: 1463 case MARKER:
1477 move_marker (op); 1464 move_marker (op);
1478 return 0; 1465 break;
1479 1466
1480 case PLAYER_CHANGER: 1467 case PLAYER_CHANGER:
1481 move_player_changer (op); 1468 move_player_changer (op);
1482 return 0; 1469 break;
1483 1470
1484 case PEACEMAKER: 1471 case PEACEMAKER:
1485 move_peacemaker (op); 1472 move_peacemaker (op);
1486 return 0; 1473 break;
1487 }
1488 1474
1489 return 0; 1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488
1489 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1490} 1493}
1494

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