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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 1.128 by root, Wed Dec 5 19:03:27 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* 26/*
26 * Routines that is executed from objects based on their speed have been 27 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 28 * collected in this file.
28 */ 29 */
29#include <global.h> 30#include <global.h>
30#include <spells.h> 31#include <spells.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* The following removes doors. The functions check to see if similar 34/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 35 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 36 * so those will be removed shortly (in a cascade like fashion.)
36 */ 37 */
37void 38void
38remove_door (object *op) 39remove_door (object *op)
39{ 40{
40 int i; 41 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
42 {
41 object *tmp; 43 object *tmp;
42 44 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 45 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 46 if (pos.normalise ()
47 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 48 {
46 tmp->set_speed (0.1); 49 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 50 tmp->speed_left = -0.2f;
48 } 51 }
52 }
49 53
50 if (op->other_arch) 54 if (op->other_arch)
51 { 55 {
52 tmp = arch_to_object (op->other_arch); 56 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 57 tmp->x = op->x;
54 tmp->y = op->y; 58 tmp->y = op->y;
55 tmp->map = op->map; 59 tmp->map = op->map;
56 tmp->level = op->level; 60 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 61 insert_ob_in_map (tmp, op->map, op, 0);
58 } 62 }
59 63
60 op->destroy (); 64 op->drop_and_destroy ();
61} 65}
62 66
63void 67void
64remove_door2 (object *op) 68remove_door2 (object *op)
65{ 69{
66 int i; 70 int i;
67 object *tmp; 71 object *tmp;
68 72
69 for (i = 1; i < 9; i += 2) 73 for (i = 1; i < 9; i += 2)
70 { 74 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 75 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
72 if (tmp && tmp->slaying == op->slaying) 76 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 77 { /* same key both doors */
74 tmp->set_speed (0.1); 78 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 79 tmp->speed_left = -0.2f;
76 } 80 }
77 } 81 }
78 82
79 if (op->other_arch) 83 if (op->other_arch)
80 { 84 {
81 tmp = arch_to_object (op->other_arch); 85 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 86 tmp->x = op->x;
83 tmp->y = op->y; 87 tmp->y = op->y;
84 tmp->map = op->map; 88 tmp->map = op->map;
85 tmp->level = op->level; 89 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 90 insert_ob_in_map (tmp, op->map, op, 0);
87 } 91 }
88 92
89 op->destroy (); 93 op->drop_and_destroy ();
90} 94}
91 95
92void 96static void
93generate_monster (object *gen) 97generate_monster (object *gen)
94{ 98{
95 if (!gen->map) 99 if (!gen->map)
96 return; 100 return;
97 101
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 102 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 103 return;
100 104
105 // sleeping generators won't generate, this will make monsters like
106 // centipedes not generate more centipedes when being asleep.
107 if (gen->flag [FLAG_SLEEP])
108 return;
109
101 object *op; 110 object *op;
111 int dir;
102 112
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 113 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 114 {
105 // either copy one item form the inventory... 115 // either copy one item from the inventory...
106 if (!gen->inv) 116 if (!gen->inv)
107 return; 117 return;
108 118
109 // first select one item from the inventory 119 // first select one item from the inventory
110 int index = 0; 120 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 121 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 122 if (!rndm (++index))
113 op = tmp; 123 op = tmp;
114 124
115 op = object_create_clone (op); 125 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
126 if (dir < 0)
127 return;
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 op = op->deep_clone ();
130
131 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 132 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 133 }
134 else if (gen->other_arch)
135 {
136 // ...or use other_arch
137 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
138 if (dir < 0)
139 return;
140
141 op = gen->other_arch->instance ();
142 }
120 else 143 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 144 return;
127 }
128 145
129 op->expand_tail (); 146 op->expand_tail ();
130 147
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 148 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 149
150 if (pos.insert (op, gen))
133 { 151 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 152 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 153 generate_artifact (op, gen->map->difficulty);
138 154
139 if (op->has_random_items ()) 155 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 156 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 157
142 return; 158 return;
143 }
144 } 159 }
145 160
146 op->destroy (); 161 op->destroy ();
147} 162}
148 163
149void 164static void
150remove_force (object *op) 165remove_force (object *op)
151{ 166{
152 if (--op->duration > 0) 167 if (--op->duration > 0)
153 return; 168 return;
154 169
155 if (op->env) 170 if (op->env)
156 switch (op->subtype) 171 switch (op->subtype)
157 { 172 {
158 case FORCE_CONFUSION: 173 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 174 op->env->clr_flag (FLAG_CONFUSED);
160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 175 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
161 176
162 default: 177 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 178 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 179 change_abil (op->env, op);
165 op->env->update_stats (); 180 op->env->update_stats ();
166 } 181 }
167 182
168 op->destroy (); 183 op->destroy ();
169} 184}
170 185
171void 186static void
172remove_blindness (object *op) 187remove_blindness (object *op)
173{ 188{
174 if (--op->stats.food > 0) 189 if (--op->stats.food > 0)
175 return; 190 return;
176 191
177 CLEAR_FLAG (op, FLAG_APPLIED); 192 op->clr_flag (FLAG_APPLIED);
178 193
179 if (op->env) 194 if (op->env)
180 { 195 {
181 change_abil (op->env, op); 196 change_abil (op->env, op);
182 op->env->update_stats (); 197 op->env->update_stats ();
183 } 198 }
184 199
185 op->destroy (); 200 op->destroy ();
186} 201}
187 202
188void 203static void
189poison_more (object *op) 204poison_more (object *op)
190{ 205{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 206 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
192 { 207 {
193 op->destroy (); 208 op->destroy ();
194 return; 209 return;
195 } 210 }
196 211
199 /* need to unapply the object before update_stats is called, else fix_player 214 /* need to unapply the object before update_stats is called, else fix_player
200 * will not do anything. 215 * will not do anything.
201 */ 216 */
202 if (op->env->type == PLAYER) 217 if (op->env->type == PLAYER)
203 { 218 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 219 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 220 op->env->update_stats ();
206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 221 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
207 } 222 }
208 223
209 op->destroy (); 224 op->destroy ();
218 233
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 234 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 235}
221 236
222 237
223void 238static void
224move_gate (object *op) 239move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 240{ /* 1 = going down, 0 = going up */
226 object *tmp; 241 object *tmp;
227 242
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 243 if (uint32_t (op->stats.wc) >= op->anim_frames ())
229 { 244 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 245 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ());
231 op->stats.wc = 0; 246 op->stats.wc = 0;
232 } 247 }
233 248
234 /* We're going down */
235 if (op->value) 249 if (op->value)
236 { 250 {
251 /* We're going down */
237 if (--op->stats.wc <= 0) 252 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 253 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 254 op->stats.wc = 0;
240 if (op->arch->clone.speed) 255 if (op->arch->has_active_speed ())
241 op->value = 0; 256 op->value = 0;
242 else 257 else
243 op->set_speed (0); 258 op->set_speed (0);
244 } 259 }
245 260
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 261 if (op->stats.wc < op->anim_frames () / 2 + 1)
247 { 262 {
248 op->move_block = 0; 263 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 264 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 265 update_all_los (op->map, op->x, op->y);
251 } 266 }
252
253 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE);
255 return;
256 }
257
258 /* We're going up */
259
260 /* First, lets see if we are already at the top */
261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 {
263
264 /* Check to make sure that only non pickable and non rollable
265 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower
267 * the gate slightly.
268 */
269
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break;
273
274 if (tmp == NULL)
275 {
276 if (op->arch->clone.speed)
277 op->value = 1;
278 else
279 op->set_speed (0);
280
281 return;
282 }
283 }
284
285 if (op->stats.food)
286 { /* The gate is going temporarily down */
287 if (--op->stats.wc <= 0)
288 { /* Gone all the way down? */
289 op->stats.food = 0; /* Then let's try again */
290 op->stats.wc = 0;
291 }
292 } 267 }
293 else 268 else
269 {
270 /* We're going up */
271
272 /* First, lets see if we are already at the top */
273 if (op->stats.wc == op->anim_frames () - 1)
274 {
275 /* Check to make sure that only non pickable and non rollable
276 * objects are above the gate. If so, we finish closing the gate,
277 * otherwise, we fall through to the code below which should lower
278 * the gate slightly.
279 */
280
281 for (tmp = op->above; tmp; tmp = tmp->above)
282 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
283 break;
284
285 if (!tmp)
286 {
287 if (op->arch->has_active_speed ())
288 op->value = 1;
289 else
290 op->set_speed (0);
291
292 return;
293 }
294 }
295
296 if (op->stats.food)
297 { /* The gate is going temporarily down */
298 if (--op->stats.wc <= 0)
299 { /* Gone all the way down? */
300 op->stats.food = 0; /* Then let's try again */
301 op->stats.wc = 0;
302 }
303 }
304 else
294 { /* The gate is still going up */ 305 { /* The gate is still going up */
295 op->stats.wc++; 306 op->stats.wc++;
307 min_it (op->stats.wc, op->anim_frames () - 1);
296 308
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
299
300 /* If there is something on top of the gate, we try to roll it off. 309 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 310 * If a player/monster, we don't roll, we just hit them with damage
302 */ 311 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 312 if (op->stats.wc >= op->anim_frames () / 2)
304 { 313 {
305 /* Halfway or further, check blocks */ 314 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 315 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 316 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308
309 if (tmp != NULL)
310 { 317 ;
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 318
319 if (tmp)
312 { 320 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 321 if (tmp->flag [FLAG_ALIVE])
314 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 }
317 else
318 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object
320 * off the gate.
321 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 {
324 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
326
327 /* If there is a free spot, move the object someplace */
328 if (i != -1)
329 { 322 {
323 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
324 op->play_sound (sound_find ("blocked_gate"));
325
326 if (tmp->type == PLAYER)
327 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
328 }
329 /* If the object is not alive, and the object either can
330 * be picked up or the object rolls, move the object
331 * off the gate.
332 */
333 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
334 {
335 /* If it has speed, it should move itself, otherwise: */
336 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
337
338 /* If there is a free spot, move the object someplace */
339 if (i > 0)
340 {
341 mapxy pos (tmp);
342 pos.move (i);
343 if (pos.normalise ())
330 tmp->remove (); 344 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i]; 345 }
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 346 }
334 } 347 }
335 }
336 348
337 /* See if there is still anything blocking the gate */ 349 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 350 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)) 351 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
340 break; 352 break;
341 353
342 /* IF there is, start putting the gate down */ 354 /* IF there is, start putting the gate down */
343 if (tmp) 355 if (tmp)
344 {
345 op->stats.food = 1; 356 op->stats.food = 1;
346 }
347 else 357 else
348 { 358 {
349 op->move_block = MOVE_ALL; 359 op->move_block = MOVE_ALL;
360
350 if (!op->arch->clone.stats.ac) 361 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 362 op->set_flag (FLAG_BLOCKSVIEW);
363
352 update_all_los (op->map, op->x, op->y); 364 update_all_los (op->map, op->x, op->y);
353 } 365 }
354 } /* gate is halfway up */ 366 } /* gate is halfway up */
355
356 SET_ANIMATION (op, op->stats.wc);
357 update_object (op, UP_OBJ_CHANGE);
358 } /* gate is going up */ 367 } /* gate is going up */
368 }
369
370 op->update_anim_frame (op->stats.wc);
359} 371}
360 372
361/* hp : how long door is open/closed 373/* hp : how long door is open/closed
362 * maxhp : initial value for hp 374 * maxhp : initial value for hp
363 * sp : 1 = open, 0 = close 375 * sp : 1 = open, 0 = close
364 */ 376 */
365void 377static void
366move_timed_gate (object *op) 378move_timed_gate (object *op)
367{ 379{
368 int v = op->value; 380 int v = op->value;
369 381
370 if (op->stats.sp) 382 if (op->stats.sp)
371 { 383 {
372 move_gate (op); 384 move_gate (op);
385
373 if (op->value != v) /* change direction ? */ 386 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 387 op->stats.sp = 0;
375 return; 388 return;
376 } 389 }
390
377 if (--op->stats.hp <= 0) 391 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 392 { /* keep gate down */
379 move_gate (op); 393 move_gate (op);
394
380 if (op->value != v) 395 if (op->value != v)
381 op->set_speed (0); 396 op->set_speed (0);
382 } 397 }
383} 398}
384 399
386 * speed: frequency of 'glances' 401 * speed: frequency of 'glances'
387 * connected: connected value of detector 402 * connected: connected value of detector
388 * sp: 1 if detection sets buttons 403 * sp: 1 if detection sets buttons
389 * -1 if detection unsets buttons 404 * -1 if detection unsets buttons
390 */ 405 */
391 406static void
392void
393move_detector (object *op) 407move_detector (object *op)
394{ 408{
395 object *tmp; 409 object *tmp;
396 int last = op->value; 410 int last = op->value;
397 int detected; 411 int detected;
398 412
399 detected = 0; 413 detected = 0;
400 414
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 415 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 416 {
403 object *tmp2; 417 object *tmp2;
404 418
405 if (op->stats.hp) 419 if (op->stats.hp)
406 { 420 {
424 if (op->stats.sp == 1) 438 if (op->stats.sp == 1)
425 { 439 {
426 if (detected && last == 0) 440 if (detected && last == 0)
427 { 441 {
428 op->value = 1; 442 op->value = 1;
429 push_button (op); 443 push_button (op, tmp);
430 } 444 }
445
431 if (!detected && last == 1) 446 if (!detected && last == 1)
432 { 447 {
433 op->value = 0; 448 op->value = 0;
434 push_button (op); 449 push_button (op, tmp);
435 } 450 }
436 } 451 }
437 else 452 else
438 { /* in this case, we unset buttons */ 453 { /* in this case, we unset buttons */
439 if (detected && last == 1) 454 if (detected && last == 1)
440 { 455 {
441 op->value = 0; 456 op->value = 0;
442 push_button (op); 457 push_button (op, tmp);
443 } 458 }
459
444 if (!detected && last == 0) 460 if (!detected && last == 0)
445 { 461 {
446 op->value = 1; 462 op->value = 1;
447 push_button (op); 463 push_button (op, tmp);
448 } 464 }
449 } 465 }
450} 466}
451
452 467
453void 468void
454animate_trigger (object *op) 469animate_trigger (object *op)
455{ 470{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 471 if (uint32_t (++op->stats.wc) >= op->anim_frames ())
457 { 472 {
458 op->stats.wc = 0; 473 op->stats.wc = 0;
459 check_trigger (op, NULL); 474 check_trigger (op, NULL);
460 } 475 }
461 else 476 else
462 { 477 op->update_anim_frame (op->stats.wc);
463 SET_ANIMATION (op, op->stats.wc);
464 update_object (op, UP_OBJ_FACE);
465 }
466} 478}
467 479
468void 480static void
469move_hole (object *op) 481move_hole (object *op)
470{ /* 1 = opening, 0 = closing */ 482{ /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value) 483 if (op->value)
474 { /* We're opening */ 484 {
485 /* We're opening */
486 op->stats.wc--;
475 if (--op->stats.wc <= 0) 487 if (op->stats.wc <= 0)
476 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
477 op->stats.wc = 0; 489 op->stats.wc = 0;
478 op->set_speed (0); 490 op->set_speed (0);
479 491
480 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
483 { 495 {
484 next = tmp->above; 496 next = tmp->above;
485 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
486 } 498 }
487 } 499 }
488 500 }
489 SET_ANIMATION (op, op->stats.wc); 501 else
490 update_object (op, UP_OBJ_FACE);
491 return;
492 } 502 {
493 /* We're closing */ 503 /* We're closing */
494 op->move_on = 0; 504 op->move_on = 0;
495 505
496 op->stats.wc++; 506 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 507 if (op->stats.wc >= op->anim_frames ())
498 op->stats.wc = NUM_ANIMATIONS (op) - 1; 508 {
499 509 op->stats.wc = op->anim_frames () - 1;
500 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE);
502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
503 op->set_speed (0); /* closed, let's stop */ 510 op->set_speed (0); /* closed, let's stop */
511 }
512 }
513
514 op->update_anim_frame (op->stats.wc);
504} 515}
505 516
506 517
507/* stop_item() returns a pointer to the stopped object. The stopped object 518/* stop_item() returns a pointer to the stopped object. The stopped object
508 * may or may not have been removed from maps or inventories. It will not 519 * may or may not have been removed from maps or inventories. It will not
528 { 539 {
529 object *payload = op->inv; 540 object *payload = op->inv;
530 541
531 if (payload == NULL) 542 if (payload == NULL)
532 return NULL; 543 return NULL;
544
533 payload->remove (); 545 payload->remove ();
534 op->destroy (); 546 op->destroy ();
535 return payload; 547 return payload;
536 } 548 }
537 549
554fix_stopped_item (object *op, maptile *map, object *originator) 566fix_stopped_item (object *op, maptile *map, object *originator)
555{ 567{
556 if (map == NULL) 568 if (map == NULL)
557 return; 569 return;
558 570
559 if (QUERY_FLAG (op, FLAG_REMOVED)) 571 if (op->flag [FLAG_REMOVED])
560 insert_ob_in_map (op, map, originator, 0); 572 insert_ob_in_map (op, map, originator, 0);
561 else if (op->type == ARROW) 573 else if (op->type == ARROW)
562 merge_ob (op, NULL); /* only some arrows actually need this */ 574 merge_ob (op, NULL); /* only some arrows actually need this */
563} 575}
564 576
572 return NULL; 584 return NULL;
573 } 585 }
574 586
575 op->set_speed (0); 587 op->set_speed (0);
576 op->direction = 0; 588 op->direction = 0;
577 op->move_on = 0; 589 op->move_on = 0;
578 op->move_type = 0; 590 op->move_type = 0;
591 op->skill = 0; // really?
592
593 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 594 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 595 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 596 op->attacktype = op->stats.grace;
582 op->slaying = 0; 597 op->slaying = op->custom_name;
583 op->skill = 0;
584 598
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 */ 599 /* Reset these to defaults, so that object::can_merge will work properly */
595 op->spellarg = NULL; 600 op->custom_name = 0;
596 op->stats.sp = 0; 601 op->stats.sp = 0;
597 op->stats.hp = 0; 602 op->stats.hp = 0;
598 op->stats.grace = 0; 603 op->stats.grace = 0;
599 op->level = 0; 604 op->level = 0;
600 op->face = op->arch->clone.face; 605 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 606 op->owner = 0;
607
608 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
609
602 update_object (op, UP_OBJ_CHANGE); 610 update_object (op, UP_OBJ_CHANGE);
611
603 return op; 612 return op;
604} 613}
605 614
606/* stop_arrow() - what to do when a non-living flying object 615/* stop_arrow() - what to do when a non-living flying object
607 * has to stop. Sept 96 - I added in thrown object code in 616 * has to stop. Sept 96 - I added in thrown object code in
616 if (INVOKE_OBJECT (STOP, op)) 625 if (INVOKE_OBJECT (STOP, op))
617 return; 626 return;
618 627
619 if (op->inv) 628 if (op->inv)
620 { 629 {
630 // replace this by straightforward drop to ground?
621 object *payload = op->inv; 631 object *payload = op->inv;
622 632
623 payload->remove ();
624 payload->owner = 0; 633 payload->owner = 0;
625 insert_ob_in_map (payload, op->map, payload, 0); 634 insert_ob_in_map (payload, op->map, payload, 0);
626 op->destroy (); 635 op->destroy ();
627 } 636 }
628 else 637 else
629 { 638 {
630 op = fix_stopped_arrow (op); 639 op = fix_stopped_arrow (op);
640
631 if (op) 641 if (op)
632 merge_ob (op, NULL); 642 merge_ob (op, 0);
633 } 643 }
634} 644}
635 645
636/* Move an arrow along its course. op is the arrow or thrown object. 646/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
637 */ 647 */
638void 648void
639move_arrow (object *op) 649move_arrow (object *op)
640{ 650{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 651 int was_reflected;
644 maptile *m;
645 652
646 if (op->map == NULL) 653 if (!op->map)
647 { 654 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 655 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
649 op->destroy (); 656 op->destroy ();
650 return; 657 return;
651 } 658 }
652 659
653 /* we need to stop thrown objects at some point. Like here. */ 660 /* 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, 666 * 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 667 * 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, 668 * bomb code, but there are potential other cases where that could happen,
662 * and it is easy enough to clean it up here. 669 * and it is easy enough to clean it up here.
663 */ 670 */
664 if (op->inv == NULL) 671 if (!op->inv)
665 { 672 {
666 op->destroy (); 673 op->destroy ();
667 return; 674 return;
668 } 675 }
669 676
672 stop_arrow (op); 679 stop_arrow (op);
673 return; 680 return;
674 } 681 }
675 } 682 }
676 683
684 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
685 * about 17 squares. Tune as needed.
686 */
687 op->set_speed (op->speed - 0.05);
688
677 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
678 values look rediculous. */ 690 values look ridiculous. */
679 if (op->speed < 0.5 && op->type == ARROW) 691 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
680 { 692 {
681 stop_arrow (op); 693 stop_arrow (op);
682 return; 694 return;
683 } 695 }
684 696
685 /* Calculate target map square */ 697 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 698 was_reflected = 0;
689 699
690 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 701
693 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
694 { 703 {
695 stop_arrow (op); 704 stop_arrow (op);
696 return; 705 return;
697 } 706 }
698 707
699 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
701 { 710 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
703 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break;
705 712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
715 {
706 /* Not really fair, but don't let monsters hit themselves with 716 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 717 * their own arrow - this can be because they fire it then
708 * move into it. 718 * move into it.
709 */ 719 */
710 if (tmp && tmp != op->owner) 720
711 {
712 /* Found living object, but it is reflecting the missile. Update 721 /* Found living object, but it is reflecting the missile. Update
713 * as below. (Note that for living creatures there is a small 722 * as below. (Note that for living creatures there is a small
714 * chance that reflect_missile fails.) 723 * chance that reflect_missile fails.)
715 */ 724 */
716 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 725 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
717 { 726 {
718 int number = op->face;
719
720 op->direction = absdir (op->direction + 4); 727 op->direction = absdir (op->direction + 4);
721 update_turn_face (op); 728 update_turn_face (op);
722 was_reflected = 1; /* skip normal movement calculations */ 729 was_reflected = 1; /* skip normal movement calculations */
723 } 730 }
724 else 731 else
725 { 732 {
726 /* Attack the object. */ 733 /* Attack the object. */
727 op = hit_with_arrow (op, tmp); 734 op = hit_with_arrow (op, tmp);
728 735
729 if (!op) 736 if (!op)
730 return; 737 return;
731 } 738 }
732 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */
734 739
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 740 break;
741 }
742 }
743
744 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 745 {
737 int retry = 0; 746 int retry = 0;
738 747
739 /* if the object doesn't reflect, stop the arrow from moving 748 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 749 * note that this code will now catch cases where a monster is
741 * on a wall but has reflecting - the arrow won't reflect. 750 * on a wall but has reflecting - the arrow won't reflect.
742 * Mapmakers shouldn't put monsters on top of wall in the first 751 * Mapmakers shouldn't put monsters on top of wall in the first
743 * place, so I don't consider that a problem. 752 * place, so I don't consider that a problem.
744 */ 753 */
745 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 754 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
746 { 755 {
747 stop_arrow (op); 756 stop_arrow (op);
748 return; 757 return;
749 } 758 }
750 else 759 else
753 if (op->direction & 1) 762 if (op->direction & 1)
754 { 763 {
755 op->direction = absdir (op->direction + 4); 764 op->direction = absdir (op->direction + 4);
756 retry = 1; 765 retry = 1;
757 } 766 }
767
758 /* There were two blocks with identical code - 768 /* There were two blocks with identical code -
759 * use this retry here to make this one block 769 * use this retry here to make this one block
760 * that did the same thing. 770 * that did the same thing.
761 */ 771 */
762 while (retry < 2) 772 while (retry < 2)
763 { 773 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 774 retry++;
769 775
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 776 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
771 * over a corner in a tiled map, it is possible that 777 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 778 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 779 * op->direction-1 or op->direction+1 does not exist.
774 */ 780 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 781 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 782 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)));
778 783
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 784 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 785 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)));
782 786
783 if (left == right) 787 if (left == right)
784 op->direction = absdir (op->direction + 4); 788 op->direction = absdir (op->direction + 4);
785 else if (left) 789 else if (left)
786 op->direction = absdir (op->direction + 2); 790 op->direction = absdir (op->direction + 2);
787 else if (right) 791 else if (right)
788 op->direction = absdir (op->direction - 2); 792 op->direction = absdir (op->direction - 2);
789 793
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 - 794 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 795 * don't need to retry again.
794 */ 796 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 797 mapxy pos3 (pos); pos3.move (op->direction);
798 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 799 break;
797
798 } 800 }
801
799 /* Couldn't find a direction to move the arrow to - just 802 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 803 * stop it from moving.
801 */ 804 */
802 if (retry == 2) 805 if (retry == 2)
803 { 806 {
804 stop_arrow (op); 807 stop_arrow (op);
805 return; 808 return;
806 } 809 }
810
807 /* update object image for new facing */ 811 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 812 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 813 if (op->has_anim ())
810 SET_ANIMATION (op, op->direction); 814 op->set_anim_frame (op->direction);
811 } /* object is reflected */ 815 } /* object is reflected */
812 } /* object ran into a wall */ 816 } /* object ran into a wall */
813 817
814 /* Move the arrow. */ 818 /* Move the arrow. */
815 op->remove (); 819 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} 820}
825 821
826/* This routine doesnt seem to work for "inanimate" objects that 822static 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) 823change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 824{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (op->other_arch == NULL) 825 if (!op->other_arch)
836 { 826 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 827 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 828 return;
839 } 829 }
840 830
841 /* In non-living items only change when food value is 0 */ 831 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 832 if (!op->flag [FLAG_ALIVE])
843 { 833 {
844 if (op->stats.food-- > 0) 834 if (op->stats.food-- > 0)
845 return; 835 return;
836
837 op->stats.food = 1; /* so 1 other_arch is made */
838 }
839
840 object *env = op->env;
841
842 op->remove ();
843 for (int i = 0; i < op->stats.food; i++)
844 {
845 object *tmp = op->other_arch->instance ();
846
847 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
848
849 if (env)
850 env->insert (tmp);
846 else 851 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 } 852 {
877 else
878 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 853 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
854
880 if (j == -1) /* No free spot */ 855 if (j < 0) /* No free spot */
881 tmp->destroy (); 856 tmp->destroy ();
882 else 857 else
883 { 858 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 859 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 860
861 if (pos.normalise ())
862 pos.insert (tmp, op);
886 } 863 }
887 } 864 }
888 } 865 }
889 866
890 op->destroy (); 867 op->destroy ();
906 move_teleporter (op->more); 883 move_teleporter (op->more);
907 884
908 if (op->head) 885 if (op->head)
909 head = op->head; 886 head = op->head;
910 887
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 888 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 889 if (!tmp->flag [FLAG_IS_FLOOR])
913 break; 890 break;
914 891
915 /* If nothing above us to move, nothing to do */ 892 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 893 if (!tmp || tmp->flag [FLAG_WIZPASS])
917 return; 894 return;
918 895
919 if (EXIT_PATH (head)) 896 if (EXIT_PATH (head))
920 { 897 {
921 if (tmp->type == PLAYER) 898 if (tmp->type == PLAYER)
946 else 923 else
947 { 924 {
948 /* Random teleporter */ 925 /* Random teleporter */
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 927 return;
928
951 teleport (head, TELEPORTER, tmp); 929 teleport (head, TELEPORTER, tmp);
952 } 930 }
953} 931}
954
955 932
956/* This object will teleport someone to a different map 933/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 934 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 935 This was invented for giving classes, but there's no reason it
959 can't be generalized. 936 can't be generalized.
960*/ 937*/
961void 938static void
962move_player_changer (object *op) 939move_player_changer (object *op)
963{ 940{
964 object *player;
965 object *walk;
966
967 if (!op->above || !EXIT_PATH (op)) 941 if (!op->above || !EXIT_PATH (op))
968 return; 942 return;
969 943
970 /* This isn't all that great - means that the player_mover 944 /* This isn't all that great - means that the player_mover
971 * needs to be on top. 945 * needs to be on top.
972 */ 946 */
973 if (op->above->type == PLAYER) 947 if (op->above->type == PLAYER)
974 { 948 {
949 object *player = op->above;
950
975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
976 return; 952 return;
977 953
978 player = op->above;
979
980 for (walk = op->inv; walk; walk = walk->below) 954 for (object *walk = op->inv; walk; walk = walk->below)
981 apply_changes_to_player (player, walk); 955 apply_changes_to_player (player, walk);
982 956
983 player->update_stats (); 957 player->update_stats ();
984 958
985 esrv_send_inventory (op->above, op->above); 959 esrv_send_inventory (op->above, op->above);
1012 return; /* dm has created a firewall in his inventory */ 986 return; /* dm has created a firewall in his inventory */
1013 987
1014 spell = op->inv; 988 spell = op->inv;
1015 989
1016 if (!spell || spell->type != SPELL) 990 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 991 spell = op->other_arch;
1018 992
1019 if (!spell) 993 if (!spell)
1020 { 994 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 995 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 996 return;
1023 } 997 }
1024 998
1025 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 999 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1026} 1000}
1027 1001
1028/* move_player_mover: this function takes a "player mover" as an 1002/* move_player_mover: this function takes a "player mover" as an
1029 * argument, and performs the function of a player mover, which is: 1003 * argument, and performs the function of a player mover, which is:
1030 * 1004 *
1031 * a player mover finds any players that are sitting on it. It 1005 * a player mover finds any players that are sitting on it. It
1032 * moves them in the op->stats.sp direction. speed is how often it'll move. 1006 * moves them in the op->stats.sp direction. speed is how often it'll move.
1033 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1007 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1034 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1008 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1035 * it'll paralyze the victim for hp*his speed/op->speed 1009 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1010 */
1037void 1011static void
1038move_player_mover (object *op) 1012move_player_mover (object *op)
1039{ 1013{
1040 object *victim, *nextmover; 1014 int dir = 0;
1041 int dir = op->stats.sp;
1042 sint16 nx, ny;
1043 maptile *m;
1044 1015
1045 /* Determine direction now for random movers so we do the right thing */ 1016 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 { 1017 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1018 if (victim->flag [FLAG_ALIVE]
1019 && !victim->flag [FLAG_WIZPASS]
1052 (victim->move_type & op->move_type || !victim->move_type)) 1020 && (victim->move_type & op->move_type || !victim->move_type))
1021 {
1022 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1053 { 1023 {
1024 op->destroy ();
1025 return;
1026 }
1027
1028 /* Determine direction only once so we do the right thing */
1029 // why is it the right thing, though?
1030 if (!dir)
1031 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1032
1033 sint16 nx = op->x + DIRX (dir);
1034 sint16 ny = op->y + DIRY (dir);
1035 maptile *m = op->map;
1036 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1037 {
1038 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1039 return;
1040 }
1054 1041
1055 if (victim->head) 1042 if (victim->head)
1056 victim = victim->head; 1043 victim = victim->head;
1057 1044
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)) 1045 if (should_director_abort (op, victim))
1074 return; 1046 return;
1075 1047
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1048 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1049 {
1078 if (nextmover->type == PLAYERMOVER) 1050 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1051 nextmover->speed_left = -.99f;
1052
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1053 if (nextmover->flag [FLAG_ALIVE])
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1054 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1055 }
1085 1056
1086 if (victim->type == PLAYER) 1057 if (victim->type == PLAYER)
1087 { 1058 {
1088 /* only level >=1 movers move people */ 1059 /* only level >=1 movers move people */
1089 if (op->level) 1060 if (op->level)
1090 { 1061 {
1091 /* Following is a bit of hack. We need to make sure it 1062 /* Following is a bit of hack. We need to make sure it
1092 * is cleared, otherwise the player will get stuck in 1063 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1064 * place. This can happen if the player used a spell to
1094 * get to this space. 1065 * get to this space.
1095 */ 1066 */
1096 victim->contr->fire_on = 0; 1067 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1068 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1069 move_player (victim, dir);
1099 } 1070 }
1100 else 1071 else
1101 return; 1072 return;
1102 } 1073 }
1103 else 1074 else
1104 move_object (victim, dir); 1075 victim->move (dir);
1105 1076
1106 if (!op->stats.maxsp && op->attacktype) 1077 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1078 op->stats.maxsp = 2;
1108 1079
1109 if (op->attacktype) 1080 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1081 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1082 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
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 } 1083 }
1122 } 1084 }
1123 } 1085 }
1124} 1086}
1125 1087
1144 if (op->above == NULL) 1106 if (op->above == NULL)
1145 return; 1107 return;
1146 1108
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1109 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1110 {
1149 if (op->other_arch->name == tmp->arch->name) 1111 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1112 {
1151 if (op->level <= 0) 1113 if (op->level <= 0)
1152 tmp->destroy (); 1114 tmp->destroy ();
1153 else 1115 else
1154 { 1116 {
1163 break; 1125 break;
1164 } 1126 }
1165 } 1127 }
1166} 1128}
1167 1129
1168/* move_creator (by peterm) 1130/* move_creator (by peterm)
1169 * it has the creator object create it's other_arch right on top of it. 1131 * it has the creator object create it's other_arch right on top of it.
1170 * connected: what will trigger it 1132 * connected: what will trigger it
1171 * hp: how many times it may create before stopping 1133 * hp: how many times it may create before stopping
1172 * lifesave: if set, it'll never disappear but will go on creating 1134 * lifesave: if set, it'll never disappear but will go on creating
1173 * everytime it's triggered 1135 * everytime it's triggered
1176 * has to make sure that there is in fact space for the object. 1138 * has to make sure that there is in fact space for the object.
1177 * It should really do this for small objects also, but there is 1139 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1140 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1141 * outside of the map which would cause the server to crash
1180*/ 1142*/
1181
1182void 1143void
1183move_creator (object *creator) 1144move_creator (object *creator)
1184{ 1145{
1185 object *new_ob; 1146 object *new_ob;
1186 1147
1187 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1148 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1188 { 1149 {
1189 creator->stats.hp = -1; 1150 creator->stats.hp = -1;
1190 return; 1151 return;
1191 } 1152 }
1192 1153
1193 if (creator->inv != NULL) 1154 if (creator->inv)
1194 { 1155 {
1195 object *ob; 1156 object *ob;
1196 int i; 1157 int i;
1197 object *ob_to_copy; 1158 object *ob_to_copy;
1198 1159
1199 /* select random object from inventory to copy */ 1160 /* select random object from inventory to copy */
1200 ob_to_copy = creator->inv; 1161 ob_to_copy = creator->inv;
1201 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1162 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1202 { 1163 {
1203 if (rndm (0, i) == 0) 1164 if (rndm (0, i) == 0)
1204 { 1165 {
1205 ob_to_copy = ob; 1166 ob_to_copy = ob;
1206 } 1167 }
1207 } 1168 }
1208 new_ob = object_create_clone (ob_to_copy); 1169
1209 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1170 new_ob = ob_to_copy->deep_clone ();
1171 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1210 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1172 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1211 } 1173 }
1212 else 1174 else
1213 { 1175 {
1214 if (creator->other_arch == NULL) 1176 if (!creator->other_arch)
1215 { 1177 {
1216 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1178 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1217 &creator->name, &creator->map->path, creator->x, creator->y); 1179 &creator->name, &creator->map->path, creator->x, creator->y);
1218 return; 1180 return;
1219 } 1181 }
1221 new_ob = object_create_arch (creator->other_arch); 1183 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1184 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1185 }
1224 1186
1225 /* Make sure this multipart object fits */ 1187 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1188 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1189 {
1228 new_ob->destroy (); 1190 new_ob->destroy ();
1229 return; 1191 return;
1230 } 1192 }
1231 1193
1194 // for now lets try to identify everything generated here, it mostly
1195 // happens automated, so this will at least fix many identify-experience holes
1196 if (new_ob->need_identify ())
1197 new_ob->set_flag (FLAG_IDENTIFIED);
1198
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1199 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1200 if (new_ob->flag [FLAG_FREED])
1234 return; 1201 return;
1235 1202
1236 if (creator->slaying) 1203 if (creator->slaying)
1237 {
1238 new_ob->name = new_ob->title = creator->slaying; 1204 new_ob->name = new_ob->title = creator->slaying;
1239 }
1240} 1205}
1241 1206
1242/* move_marker --peterm@soda.csua.berkeley.edu 1207/* move_marker --peterm@soda.csua.berkeley.edu
1243 when moved, a marker will search for a player sitting above 1208 when moved, a marker will search for a player sitting above
1244 it, and insert an invisible, weightless force into him 1209 it, and insert an invisible, weightless force into him
1250void 1215void
1251move_marker (object *op) 1216move_marker (object *op)
1252{ 1217{
1253 if (object *tmp = op->ms ().player ()) 1218 if (object *tmp = op->ms ().player ())
1254 { 1219 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1220 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1221 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1222 force->destroy ();
1223
1224 if (op->slaying && !tmp->force_find (op->slaying))
1260 { 1225 {
1261 tmp2->destroy (); 1226 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1227
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) 1228 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1229 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1230
1295 if (op->stats.hp > 0) 1231 if (op->stats.hp > 0)
1296 { 1232 {
1297 op->stats.hp--; 1233 op->stats.hp--;
1234
1298 if (op->stats.hp == 0) 1235 if (op->stats.hp == 0)
1299 { 1236 {
1300 /* marker expires--granted mark number limit */ 1237 /* marker expires--granted mark number limit */
1301 op->destroy (); 1238 op->destroy ();
1302 return; 1239 return;
1304 } 1241 }
1305 } 1242 }
1306 } 1243 }
1307} 1244}
1308 1245
1309int 1246// mapscript objects activate themselves (only) then their timer fires
1247// TODO: maybe they should simply trigger the link like any other object?
1248static void
1249move_mapscript (object *op)
1250{
1251 op->set_speed (0);
1252 cfperl_mapscript_activate (op, true, op, 0);
1253}
1254
1255static void
1256move_lamp (object *op)
1257{
1258 // if the lamp/torch is off, we should disable it.
1259 if (!op->glow_radius)
1260 {
1261 op->set_speed (0);
1262 return;
1263 }
1264 else
1265 {
1266 // check whether the face might need to be updated
1267 // (currently this is needed to have already switched on torches
1268 // on maps, as they just set the glow_radius in the archetype)
1269 if (op->other_arch
1270 && (
1271 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1272 || (op->flag [FLAG_ANIMATE]
1273 ? (op->animation_id != op->other_arch->animation_id)
1274 : (op->face != op->other_arch->face))
1275 ))
1276 get_animation_from_arch (op, op->other_arch);
1277 }
1278
1279 // lamps and torches on maps don't use up their fuel
1280 if (op->is_on_map ())
1281 return;
1282
1283 if (op->stats.food > 0)
1284 {
1285 op->stats.food--;
1286 return;
1287 }
1288
1289 apply_lamp (op, false);
1290}
1291
1292void
1310process_object (object *op) 1293process_object (object *op)
1311{ 1294{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1295 if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1313 return 0; 1296 return;
1314 1297
1315 if (INVOKE_OBJECT (TICK, op)) 1298 if (ecb_expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1299 return;
1317 1300
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1301 if (op->flag [FLAG_MONSTER])
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1302 if (move_monster (op) || op->flag [FLAG_FREED])
1320 return 1; 1303 return;
1321 1304
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1305 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1323 { 1306 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1307 animate_object (op, op->contr ? op->facing : op->direction);
1328 1308
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1309 if (op->flag [FLAG_SEE_ANYWHERE])
1330 make_sure_seen (op); 1310 make_sure_seen (op);
1331 } 1311 }
1332 1312
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1313 if (ecb_expect_false (
1314 op->flag [FLAG_GENERATOR]
1315 || op->flag [FLAG_CHANGING]
1316 || op->flag [FLAG_IS_USED_UP]
1317 ))
1334 { 1318 {
1319 if (op->flag [FLAG_CHANGING] && !op->state)
1320 {
1335 change_object (op); 1321 change_object (op);
1336 return 1; 1322 return;
1337 } 1323 }
1338 1324
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1325 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1340 generate_monster (op); 1326 generate_monster (op);
1341 1327
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1328 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1343 { 1329 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1330 if (op->flag [FLAG_APPLIED])
1345 remove_force (op); 1331 remove_force (op);
1346 else 1332 else
1347 { 1333 {
1348 /* IF necessary, delete the item from the players inventory */ 1334 op->remove (); // TODO: really necessary?
1349 object *pl = op->in_player ();
1350 1335
1351 if (pl) 1336 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); 1337 make_sure_not_seen (op);
1358 1338
1359 op->destroy (); 1339 op->drop_and_destroy ();
1360 } 1340 }
1361 1341
1362 return 1; 1342 return;
1343 }
1363 } 1344 }
1364 1345
1365 switch (op->type) 1346 switch (op->type)
1366 { 1347 {
1367 case SPELL_EFFECT: 1348 case SPELL_EFFECT:
1368 move_spell_effect (op); 1349 move_spell_effect (op);
1369 return 1; 1350 break;
1370 1351
1371 case ROD: 1352 case ROD:
1372 case HORN: 1353 case HORN:
1373 regenerate_rod (op); 1354 regenerate_rod (op);
1374 return 1; 1355 break;
1375 1356
1376 case FORCE: 1357 case FORCE:
1377 case POTION_EFFECT: 1358 case POTION_EFFECT:
1378 remove_force (op); 1359 remove_force (op);
1379 return 1; 1360 break;
1380 1361
1381 case BLINDNESS: 1362 case BLINDNESS:
1382 remove_blindness (op); 1363 remove_blindness (op);
1383 return 0; 1364 break;
1384 1365
1385 case POISONING: 1366 case POISONING:
1386 poison_more (op); 1367 poison_more (op);
1387 return 0; 1368 break;
1388 1369
1389 case DISEASE: 1370 case DISEASE:
1390 move_disease (op); 1371 move_disease (op);
1391 return 0; 1372 break;
1392 1373
1393 case SYMPTOM: 1374 case SYMPTOM:
1394 move_symptom (op); 1375 move_symptom (op);
1395 return 0; 1376 break;
1396 1377
1397 case THROWN_OBJ: 1378 case THROWN_OBJ:
1398 case ARROW: 1379 case ARROW:
1399 move_arrow (op); 1380 move_arrow (op);
1400 return 0; 1381 break;
1401 1382
1402 case DOOR: 1383 case DOOR:
1403 remove_door (op); 1384 remove_door (op);
1404 return 0; 1385 break;
1405 1386
1406 case LOCKED_DOOR: 1387 case LOCKED_DOOR:
1407 remove_door2 (op); 1388 remove_door2 (op);
1408 return 0; 1389 break;
1409 1390
1410 case TELEPORTER: 1391 case TELEPORTER:
1411 move_teleporter (op); 1392 move_teleporter (op);
1412 return 0; 1393 break;
1413 1394
1414 case GOLEM: 1395 case GOLEM:
1415 move_golem (op); 1396 move_golem (op);
1416 return 0; 1397 break;
1417 1398
1418 case EARTHWALL: 1399 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1400 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1401 break;
1421 1402
1422 case FIREWALL: 1403 case FIREWALL:
1423 move_firewall (op); 1404 move_firewall (op);
1424 if (op->stats.maxsp) 1405 if (op->stats.maxsp)
1425 animate_turning (op); 1406 animate_turning (op);
1426 return 0; 1407 break;
1427 1408
1428 case MOOD_FLOOR: 1409 case MOOD_FLOOR:
1429 do_mood_floor (op); 1410 do_mood_floor (op);
1430 return 0; 1411 break;
1431 1412
1432 case GATE: 1413 case GATE:
1433 move_gate (op); 1414 move_gate (op);
1434 return 0; 1415 break;
1435 1416
1436 case TIMED_GATE: 1417 case TIMED_GATE:
1437 move_timed_gate (op); 1418 move_timed_gate (op);
1438 return 0; 1419 break;
1439 1420
1440 case TRIGGER: 1421 case TRIGGER:
1441 case TRIGGER_BUTTON: 1422 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1423 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1424 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1425 animate_trigger (op);
1445 return 0; 1426 break;
1446 1427
1447 case DETECTOR: 1428 case DETECTOR:
1448 move_detector (op); 1429 move_detector (op);
1449 1430
1450 case DIRECTOR: 1431 case DIRECTOR:
1451 if (op->stats.maxsp) 1432 if (op->stats.maxsp)
1452 animate_turning (op); 1433 animate_turning (op);
1453 return 0; 1434 break;
1454 1435
1455 case HOLE: 1436 case HOLE:
1456 move_hole (op); 1437 move_hole (op);
1457 return 0; 1438 break;
1458 1439
1459 case DEEP_SWAMP: 1440 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1441 move_deep_swamp (op);
1461 return 0; 1442 break;
1462 1443
1463 case RUNE: 1444 case RUNE:
1464 case TRAP: 1445 case TRAP:
1465 move_rune (op); 1446 move_rune (op);
1466 return 0; 1447 break;
1467 1448
1468 case PLAYERMOVER: 1449 case PLAYERMOVER:
1469 move_player_mover (op); 1450 move_player_mover (op);
1470 return 0; 1451 break;
1471 1452
1472 case CREATOR: 1453 case CREATOR:
1473 move_creator (op); 1454 move_creator (op);
1474 return 0; 1455 break;
1475 1456
1476 case MARKER: 1457 case MARKER:
1477 move_marker (op); 1458 move_marker (op);
1478 return 0; 1459 break;
1479 1460
1480 case PLAYER_CHANGER: 1461 case PLAYER_CHANGER:
1481 move_player_changer (op); 1462 move_player_changer (op);
1482 return 0; 1463 break;
1483 1464
1484 case PEACEMAKER: 1465 case PEACEMAKER:
1485 move_peacemaker (op); 1466 move_peacemaker (op);
1486 return 0; 1467 break;
1487 }
1488 1468
1489 return 0; 1469 case PLAYER:
1470 // players have their own speed-management, so undo the --speed_left
1471 ++op->speed_left;
1472 break;
1473
1474 case MAPSCRIPT:
1475 move_mapscript (op);
1476 break;
1477
1478 case LAMP:
1479 case TORCH:
1480 move_lamp (op);
1481 break;
1482
1483 case PHYSICS: // hmm, bad naming
1484 move_physics (op);
1485 break;
1486 }
1490} 1487}
1488

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