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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 1.69 by root, Sat Sep 15 15:58:06 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;
292 } 297 }
293 else 298 else
294 { /* The gate is still going up */ 299 { /* The gate is still going up */
295 op->stats.wc++; 300 op->stats.wc++;
296 301
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 302 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 303 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 304
300 /* If there is something on top of the gate, we try to roll it off. 305 /* 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 306 * If a player/monster, we don't roll, we just hit them with damage
302 */ 307 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 308 if (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, SIZEOFFREE1 + 1);
326 333
327 /* If there is a free spot, move the object someplace */ 334 /* If there is a free spot, move the object someplace */
328 if (i != -1) 335 if (i > 0)
329 { 336 {
337 mapxy pos (tmp);
338 pos.move (i);
339 if (pos.normalise ())
330 tmp->remove (); 340 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 341 }
334 } 342 }
335 } 343 }
336 344
337 /* See if there is still anything blocking the gate */ 345 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 346 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)) 347 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 348 break;
341 349
342 /* IF there is, start putting the gate down */ 350 /* IF there is, start putting the gate down */
343 if (tmp) 351 if (tmp)
344 {
345 op->stats.food = 1; 352 op->stats.food = 1;
346 }
347 else 353 else
348 { 354 {
349 op->move_block = MOVE_ALL; 355 op->move_block = MOVE_ALL;
356
350 if (!op->arch->clone.stats.ac) 357 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 358 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 359 update_all_los (op->map, op->x, op->y);
353 } 360 }
354 } /* gate is halfway up */ 361 } /* gate is halfway up */
355 362
368 int v = op->value; 375 int v = op->value;
369 376
370 if (op->stats.sp) 377 if (op->stats.sp)
371 { 378 {
372 move_gate (op); 379 move_gate (op);
380
373 if (op->value != v) /* change direction ? */ 381 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 382 op->stats.sp = 0;
375 return; 383 return;
376 } 384 }
385
377 if (--op->stats.hp <= 0) 386 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 387 { /* keep gate down */
379 move_gate (op); 388 move_gate (op);
389
380 if (op->value != v) 390 if (op->value != v)
381 op->set_speed (0); 391 op->set_speed (0);
382 } 392 }
383} 393}
384 394
396 int last = op->value; 406 int last = op->value;
397 int detected; 407 int detected;
398 408
399 detected = 0; 409 detected = 0;
400 410
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 411 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
402 { 412 {
403 object *tmp2; 413 object *tmp2;
404 414
405 if (op->stats.hp) 415 if (op->stats.hp)
406 { 416 {
426 if (detected && last == 0) 436 if (detected && last == 0)
427 { 437 {
428 op->value = 1; 438 op->value = 1;
429 push_button (op); 439 push_button (op);
430 } 440 }
441
431 if (!detected && last == 1) 442 if (!detected && last == 1)
432 { 443 {
433 op->value = 0; 444 op->value = 0;
434 push_button (op); 445 push_button (op);
435 } 446 }
439 if (detected && last == 1) 450 if (detected && last == 1)
440 { 451 {
441 op->value = 0; 452 op->value = 0;
442 push_button (op); 453 push_button (op);
443 } 454 }
455
444 if (!detected && last == 0) 456 if (!detected && last == 0)
445 { 457 {
446 op->value = 1; 458 op->value = 1;
447 push_button (op); 459 push_button (op);
448 } 460 }
449 } 461 }
450} 462}
451
452 463
453void 464void
454animate_trigger (object *op) 465animate_trigger (object *op)
455{ 466{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 467 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
488 499
489 SET_ANIMATION (op, op->stats.wc); 500 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 501 update_object (op, UP_OBJ_FACE);
491 return; 502 return;
492 } 503 }
504
493 /* We're closing */ 505 /* We're closing */
494 op->move_on = 0; 506 op->move_on = 0;
495 507
496 op->stats.wc++; 508 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 509 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
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;
583 op->skill = 0;
584 597
585 if (op->spellarg != NULL) 598 if (op->spellarg)
586 { 599 {
587 op->slaying = op->spellarg; 600 op->slaying = op->spellarg;
588 free (op->spellarg); 601 free (op->spellarg);
589 op->spellarg = NULL; 602 op->spellarg = 0;
590 } 603 }
591 else 604 else
592 op->slaying = NULL; 605 op->slaying = 0;
593 606
594 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 608 op->spellarg = NULL;
596 op->stats.sp = 0; 609 op->stats.sp = 0;
597 op->stats.hp = 0; 610 op->stats.hp = 0;
598 op->stats.grace = 0; 611 op->stats.grace = 0;
599 op->level = 0; 612 op->level = 0;
600 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
603 return op; 616 return op;
604} 617}
605 618
626 op->destroy (); 639 op->destroy ();
627 } 640 }
628 else 641 else
629 { 642 {
630 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
631 if (op) 645 if (op)
632 merge_ob (op, NULL); 646 merge_ob (op, 0);
633 } 647 }
634} 648}
635 649
636/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 651 */
638void 652void
639move_arrow (object *op) 653move_arrow (object *op)
640{ 654{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 655 int was_reflected;
644 maptile *m;
645 656
646 if (op->map == NULL) 657 if (!op->map)
647 { 658 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 660 op->destroy ();
650 return; 661 return;
651 } 662 }
681 stop_arrow (op); 692 stop_arrow (op);
682 return; 693 return;
683 } 694 }
684 695
685 /* Calculate target map square */ 696 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 697 was_reflected = 0;
689 698
690 m = op->map; 699 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 700
693 if (mflags & P_OUT_OF_MAP) 701 if (!pos.normalise ())
694 { 702 {
695 stop_arrow (op); 703 stop_arrow (op);
696 return; 704 return;
697 } 705 }
698 706
699 /* only need to look for living creatures if this flag is set */ 707 /* only need to look for living creatures if this flag is set */
700 if (mflags & P_IS_ALIVE) 708 if (pos->flags () & P_IS_ALIVE)
701 { 709 {
702 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 710 object *tmp;
711
712 for (tmp = pos->bot; tmp; tmp = tmp->above)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 713 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 714 break;
705 715
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
730 return; 740 return;
731 } 741 }
732 } /* if this is not hitting its owner */ 742 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 743 } /* if there is something alive on this space */
734 744
735 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 745 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
736 { 746 {
737 int retry = 0; 747 int retry = 0;
738 748
739 /* if the object doesn't reflect, stop the arrow from moving 749 /* if the object doesn't reflect, stop the arrow from moving
740 * note that this code will now catch cases where a monster is 750 * note that this code will now catch cases where a monster is
753 if (op->direction & 1) 763 if (op->direction & 1)
754 { 764 {
755 op->direction = absdir (op->direction + 4); 765 op->direction = absdir (op->direction + 4);
756 retry = 1; 766 retry = 1;
757 } 767 }
768
758 /* There were two blocks with identical code - 769 /* There were two blocks with identical code -
759 * use this retry here to make this one block 770 * use this retry here to make this one block
760 * that did the same thing. 771 * that did the same thing.
761 */ 772 */
762 while (retry < 2) 773 while (retry < 2)
763 { 774 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 775 retry++;
769 776
770 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 777 /* 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 778 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 779 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 780 * op->direction-1 or op->direction+1 does not exist.
774 */ 781 */
775 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 782 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 783 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)));
778 784
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 785 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 786 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)));
782 787
783 if (left == right) 788 if (left == right)
784 op->direction = absdir (op->direction + 4); 789 op->direction = absdir (op->direction + 4);
785 else if (left) 790 else if (left)
786 op->direction = absdir (op->direction + 2); 791 op->direction = absdir (op->direction + 2);
787 else if (right) 792 else if (right)
788 op->direction = absdir (op->direction - 2); 793 op->direction = absdir (op->direction - 2);
789 794
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 - 795 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 796 * don't need to retry again.
794 */ 797 */
795 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 798 mapxy pos3 (pos); pos3.move (op->direction);
799 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
796 break; 800 break;
797
798 } 801 }
802
799 /* Couldn't find a direction to move the arrow to - just 803 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 804 * stop it from moving.
801 */ 805 */
802 if (retry == 2) 806 if (retry == 2)
803 { 807 {
804 stop_arrow (op); 808 stop_arrow (op);
805 return; 809 return;
806 } 810 }
811
807 /* update object image for new facing */ 812 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 813 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 814 if (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 815 SET_ANIMATION (op, op->direction);
811 } /* object is reflected */ 816 } /* object is reflected */
812 } /* object ran into a wall */ 817 } /* object ran into a wall */
813 818
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 819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 820 * about 17 squares. Tune as needed.
821 */ 821 */
822 op->speed -= 0.05; 822 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 823
826/* This routine doesnt seem to work for "inanimate" objects that 824 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 825 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 826}
829 827
830void 828void
831change_object (object *op) 829change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 830{ /* Doesn`t handle linked objs yet */
833 int i, j; 831 int i, j;
834 832
835 if (op->other_arch == NULL) 833 if (!op->other_arch)
836 { 834 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 835 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 836 return;
839 } 837 }
840 838
841 /* In non-living items only change when food value is 0 */ 839 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 840 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 841 {
844 if (op->stats.food-- > 0) 842 if (op->stats.food-- > 0)
845 return; 843 return;
846 else 844
847 op->stats.food = 1; /* so 1 other_arch is made */ 845 op->stats.food = 1; /* so 1 other_arch is made */
848 } 846 }
849 847
850 object *pl = op->in_player ();
851 object *env = op->env; 848 object *env = op->env;
852 849
853 op->remove (); 850 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++) 851 for (i = 0; i < op->stats.food; i++)
855 { 852 {
856 object *tmp = arch_to_object (op->other_arch); 853 object *tmp = arch_to_object (op->other_arch);
857 854
858 if (op->type == LAMP) 855 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1; 856 tmp->stats.food = op->stats.food - 1;
860 857
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 858 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env) 859 if (env)
863 { 860 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env); 861 tmp = env->insert (tmp);
866 862
867 /* If this object is the players inventory, we need to tell the 863 /* 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 864 * 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. 865 * updating the client, so we don't need to do that below.
870 */ 866 */
871 if (pl) 867 if (object *pl = op->in_player ())
872 { 868 {
873 esrv_del_item (pl->contr, op->count); 869 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp); 870 esrv_send_item (pl, tmp);
875 } 871 }
876 } 872 }
877 else 873 else
878 { 874 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 875 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 876 if (j < 0) /* No free spot */
881 tmp->destroy (); 877 tmp->destroy ();
882 else 878 else
883 { 879 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 880 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 881
882 if (pos.normalise ())
883 pos.insert (tmp, op);
886 } 884 }
887 } 885 }
888 } 886 }
889 887
890 op->destroy (); 888 op->destroy ();
906 move_teleporter (op->more); 904 move_teleporter (op->more);
907 905
908 if (op->head) 906 if (op->head)
909 head = op->head; 907 head = op->head;
910 908
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 909 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 911 break;
914 912
915 /* If nothing above us to move, nothing to do */ 913 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 948 return;
951 teleport (head, TELEPORTER, tmp); 949 teleport (head, TELEPORTER, tmp);
952 } 950 }
953} 951}
954
955 952
956/* This object will teleport someone to a different map 953/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 954 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 955 This was invented for giving classes, but there's no reason it
959 can't be generalized. 956 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1009 return; /* dm has created a firewall in his inventory */
1013 1010
1014 spell = op->inv; 1011 spell = op->inv;
1015 1012
1016 if (!spell || spell->type != SPELL) 1013 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1014 spell = op->other_arch;
1018 1015
1019 if (!spell) 1016 if (!spell)
1020 { 1017 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1019 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1032 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1033 */
1037void 1034void
1038move_player_mover (object *op) 1035move_player_mover (object *op)
1039{ 1036{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1037 int dir = op->stats.sp;
1042 sint16 nx, ny; 1038 sint16 nx, ny;
1043 maptile *m; 1039 maptile *m;
1044 1040
1045 /* Determine direction now for random movers so we do the right thing */ 1041 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1042 if (!dir)
1047 dir = rndm (1, 8); 1043 dir = rndm (1, 8);
1048 1044
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1045 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1046 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1048 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1049 {
1054 1050
1071 } 1067 }
1072 1068
1073 if (should_director_abort (op, victim)) 1069 if (should_director_abort (op, victim))
1074 return; 1070 return;
1075 1071
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1073 {
1078 if (nextmover->type == PLAYERMOVER) 1074 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1075 nextmover->speed_left = -.99f;
1076
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1079 }
1085 1080
1086 if (victim->type == PLAYER) 1081 if (victim->type == PLAYER)
1087 { 1082 {
1088 /* only level >=1 movers move people */ 1083 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1087 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1088 * place. This can happen if the player used a spell to
1094 * get to this space. 1089 * get to this space.
1095 */ 1090 */
1096 victim->contr->fire_on = 0; 1091 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1092 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1093 move_player (victim, dir);
1099 } 1094 }
1100 else 1095 else
1101 return; 1096 return;
1102 } 1097 }
1106 if (!op->stats.maxsp && op->attacktype) 1101 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1102 op->stats.maxsp = 2;
1108 1103
1109 if (op->attacktype) 1104 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1105 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1106 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 } 1107 }
1122 } 1108 }
1123 } 1109 }
1124} 1110}
1125 1111
1144 if (op->above == NULL) 1130 if (op->above == NULL)
1145 return; 1131 return;
1146 1132
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1133 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1134 {
1149 if (op->other_arch->name == tmp->arch->name) 1135 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1136 {
1151 if (op->level <= 0) 1137 if (op->level <= 0)
1152 tmp->destroy (); 1138 tmp->destroy ();
1153 else 1139 else
1154 { 1140 {
1176 * has to make sure that there is in fact space for the object. 1162 * 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 1163 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1164 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1165 * outside of the map which would cause the server to crash
1180*/ 1166*/
1181
1182void 1167void
1183move_creator (object *creator) 1168move_creator (object *creator)
1184{ 1169{
1185 object *new_ob; 1170 object *new_ob;
1186 1171
1221 new_ob = object_create_arch (creator->other_arch); 1206 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1208 }
1224 1209
1225 /* Make sure this multipart object fits */ 1210 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1211 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1212 {
1228 new_ob->destroy (); 1213 new_ob->destroy ();
1229 return; 1214 return;
1230 } 1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1220
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1223 return;
1235 1224
1250void 1239void
1251move_marker (object *op) 1240move_marker (object *op)
1252{ 1241{
1253 if (object *tmp = op->ms ().player ()) 1242 if (object *tmp = op->ms ().player ())
1254 { 1243 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1244 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1245 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1260 { 1249 {
1261 tmp2->destroy (); 1250 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1251
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) 1252 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1254
1295 if (op->stats.hp > 0) 1255 if (op->stats.hp > 0)
1296 { 1256 {
1297 op->stats.hp--; 1257 op->stats.hp--;
1258
1298 if (op->stats.hp == 0) 1259 if (op->stats.hp == 0)
1299 { 1260 {
1300 /* marker expires--granted mark number limit */ 1261 /* marker expires--granted mark number limit */
1301 op->destroy (); 1262 op->destroy ();
1302 return; 1263 return;
1304 } 1265 }
1305 } 1266 }
1306 } 1267 }
1307} 1268}
1308 1269
1309int 1270void
1310process_object (object *op) 1271process_object (object *op)
1311{ 1272{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1274 return;
1314 1275
1315 if (INVOKE_OBJECT (TICK, op)) 1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1277 return;
1317 1278
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1281 return;
1321 1282
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1284 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1285 animate_object (op, op->contr ? op->facing : op->direction);
1328 1286
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1288 make_sure_seen (op);
1331 } 1289 }
1332 1290
1291 if (expect_false (
1292 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1296 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1298 {
1335 change_object (op); 1299 change_object (op);
1336 return 1; 1300 return;
1337 } 1301 }
1338 1302
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1304 generate_monster (op);
1341 1305
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1307 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1309 remove_force (op);
1346 else 1310 else
1347 { 1311 {
1348 /* IF necessary, delete the item from the players inventory */ 1312 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1313 if (object *pl = op->in_player ())
1350
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1314 esrv_del_item (pl->contr, op->count);
1353 1315
1354 op->remove (); 1316 op->remove ();
1355 1317
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1319 make_sure_not_seen (op);
1358 1320
1359 op->destroy (); 1321 op->destroy ();
1360 } 1322 }
1361 1323
1362 return 1; 1324 return;
1325 }
1363 } 1326 }
1364 1327
1365 switch (op->type) 1328 switch (op->type)
1366 { 1329 {
1367 case SPELL_EFFECT: 1330 case SPELL_EFFECT:
1368 move_spell_effect (op); 1331 move_spell_effect (op);
1369 return 1; 1332 break;
1370 1333
1371 case ROD: 1334 case ROD:
1372 case HORN: 1335 case HORN:
1373 regenerate_rod (op); 1336 regenerate_rod (op);
1374 return 1; 1337 break;
1375 1338
1376 case FORCE: 1339 case FORCE:
1377 case POTION_EFFECT: 1340 case POTION_EFFECT:
1378 remove_force (op); 1341 remove_force (op);
1379 return 1; 1342 break;
1380 1343
1381 case BLINDNESS: 1344 case BLINDNESS:
1382 remove_blindness (op); 1345 remove_blindness (op);
1383 return 0; 1346 break;
1384 1347
1385 case POISONING: 1348 case POISONING:
1386 poison_more (op); 1349 poison_more (op);
1387 return 0; 1350 break;
1388 1351
1389 case DISEASE: 1352 case DISEASE:
1390 move_disease (op); 1353 move_disease (op);
1391 return 0; 1354 break;
1392 1355
1393 case SYMPTOM: 1356 case SYMPTOM:
1394 move_symptom (op); 1357 move_symptom (op);
1395 return 0; 1358 break;
1396 1359
1397 case THROWN_OBJ: 1360 case THROWN_OBJ:
1398 case ARROW: 1361 case ARROW:
1399 move_arrow (op); 1362 move_arrow (op);
1400 return 0; 1363 break;
1401 1364
1402 case DOOR: 1365 case DOOR:
1403 remove_door (op); 1366 remove_door (op);
1404 return 0; 1367 break;
1405 1368
1406 case LOCKED_DOOR: 1369 case LOCKED_DOOR:
1407 remove_door2 (op); 1370 remove_door2 (op);
1408 return 0; 1371 break;
1409 1372
1410 case TELEPORTER: 1373 case TELEPORTER:
1411 move_teleporter (op); 1374 move_teleporter (op);
1412 return 0; 1375 break;
1413 1376
1414 case GOLEM: 1377 case GOLEM:
1415 move_golem (op); 1378 move_golem (op);
1416 return 0; 1379 break;
1417 1380
1418 case EARTHWALL: 1381 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1382 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1383 break;
1421 1384
1422 case FIREWALL: 1385 case FIREWALL:
1423 move_firewall (op); 1386 move_firewall (op);
1424 if (op->stats.maxsp) 1387 if (op->stats.maxsp)
1425 animate_turning (op); 1388 animate_turning (op);
1426 return 0; 1389 break;
1427 1390
1428 case MOOD_FLOOR: 1391 case MOOD_FLOOR:
1429 do_mood_floor (op); 1392 do_mood_floor (op);
1430 return 0; 1393 break;
1431 1394
1432 case GATE: 1395 case GATE:
1433 move_gate (op); 1396 move_gate (op);
1434 return 0; 1397 break;
1435 1398
1436 case TIMED_GATE: 1399 case TIMED_GATE:
1437 move_timed_gate (op); 1400 move_timed_gate (op);
1438 return 0; 1401 break;
1439 1402
1440 case TRIGGER: 1403 case TRIGGER:
1441 case TRIGGER_BUTTON: 1404 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1405 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1406 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1407 animate_trigger (op);
1445 return 0; 1408 break;
1446 1409
1447 case DETECTOR: 1410 case DETECTOR:
1448 move_detector (op); 1411 move_detector (op);
1449 1412
1450 case DIRECTOR: 1413 case DIRECTOR:
1451 if (op->stats.maxsp) 1414 if (op->stats.maxsp)
1452 animate_turning (op); 1415 animate_turning (op);
1453 return 0; 1416 break;
1454 1417
1455 case HOLE: 1418 case HOLE:
1456 move_hole (op); 1419 move_hole (op);
1457 return 0; 1420 break;
1458 1421
1459 case DEEP_SWAMP: 1422 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1423 move_deep_swamp (op);
1461 return 0; 1424 break;
1462 1425
1463 case RUNE: 1426 case RUNE:
1464 case TRAP: 1427 case TRAP:
1465 move_rune (op); 1428 move_rune (op);
1466 return 0; 1429 break;
1467 1430
1468 case PLAYERMOVER: 1431 case PLAYERMOVER:
1469 move_player_mover (op); 1432 move_player_mover (op);
1470 return 0; 1433 break;
1471 1434
1472 case CREATOR: 1435 case CREATOR:
1473 move_creator (op); 1436 move_creator (op);
1474 return 0; 1437 break;
1475 1438
1476 case MARKER: 1439 case MARKER:
1477 move_marker (op); 1440 move_marker (op);
1478 return 0; 1441 break;
1479 1442
1480 case PLAYER_CHANGER: 1443 case PLAYER_CHANGER:
1481 move_player_changer (op); 1444 move_player_changer (op);
1482 return 0; 1445 break;
1483 1446
1484 case PEACEMAKER: 1447 case PEACEMAKER:
1485 move_peacemaker (op); 1448 move_peacemaker (op);
1486 return 0; 1449 break;
1487 }
1488 1450
1489 return 0; 1451 case PLAYER:
1452 // players have their own speed-management, so undo the --speed_left
1453 ++op->speed_left;
1454 break;
1455 }
1490} 1456}
1457

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