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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 1.67 by root, Tue Sep 4 08:42:58 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
41 object *tmp; 40 object *tmp;
42 41
43 for (i = 1; i < 9; i += 2) 42 for (i = 1; i < 9; i += 2)
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 44 {
46 tmp->set_speed (0.1); 45 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
48 } 47 }
49 48
50 if (op->other_arch) 49 if (op->other_arch)
51 { 50 {
52 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
70 { 69 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 72 { /* same key both doors */
74 tmp->set_speed (0.1); 73 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
76 } 75 }
77 } 76 }
78 77
79 if (op->other_arch) 78 if (op->other_arch)
80 { 79 {
97 96
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 98 return;
100 99
101 object *op; 100 object *op;
101 int dir;
102 102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 104 {
105 // either copy one item form the inventory... 105 // either copy one item from the inventory...
106 if (!gen->inv) 106 if (!gen->inv)
107 return; 107 return;
108 108
109 // first select one item from the inventory 109 // first select one item from the inventory
110 int index = 0; 110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 112 if (!rndm (++index))
113 op = tmp; 113 op = tmp;
114 114
115 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (dir < 0)
117 return;
118
115 op = object_create_clone (op); 119 op = object_create_clone (op);
116 120
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (dir < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
120 else 133 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 134 return;
127 }
128 135
129 op->expand_tail (); 136 op->expand_tail ();
130 137
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 138 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 139
140 if (pos.insert (op, gen))
133 { 141 {
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)) 142 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 143 generate_artifact (op, gen->map->difficulty);
138 144
139 if (op->has_random_items ()) 145 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 146 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 147
142 return; 148 return;
143 }
144 } 149 }
145 150
146 op->destroy (); 151 op->destroy ();
147} 152}
148 153
220} 225}
221 226
222 227
223void 228void
224move_gate (object *op) 229move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 230{ /* 1 = going down, 0 = going up */
226 object *tmp; 231 object *tmp;
227 232
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 233 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 234 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 235 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 240 if (op->value)
236 { 241 {
237 if (--op->stats.wc <= 0) 242 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 243 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 244 op->stats.wc = 0;
240 if (op->arch->clone.speed) 245 if (op->arch->speed)
241 op->value = 0; 246 op->value = 0;
242 else 247 else
243 op->set_speed (0); 248 op->set_speed (0);
244 } 249 }
245 250
265 * objects are above the gate. If so, we finish closing the gate, 270 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 271 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 272 * the gate slightly.
268 */ 273 */
269 274
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 275 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)) 276 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 277 break;
273 278
274 if (tmp == NULL) 279 if (!tmp)
275 { 280 {
276 if (op->arch->clone.speed) 281 if (op->arch->speed)
277 op->value = 1; 282 op->value = 1;
278 else 283 else
279 op->set_speed (0); 284 op->set_speed (0);
280 285
281 return; 286 return;
302 */ 307 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 309 {
305 /* Halfway or further, check blocks */ 310 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 311 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 312 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
313 ;
308 314
309 if (tmp != NULL) 315 if (tmp)
310 { 316 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 318 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 319 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
320 op->play_sound (sound_find ("blocked_gate"));
321
314 if (tmp->type == PLAYER) 322 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 323 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 324 }
317 else
318 /* If the object is not alive, and the object either can 325 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 326 * be picked up or the object rolls, move the object
320 * off the gate. 327 * off the gate.
321 */ 328 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 329 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 { 330 {
324 /* If it has speed, it should move itself, otherwise: */ 331 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 332 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
326 333
327 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
333 } 340 }
334 } 341 }
335 } 342 }
336 343
337 /* See if there is still anything blocking the gate */ 344 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 345 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)) 346 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 347 break;
341 348
342 /* IF there is, start putting the gate down */ 349 /* IF there is, start putting the gate down */
343 if (tmp) 350 if (tmp)
344 {
345 op->stats.food = 1; 351 op->stats.food = 1;
346 }
347 else 352 else
348 { 353 {
349 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
355
350 if (!op->arch->clone.stats.ac) 356 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 357 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 358 update_all_los (op->map, op->x, op->y);
353 } 359 }
354 } /* gate is halfway up */ 360 } /* gate is halfway up */
355 361
368 int v = op->value; 374 int v = op->value;
369 375
370 if (op->stats.sp) 376 if (op->stats.sp)
371 { 377 {
372 move_gate (op); 378 move_gate (op);
379
373 if (op->value != v) /* change direction ? */ 380 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 381 op->stats.sp = 0;
375 return; 382 return;
376 } 383 }
384
377 if (--op->stats.hp <= 0) 385 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 386 { /* keep gate down */
379 move_gate (op); 387 move_gate (op);
388
380 if (op->value != v) 389 if (op->value != v)
381 op->set_speed (0); 390 op->set_speed (0);
382 } 391 }
383} 392}
384 393
396 int last = op->value; 405 int last = op->value;
397 int detected; 406 int detected;
398 407
399 detected = 0; 408 detected = 0;
400 409
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 410 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 411 {
403 object *tmp2; 412 object *tmp2;
404 413
405 if (op->stats.hp) 414 if (op->stats.hp)
406 { 415 {
426 if (detected && last == 0) 435 if (detected && last == 0)
427 { 436 {
428 op->value = 1; 437 op->value = 1;
429 push_button (op); 438 push_button (op);
430 } 439 }
440
431 if (!detected && last == 1) 441 if (!detected && last == 1)
432 { 442 {
433 op->value = 0; 443 op->value = 0;
434 push_button (op); 444 push_button (op);
435 } 445 }
439 if (detected && last == 1) 449 if (detected && last == 1)
440 { 450 {
441 op->value = 0; 451 op->value = 0;
442 push_button (op); 452 push_button (op);
443 } 453 }
454
444 if (!detected && last == 0) 455 if (!detected && last == 0)
445 { 456 {
446 op->value = 1; 457 op->value = 1;
447 push_button (op); 458 push_button (op);
448 } 459 }
449 } 460 }
450} 461}
451
452 462
453void 463void
454animate_trigger (object *op) 464animate_trigger (object *op)
455{ 465{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 466 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
488 498
489 SET_ANIMATION (op, op->stats.wc); 499 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 500 update_object (op, UP_OBJ_FACE);
491 return; 501 return;
492 } 502 }
503
493 /* We're closing */ 504 /* We're closing */
494 op->move_on = 0; 505 op->move_on = 0;
495 506
496 op->stats.wc++; 507 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 508 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
572 return NULL; 583 return NULL;
573 } 584 }
574 585
575 op->set_speed (0); 586 op->set_speed (0);
576 op->direction = 0; 587 op->direction = 0;
577 op->move_on = 0; 588 op->move_on = 0;
578 op->move_type = 0; 589 op->move_type = 0;
590 op->skill = 0; // really?
591
592 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 593 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 594 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 595 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 596
585 if (op->spellarg != NULL) 597 if (op->spellarg)
586 { 598 {
587 op->slaying = op->spellarg; 599 op->slaying = op->spellarg;
588 free (op->spellarg); 600 free (op->spellarg);
589 op->spellarg = NULL; 601 op->spellarg = 0;
590 } 602 }
591 else 603 else
592 op->slaying = NULL; 604 op->slaying = 0;
593 605
594 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 607 op->spellarg = NULL;
596 op->stats.sp = 0; 608 op->stats.sp = 0;
597 op->stats.hp = 0; 609 op->stats.hp = 0;
598 op->stats.grace = 0; 610 op->stats.grace = 0;
599 op->level = 0; 611 op->level = 0;
600 op->face = op->arch->clone.face; 612 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
603 return op; 615 return op;
604} 616}
605 617
626 op->destroy (); 638 op->destroy ();
627 } 639 }
628 else 640 else
629 { 641 {
630 op = fix_stopped_arrow (op); 642 op = fix_stopped_arrow (op);
643
631 if (op) 644 if (op)
632 merge_ob (op, NULL); 645 merge_ob (op, 0);
633 } 646 }
634} 647}
635 648
636/* Move an arrow along its course. op is the arrow or thrown object. 649/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 650 */
638void 651void
639move_arrow (object *op) 652move_arrow (object *op)
640{ 653{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 654 int was_reflected;
644 maptile *m;
645 655
646 if (op->map == NULL) 656 if (!op->map)
647 { 657 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 658 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 659 op->destroy ();
650 return; 660 return;
651 } 661 }
681 stop_arrow (op); 691 stop_arrow (op);
682 return; 692 return;
683 } 693 }
684 694
685 /* Calculate target map square */ 695 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 696 was_reflected = 0;
689 697
690 m = op->map; 698 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 699
693 if (mflags & P_OUT_OF_MAP) 700 if (!pos.normalise ())
694 { 701 {
695 stop_arrow (op); 702 stop_arrow (op);
696 return; 703 return;
697 } 704 }
698 705
699 /* only need to look for living creatures if this flag is set */ 706 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 707 if (pos->flags () & P_IS_ALIVE)
701 { 708 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 709 object *tmp;
710
711 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 712 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 713 break;
705 714
706 /* Not really fair, but don't let monsters hit themselves with 715 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 716 * their own arrow - this can be because they fire it then
730 return; 739 return;
731 } 740 }
732 } /* if this is not hitting its owner */ 741 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 742 } /* if there is something alive on this space */
734 743
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 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
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 (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 814 SET_ANIMATION (op, 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. */
815 op->remove ();
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 818 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 819 * about 17 squares. Tune as needed.
821 */ 820 */
822 op->speed -= 0.05; 821 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 822
826/* This routine doesnt seem to work for "inanimate" objects that 823 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 824 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 825}
829 826
830void 827void
831change_object (object *op) 828change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 829{ /* Doesn`t handle linked objs yet */
833 int i, j; 830 int i, j;
834 831
835 if (op->other_arch == NULL) 832 if (!op->other_arch)
836 { 833 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 835 return;
839 } 836 }
840 837
841 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 840 {
844 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
845 return; 842 return;
846 else 843
847 op->stats.food = 1; /* so 1 other_arch is made */ 844 op->stats.food = 1; /* so 1 other_arch is made */
848 } 845 }
849 846
850 object *pl = op->in_player ();
851 object *env = op->env; 847 object *env = op->env;
852 848
853 op->remove (); 849 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++) 850 for (i = 0; i < op->stats.food; i++)
855 { 851 {
856 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = arch_to_object (op->other_arch);
857 853
858 if (op->type == LAMP) 854 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1; 855 tmp->stats.food = op->stats.food - 1;
860 856
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env) 858 if (env)
863 { 859 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env); 860 tmp = env->insert (tmp);
866 861
867 /* If this object is the players inventory, we need to tell the 862 /* 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 863 * 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. 864 * updating the client, so we don't need to do that below.
870 */ 865 */
871 if (pl) 866 if (object *pl = op->in_player ())
872 { 867 {
873 esrv_del_item (pl->contr, op->count); 868 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp); 869 esrv_send_item (pl, tmp);
875 } 870 }
876 } 871 }
877 else 872 else
878 { 873 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 874 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 875 if (j < 0) /* No free spot */
881 tmp->destroy (); 876 tmp->destroy ();
882 else 877 else
883 { 878 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 879 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 880
881 if (pos.normalise ())
882 pos.insert (tmp, op);
886 } 883 }
887 } 884 }
888 } 885 }
889 886
890 op->destroy (); 887 op->destroy ();
906 move_teleporter (op->more); 903 move_teleporter (op->more);
907 904
908 if (op->head) 905 if (op->head)
909 head = op->head; 906 head = op->head;
910 907
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 908 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 909 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 910 break;
914 911
915 /* If nothing above us to move, nothing to do */ 912 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 913 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 946 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 947 return;
951 teleport (head, TELEPORTER, tmp); 948 teleport (head, TELEPORTER, tmp);
952 } 949 }
953} 950}
954
955 951
956/* This object will teleport someone to a different map 952/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 953 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 954 This was invented for giving classes, but there's no reason it
959 can't be generalized. 955 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1008 return; /* dm has created a firewall in his inventory */
1013 1009
1014 spell = op->inv; 1010 spell = op->inv;
1015 1011
1016 if (!spell || spell->type != SPELL) 1012 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1013 spell = op->other_arch;
1018 1014
1019 if (!spell) 1015 if (!spell)
1020 { 1016 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1017 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1018 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1031 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1032 */
1037void 1033void
1038move_player_mover (object *op) 1034move_player_mover (object *op)
1039{ 1035{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1036 int dir = op->stats.sp;
1042 sint16 nx, ny; 1037 sint16 nx, ny;
1043 maptile *m; 1038 maptile *m;
1044 1039
1045 /* Determine direction now for random movers so we do the right thing */ 1040 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1041 if (!dir)
1047 dir = rndm (1, 8); 1042 dir = rndm (1, 8);
1048 1043
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1044 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1045 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1046 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1047 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1048 {
1054 1049
1071 } 1066 }
1072 1067
1073 if (should_director_abort (op, victim)) 1068 if (should_director_abort (op, victim))
1074 return; 1069 return;
1075 1070
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1071 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1072 {
1078 if (nextmover->type == PLAYERMOVER) 1073 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1074 nextmover->speed_left = -.99f;
1075
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1076 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1077 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1078 }
1085 1079
1086 if (victim->type == PLAYER) 1080 if (victim->type == PLAYER)
1087 { 1081 {
1088 /* only level >=1 movers move people */ 1082 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1086 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1087 * place. This can happen if the player used a spell to
1094 * get to this space. 1088 * get to this space.
1095 */ 1089 */
1096 victim->contr->fire_on = 0; 1090 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1091 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1092 move_player (victim, dir);
1099 } 1093 }
1100 else 1094 else
1101 return; 1095 return;
1102 } 1096 }
1106 if (!op->stats.maxsp && op->attacktype) 1100 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1101 op->stats.maxsp = 2;
1108 1102
1109 if (op->attacktype) 1103 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1104 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1105 victim->speed_left = max (-5.f, -FABS (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 } 1106 }
1122 } 1107 }
1123 } 1108 }
1124} 1109}
1125 1110
1144 if (op->above == NULL) 1129 if (op->above == NULL)
1145 return; 1130 return;
1146 1131
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1132 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1133 {
1149 if (op->other_arch->name == tmp->arch->name) 1134 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1135 {
1151 if (op->level <= 0) 1136 if (op->level <= 0)
1152 tmp->destroy (); 1137 tmp->destroy ();
1153 else 1138 else
1154 { 1139 {
1176 * has to make sure that there is in fact space for the object. 1161 * 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 1162 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1163 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1164 * outside of the map which would cause the server to crash
1180*/ 1165*/
1181
1182void 1166void
1183move_creator (object *creator) 1167move_creator (object *creator)
1184{ 1168{
1185 object *new_ob; 1169 object *new_ob;
1186 1170
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1210 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1227 { 1211 {
1228 new_ob->destroy (); 1212 new_ob->destroy ();
1229 return; 1213 return;
1230 } 1214 }
1215
1216 // for now lets try to identify everything generated here, it mostly
1217 // happens automated, so this will at least fix many identify-experience holes
1218 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1219
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1220 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1221 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1222 return;
1235 1223
1250void 1238void
1251move_marker (object *op) 1239move_marker (object *op)
1252{ 1240{
1253 if (object *tmp = op->ms ().player ()) 1241 if (object *tmp = op->ms ().player ())
1254 { 1242 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1243 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1244 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1245 force->destroy ();
1246
1247 if (!tmp->force_find (op->slaying))
1260 { 1248 {
1261 tmp2->destroy (); 1249 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1250
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) 1251 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1253
1295 if (op->stats.hp > 0) 1254 if (op->stats.hp > 0)
1296 { 1255 {
1297 op->stats.hp--; 1256 op->stats.hp--;
1257
1298 if (op->stats.hp == 0) 1258 if (op->stats.hp == 0)
1299 { 1259 {
1300 /* marker expires--granted mark number limit */ 1260 /* marker expires--granted mark number limit */
1301 op->destroy (); 1261 op->destroy ();
1302 return; 1262 return;
1304 } 1264 }
1305 } 1265 }
1306 } 1266 }
1307} 1267}
1308 1268
1309int 1269void
1310process_object (object *op) 1270process_object (object *op)
1311{ 1271{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1272 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1273 return;
1314 1274
1315 if (INVOKE_OBJECT (TICK, op)) 1275 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1276 return;
1317 1277
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1278 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1279 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1280 return;
1321 1281
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1282 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1283 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1284 animate_object (op, op->contr ? op->facing : op->direction);
1328 1285
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1286 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1287 make_sure_seen (op);
1331 } 1288 }
1332 1289
1290 if (expect_false (
1291 op->flag [FLAG_GENERATOR]
1292 || op->flag [FLAG_CHANGING]
1293 || op->flag [FLAG_IS_USED_UP]
1294 ))
1295 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1296 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1297 {
1335 change_object (op); 1298 change_object (op);
1336 return 1; 1299 return;
1337 } 1300 }
1338 1301
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1302 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1303 generate_monster (op);
1341 1304
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1305 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1306 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1307 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1308 remove_force (op);
1346 else 1309 else
1347 { 1310 {
1348 /* IF necessary, delete the item from the players inventory */ 1311 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1312 if (object *pl = op->in_player ())
1350
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1313 esrv_del_item (pl->contr, op->count);
1353 1314
1354 op->remove (); 1315 op->remove ();
1355 1316
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1317 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1318 make_sure_not_seen (op);
1358 1319
1359 op->destroy (); 1320 op->destroy ();
1360 } 1321 }
1361 1322
1362 return 1; 1323 return;
1324 }
1363 } 1325 }
1364 1326
1365 switch (op->type) 1327 switch (op->type)
1366 { 1328 {
1367 case SPELL_EFFECT: 1329 case SPELL_EFFECT:
1368 move_spell_effect (op); 1330 move_spell_effect (op);
1369 return 1; 1331 break;
1370 1332
1371 case ROD: 1333 case ROD:
1372 case HORN: 1334 case HORN:
1373 regenerate_rod (op); 1335 regenerate_rod (op);
1374 return 1; 1336 break;
1375 1337
1376 case FORCE: 1338 case FORCE:
1377 case POTION_EFFECT: 1339 case POTION_EFFECT:
1378 remove_force (op); 1340 remove_force (op);
1379 return 1; 1341 break;
1380 1342
1381 case BLINDNESS: 1343 case BLINDNESS:
1382 remove_blindness (op); 1344 remove_blindness (op);
1383 return 0; 1345 break;
1384 1346
1385 case POISONING: 1347 case POISONING:
1386 poison_more (op); 1348 poison_more (op);
1387 return 0; 1349 break;
1388 1350
1389 case DISEASE: 1351 case DISEASE:
1390 move_disease (op); 1352 move_disease (op);
1391 return 0; 1353 break;
1392 1354
1393 case SYMPTOM: 1355 case SYMPTOM:
1394 move_symptom (op); 1356 move_symptom (op);
1395 return 0; 1357 break;
1396 1358
1397 case THROWN_OBJ: 1359 case THROWN_OBJ:
1398 case ARROW: 1360 case ARROW:
1399 move_arrow (op); 1361 move_arrow (op);
1400 return 0; 1362 break;
1401 1363
1402 case DOOR: 1364 case DOOR:
1403 remove_door (op); 1365 remove_door (op);
1404 return 0; 1366 break;
1405 1367
1406 case LOCKED_DOOR: 1368 case LOCKED_DOOR:
1407 remove_door2 (op); 1369 remove_door2 (op);
1408 return 0; 1370 break;
1409 1371
1410 case TELEPORTER: 1372 case TELEPORTER:
1411 move_teleporter (op); 1373 move_teleporter (op);
1412 return 0; 1374 break;
1413 1375
1414 case GOLEM: 1376 case GOLEM:
1415 move_golem (op); 1377 move_golem (op);
1416 return 0; 1378 break;
1417 1379
1418 case EARTHWALL: 1380 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1381 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1382 break;
1421 1383
1422 case FIREWALL: 1384 case FIREWALL:
1423 move_firewall (op); 1385 move_firewall (op);
1424 if (op->stats.maxsp) 1386 if (op->stats.maxsp)
1425 animate_turning (op); 1387 animate_turning (op);
1426 return 0; 1388 break;
1427 1389
1428 case MOOD_FLOOR: 1390 case MOOD_FLOOR:
1429 do_mood_floor (op); 1391 do_mood_floor (op);
1430 return 0; 1392 break;
1431 1393
1432 case GATE: 1394 case GATE:
1433 move_gate (op); 1395 move_gate (op);
1434 return 0; 1396 break;
1435 1397
1436 case TIMED_GATE: 1398 case TIMED_GATE:
1437 move_timed_gate (op); 1399 move_timed_gate (op);
1438 return 0; 1400 break;
1439 1401
1440 case TRIGGER: 1402 case TRIGGER:
1441 case TRIGGER_BUTTON: 1403 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1404 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1405 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1406 animate_trigger (op);
1445 return 0; 1407 break;
1446 1408
1447 case DETECTOR: 1409 case DETECTOR:
1448 move_detector (op); 1410 move_detector (op);
1449 1411
1450 case DIRECTOR: 1412 case DIRECTOR:
1451 if (op->stats.maxsp) 1413 if (op->stats.maxsp)
1452 animate_turning (op); 1414 animate_turning (op);
1453 return 0; 1415 break;
1454 1416
1455 case HOLE: 1417 case HOLE:
1456 move_hole (op); 1418 move_hole (op);
1457 return 0; 1419 break;
1458 1420
1459 case DEEP_SWAMP: 1421 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1422 move_deep_swamp (op);
1461 return 0; 1423 break;
1462 1424
1463 case RUNE: 1425 case RUNE:
1464 case TRAP: 1426 case TRAP:
1465 move_rune (op); 1427 move_rune (op);
1466 return 0; 1428 break;
1467 1429
1468 case PLAYERMOVER: 1430 case PLAYERMOVER:
1469 move_player_mover (op); 1431 move_player_mover (op);
1470 return 0; 1432 break;
1471 1433
1472 case CREATOR: 1434 case CREATOR:
1473 move_creator (op); 1435 move_creator (op);
1474 return 0; 1436 break;
1475 1437
1476 case MARKER: 1438 case MARKER:
1477 move_marker (op); 1439 move_marker (op);
1478 return 0; 1440 break;
1479 1441
1480 case PLAYER_CHANGER: 1442 case PLAYER_CHANGER:
1481 move_player_changer (op); 1443 move_player_changer (op);
1482 return 0; 1444 break;
1483 1445
1484 case PEACEMAKER: 1446 case PEACEMAKER:
1485 move_peacemaker (op); 1447 move_peacemaker (op);
1486 return 0; 1448 break;
1487 }
1488 1449
1489 return 0; 1450 case PLAYER:
1451 // players have their own speed-management, so undo the --speed_left
1452 ++op->speed_left;
1453 break;
1454 }
1490} 1455}
1456

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