ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC vs.
Revision 1.119 by root, Mon Oct 29 23:55:57 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 27 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
39{ 39{
40 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
41 object *tmp; 42 object *tmp;
42 43 mapxy pos (op);
43 for (i = 1; i < 9; i += 2) 44 pos.move (i);
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
45 { 47 {
46 tmp->set_speed (0.1); 48 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 49 tmp->speed_left = -0.2f;
48 } 50 }
51 }
49 52
50 if (op->other_arch) 53 if (op->other_arch)
51 { 54 {
52 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
53 tmp->x = op->x; 56 tmp->x = op->x;
54 tmp->y = op->y; 57 tmp->y = op->y;
55 tmp->map = op->map; 58 tmp->map = op->map;
56 tmp->level = op->level; 59 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
58 } 61 }
59 62
60 op->destroy (); 63 op->drop_and_destroy ();
61} 64}
62 65
63void 66void
64remove_door2 (object *op) 67remove_door2 (object *op)
65{ 68{
69 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
70 { 73 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 76 { /* same key both doors */
74 tmp->set_speed (0.1); 77 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
76 } 79 }
77 } 80 }
78 81
79 if (op->other_arch) 82 if (op->other_arch)
80 { 83 {
81 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
82 tmp->x = op->x; 85 tmp->x = op->x;
83 tmp->y = op->y; 86 tmp->y = op->y;
84 tmp->map = op->map; 87 tmp->map = op->map;
85 tmp->level = op->level; 88 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
87 } 90 }
88 91
89 op->destroy (); 92 op->drop_and_destroy ();
90} 93}
91 94
92void 95static void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
95 if (!gen->map) 98 if (!gen->map)
96 return; 99 return;
97 100
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 102 return;
100 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
101 object *op; 109 object *op;
110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (gen->flag [FLAG_CONTENT_ON_GEN])
104 { 113 {
105 // either copy one item form the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
107 return; 116 return;
108 117
109 // first select one item from the inventory 118 // first select one item from the inventory
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 op = object_create_clone (op); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
116 127
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 128 op = op->deep_clone ();
129
130 op->clr_flag (FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = gen->other_arch->instance ();
141 }
120 else 142 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 143 return;
127 }
128 144
129 op->expand_tail (); 145 op->expand_tail ();
130 146
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 147 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 148
149 if (pos.insert (op, gen))
133 { 150 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 151 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
138 153
139 if (op->has_random_items ()) 154 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 156
142 return; 157 return;
143 }
144 } 158 }
145 159
146 op->destroy (); 160 op->destroy ();
147} 161}
148 162
149void 163static void
150remove_force (object *op) 164remove_force (object *op)
151{ 165{
152 if (--op->duration > 0) 166 if (--op->duration > 0)
153 return; 167 return;
154 168
155 if (op->env) 169 if (op->env)
156 switch (op->subtype) 170 switch (op->subtype)
157 { 171 {
158 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
159 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 op->env->clr_flag (FLAG_CONFUSED);
160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
161 175
162 default: 176 default:
163 CLEAR_FLAG (op, FLAG_APPLIED); 177 op->clr_flag (FLAG_APPLIED);
164 change_abil (op->env, op); 178 change_abil (op->env, op);
165 op->env->update_stats (); 179 op->env->update_stats ();
166 } 180 }
167 181
168 op->destroy (); 182 op->destroy ();
169} 183}
170 184
171void 185static void
172remove_blindness (object *op) 186remove_blindness (object *op)
173{ 187{
174 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
175 return; 189 return;
176 190
177 CLEAR_FLAG (op, FLAG_APPLIED); 191 op->clr_flag (FLAG_APPLIED);
178 192
179 if (op->env) 193 if (op->env)
180 { 194 {
181 change_abil (op->env, op); 195 change_abil (op->env, op);
182 op->env->update_stats (); 196 op->env->update_stats ();
183 } 197 }
184 198
185 op->destroy (); 199 op->destroy ();
186} 200}
187 201
188void 202static void
189poison_more (object *op) 203poison_more (object *op)
190{ 204{
191 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0)
192 { 206 {
193 op->destroy (); 207 op->destroy ();
194 return; 208 return;
195 } 209 }
196 210
199 /* need to unapply the object before update_stats is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
200 * will not do anything. 214 * will not do anything.
201 */ 215 */
202 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
203 { 217 {
204 CLEAR_FLAG (op, FLAG_APPLIED); 218 op->clr_flag (FLAG_APPLIED);
205 op->env->update_stats (); 219 op->env->update_stats ();
206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
207 } 221 }
208 222
209 op->destroy (); 223 op->destroy ();
218 232
219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
220} 234}
221 235
222 236
223void 237static void
224move_gate (object *op) 238move_gate (object *op)
225{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
226 object *tmp; 240 object *tmp;
227 241
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 243 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op));
231 op->stats.wc = 0; 245 op->stats.wc = 0;
232 } 246 }
233 247
234 /* We're going down */ 248 /* We're going down */
235 if (op->value) 249 if (op->value)
236 { 250 {
237 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 253 op->stats.wc = 0;
240 if (op->arch->clone.speed) 254 if (op->arch->has_active_speed ())
241 op->value = 0; 255 op->value = 0;
242 else 256 else
243 op->set_speed (0); 257 op->set_speed (0);
244 } 258 }
245 259
246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
247 { 261 {
248 op->move_block = 0; 262 op->move_block = 0;
249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 op->clr_flag (FLAG_BLOCKSVIEW);
250 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
251 } 265 }
252 266
253 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
254 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
258 /* We're going up */ 272 /* We're going up */
259 273
260 /* First, lets see if we are already at the top */ 274 /* First, lets see if we are already at the top */
261 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
262 { 276 {
263
264 /* Check to make sure that only non pickable and non rollable 277 /* Check to make sure that only non pickable and non rollable
265 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->has_active_speed ())
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 321 ;
309 322
310 if (tmp) 323 if (tmp)
311 { 324 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (tmp->flag [FLAG_ALIVE])
313 { 326 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
315 329
316 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 332 }
319 else
320 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
322 * off the gate. 335 * off the gate.
323 */ 336 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
325 { 338 {
326 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 341
329 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
330 if (i != -1) 343 if (i > 0)
331 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
332 tmp->remove (); 348 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 349 }
336 } 350 }
337 } 351 }
338 352
339 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
342 break; 356 break;
343 357
344 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
345 if (tmp) 359 if (tmp)
346 {
347 op->stats.food = 1; 360 op->stats.food = 1;
348 }
349 else 361 else
350 { 362 {
351 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
352 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 op->set_flag (FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
355 } 368 }
356 } /* gate is halfway up */ 369 } /* gate is halfway up */
357 370
358 SET_ANIMATION (op, op->stats.wc); 371 SET_ANIMATION (op, op->stats.wc);
362 375
363/* hp : how long door is open/closed 376/* hp : how long door is open/closed
364 * maxhp : initial value for hp 377 * maxhp : initial value for hp
365 * sp : 1 = open, 0 = close 378 * sp : 1 = open, 0 = close
366 */ 379 */
367void 380static void
368move_timed_gate (object *op) 381move_timed_gate (object *op)
369{ 382{
370 int v = op->value; 383 int v = op->value;
371 384
372 if (op->stats.sp) 385 if (op->stats.sp)
373 { 386 {
374 move_gate (op); 387 move_gate (op);
388
375 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 390 op->stats.sp = 0;
377 return; 391 return;
378 } 392 }
393
379 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 395 { /* keep gate down */
381 move_gate (op); 396 move_gate (op);
397
382 if (op->value != v) 398 if (op->value != v)
383 op->set_speed (0); 399 op->set_speed (0);
384 } 400 }
385} 401}
386 402
388 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
389 * connected: connected value of detector 405 * connected: connected value of detector
390 * sp: 1 if detection sets buttons 406 * sp: 1 if detection sets buttons
391 * -1 if detection unsets buttons 407 * -1 if detection unsets buttons
392 */ 408 */
393 409static void
394void
395move_detector (object *op) 410move_detector (object *op)
396{ 411{
397 object *tmp; 412 object *tmp;
398 int last = op->value; 413 int last = op->value;
399 int detected; 414 int detected;
400 415
401 detected = 0; 416 detected = 0;
402 417
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 419 {
405 object *tmp2; 420 object *tmp2;
406 421
407 if (op->stats.hp) 422 if (op->stats.hp)
408 { 423 {
426 if (op->stats.sp == 1) 441 if (op->stats.sp == 1)
427 { 442 {
428 if (detected && last == 0) 443 if (detected && last == 0)
429 { 444 {
430 op->value = 1; 445 op->value = 1;
431 push_button (op); 446 push_button (op, tmp);
432 } 447 }
448
433 if (!detected && last == 1) 449 if (!detected && last == 1)
434 { 450 {
435 op->value = 0; 451 op->value = 0;
436 push_button (op); 452 push_button (op, tmp);
437 } 453 }
438 } 454 }
439 else 455 else
440 { /* in this case, we unset buttons */ 456 { /* in this case, we unset buttons */
441 if (detected && last == 1) 457 if (detected && last == 1)
442 { 458 {
443 op->value = 0; 459 op->value = 0;
444 push_button (op); 460 push_button (op, tmp);
445 } 461 }
462
446 if (!detected && last == 0) 463 if (!detected && last == 0)
447 { 464 {
448 op->value = 1; 465 op->value = 1;
449 push_button (op); 466 push_button (op, tmp);
450 } 467 }
451 } 468 }
452} 469}
453
454 470
455void 471void
456animate_trigger (object *op) 472animate_trigger (object *op)
457{ 473{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
465 SET_ANIMATION (op, op->stats.wc); 481 SET_ANIMATION (op, op->stats.wc);
466 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
467 } 483 }
468} 484}
469 485
470void 486static void
471move_hole (object *op) 487move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 488{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 489 if (op->value)
476 { /* We're opening */ 490 { /* We're opening */
477 if (--op->stats.wc <= 0) 491 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 492 { /* Opened, let's stop */
479 op->stats.wc = 0; 493 op->stats.wc = 0;
480 op->set_speed (0); 494 op->set_speed (0);
481 495
482 /* Hard coding this makes sense for holes I suppose */ 496 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 497 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 498 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 499 {
486 next = tmp->above; 500 next = tmp->above;
487 move_apply (op, tmp, tmp); 501 move_apply (op, tmp, tmp);
488 } 502 }
489 } 503 }
490 504
491 SET_ANIMATION (op, op->stats.wc); 505 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 506 update_object (op, UP_OBJ_CHANGE);
493 return; 507 return;
494 } 508 }
509
495 /* We're closing */ 510 /* We're closing */
496 op->move_on = 0; 511 op->move_on = 0;
497 512
498 op->stats.wc++; 513 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 514 if (op->stats.wc >= NUM_ANIMATIONS (op))
500 op->stats.wc = NUM_ANIMATIONS (op) - 1; 515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501 516
502 SET_ANIMATION (op, op->stats.wc); 517 SET_ANIMATION (op, op->stats.wc);
503 update_object (op, UP_OBJ_FACE); 518 update_object (op, UP_OBJ_CHANGE);
504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
505 op->set_speed (0); /* closed, let's stop */ 520 op->set_speed (0); /* closed, let's stop */
506} 521}
507 522
508 523
509/* stop_item() returns a pointer to the stopped object. The stopped object 524/* stop_item() returns a pointer to the stopped object. The stopped object
530 { 545 {
531 object *payload = op->inv; 546 object *payload = op->inv;
532 547
533 if (payload == NULL) 548 if (payload == NULL)
534 return NULL; 549 return NULL;
550
535 payload->remove (); 551 payload->remove ();
536 op->destroy (); 552 op->destroy ();
537 return payload; 553 return payload;
538 } 554 }
539 555
556fix_stopped_item (object *op, maptile *map, object *originator) 572fix_stopped_item (object *op, maptile *map, object *originator)
557{ 573{
558 if (map == NULL) 574 if (map == NULL)
559 return; 575 return;
560 576
561 if (QUERY_FLAG (op, FLAG_REMOVED)) 577 if (op->flag [FLAG_REMOVED])
562 insert_ob_in_map (op, map, originator, 0); 578 insert_ob_in_map (op, map, originator, 0);
563 else if (op->type == ARROW) 579 else if (op->type == ARROW)
564 merge_ob (op, NULL); /* only some arrows actually need this */ 580 merge_ob (op, NULL); /* only some arrows actually need this */
565} 581}
566 582
574 return NULL; 590 return NULL;
575 } 591 }
576 592
577 op->set_speed (0); 593 op->set_speed (0);
578 op->direction = 0; 594 op->direction = 0;
579 op->move_on = 0; 595 op->move_on = 0;
580 op->move_type = 0; 596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 600 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 601 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 602 op->attacktype = op->stats.grace;
584 op->slaying = 0; 603 op->slaying = op->custom_name;
585 op->skill = 0;
586 604
587 if (op->spellarg != NULL)
588 {
589 op->slaying = op->spellarg;
590 free (op->spellarg);
591 op->spellarg = NULL;
592 }
593 else
594 op->slaying = NULL;
595
596 /* Reset these to zero, so that object::can_merge will work properly */ 605 /* Reset these to defaults, so that object::can_merge will work properly */
597 op->spellarg = NULL; 606 op->custom_name = 0;
598 op->stats.sp = 0; 607 op->stats.sp = 0;
599 op->stats.hp = 0; 608 op->stats.hp = 0;
600 op->stats.grace = 0; 609 op->stats.grace = 0;
601 op->level = 0; 610 op->level = 0;
602 op->face = op->arch->clone.face; 611 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 612 op->owner = 0;
613
604 update_object (op, UP_OBJ_CHANGE); 614 update_object (op, UP_OBJ_CHANGE);
615
605 return op; 616 return op;
606} 617}
607 618
608/* stop_arrow() - what to do when a non-living flying object 619/* stop_arrow() - what to do when a non-living flying object
609 * has to stop. Sept 96 - I added in thrown object code in 620 * has to stop. Sept 96 - I added in thrown object code in
618 if (INVOKE_OBJECT (STOP, op)) 629 if (INVOKE_OBJECT (STOP, op))
619 return; 630 return;
620 631
621 if (op->inv) 632 if (op->inv)
622 { 633 {
634 // replace this by straightforward drop to ground?
623 object *payload = op->inv; 635 object *payload = op->inv;
624 636
625 payload->remove ();
626 payload->owner = 0; 637 payload->owner = 0;
627 insert_ob_in_map (payload, op->map, payload, 0); 638 insert_ob_in_map (payload, op->map, payload, 0);
628 op->destroy (); 639 op->destroy ();
629 } 640 }
630 else 641 else
631 { 642 {
632 op = fix_stopped_arrow (op); 643 op = fix_stopped_arrow (op);
644
633 if (op) 645 if (op)
634 merge_ob (op, NULL); 646 merge_ob (op, 0);
635 } 647 }
636} 648}
637 649
638/* Move an arrow along its course. op is the arrow or thrown object. 650/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
639 */ 651 */
640void 652void
641move_arrow (object *op) 653move_arrow (object *op)
642{ 654{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 655 int was_reflected;
646 maptile *m;
647 656
648 if (op->map == NULL) 657 if (!op->map)
649 { 658 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 659 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
651 op->destroy (); 660 op->destroy ();
652 return; 661 return;
653 } 662 }
654 663
655 /* we need to stop thrown objects at some point. Like here. */ 664 /* we need to stop thrown objects at some point. Like here. */
661 * is if the player throws a bomb - the bomb explodes on its own, 670 * is if the player throws a bomb - the bomb explodes on its own,
662 * but this object sticks around. We could handle the cleanup in the 671 * but this object sticks around. We could handle the cleanup in the
663 * bomb code, but there are potential other cases where that could happen, 672 * bomb code, but there are potential other cases where that could happen,
664 * and it is easy enough to clean it up here. 673 * and it is easy enough to clean it up here.
665 */ 674 */
666 if (op->inv == NULL) 675 if (!op->inv)
667 { 676 {
668 op->destroy (); 677 op->destroy ();
669 return; 678 return;
670 } 679 }
671 680
674 stop_arrow (op); 683 stop_arrow (op);
675 return; 684 return;
676 } 685 }
677 } 686 }
678 687
688 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
689 * about 17 squares. Tune as needed.
690 */
691 op->set_speed (op->speed - 0.05);
692
679 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
680 values look rediculous. */ 694 values look rediculous. */
681 if (op->speed < 0.5 && op->type == ARROW) 695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
682 { 696 {
683 stop_arrow (op); 697 stop_arrow (op);
684 return; 698 return;
685 } 699 }
686 700
687 /* Calculate target map square */ 701 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 702 was_reflected = 0;
691 703
692 m = op->map; 704 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 705
695 if (mflags & P_OUT_OF_MAP) 706 if (!pos.normalise ())
696 { 707 {
697 stop_arrow (op); 708 stop_arrow (op);
698 return; 709 return;
699 } 710 }
700 711
701 /* only need to look for living creatures if this flag is set */ 712 /* only need to look for living creatures if this flag is set */
702 if (mflags & P_IS_ALIVE) 713 if (pos->flags () & P_IS_ALIVE)
703 { 714 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 715 object *tmp;
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716
717 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE])
706 break; 719 break;
707 720
708 /* Not really fair, but don't let monsters hit themselves with 721 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 722 * their own arrow - this can be because they fire it then
710 * move into it. 723 * move into it.
713 { 726 {
714 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
715 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
716 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
717 */ 730 */
718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
719 { 732 {
720 int number = op->face;
721
722 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
723 update_turn_face (op); 734 update_turn_face (op);
724 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
725 } 736 }
726 else 737 else
732 return; 743 return;
733 } 744 }
734 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
736 747
737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
738 { 749 {
739 int retry = 0; 750 int retry = 0;
740 751
741 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
742 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
743 * on a wall but has reflecting - the arrow won't reflect. 754 * on a wall but has reflecting - the arrow won't reflect.
744 * Mapmakers shouldn't put monsters on top of wall in the first 755 * Mapmakers shouldn't put monsters on top of wall in the first
745 * place, so I don't consider that a problem. 756 * place, so I don't consider that a problem.
746 */ 757 */
747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) 758 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
748 { 759 {
749 stop_arrow (op); 760 stop_arrow (op);
750 return; 761 return;
751 } 762 }
752 else 763 else
755 if (op->direction & 1) 766 if (op->direction & 1)
756 { 767 {
757 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
758 retry = 1; 769 retry = 1;
759 } 770 }
771
760 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
761 * use this retry here to make this one block 773 * use this retry here to make this one block
762 * that did the same thing. 774 * that did the same thing.
763 */ 775 */
764 while (retry < 2) 776 while (retry < 2)
765 { 777 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 778 retry++;
771 779
772 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
773 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
776 */ 784 */
777 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780 787
781 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784 790
785 if (left == right) 791 if (left == right)
786 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
787 else if (left) 793 else if (left)
788 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
789 else if (right) 795 else if (right)
790 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
791 797
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
795 * don't need to retry again. 799 * don't need to retry again.
796 */ 800 */
797 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
798 break; 803 break;
799
800 } 804 }
805
801 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 807 * stop it from moving.
803 */ 808 */
804 if (retry == 2) 809 if (retry == 2)
805 { 810 {
806 stop_arrow (op); 811 stop_arrow (op);
807 return; 812 return;
808 } 813 }
814
809 /* update object image for new facing */ 815 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 817 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 818 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 819 } /* object is reflected */
814 } /* object ran into a wall */ 820 } /* object ran into a wall */
815 821
816 /* Move the arrow. */ 822 /* Move the arrow. */
817 op->remove (); 823 op->move_to (pos);
818 op->x = new_x;
819 op->y = new_y;
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826} 824}
827 825
828/* This routine doesnt seem to work for "inanimate" objects that 826static void
829 * are being carried, ie a held torch leaps from your hands!.
830 * Modified this routine to allow held objects. b.t. */
831
832void
833change_object (object *op) 827change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 828{ /* Doesn`t handle linked objs yet */
835 int i, j;
836
837 if (op->other_arch == NULL) 829 if (!op->other_arch)
838 { 830 {
839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 831 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
840 return; 832 return;
841 } 833 }
842 834
843 /* In non-living items only change when food value is 0 */ 835 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 836 if (!op->flag [FLAG_ALIVE])
845 { 837 {
846 if (op->stats.food-- > 0) 838 if (op->stats.food-- > 0)
847 return; 839 return;
840
841 op->stats.food = 1; /* so 1 other_arch is made */
842 }
843
844 object *env = op->env;
845
846 op->remove ();
847 for (int i = 0; i < op->stats.food; i++)
848 {
849 object *tmp = op->other_arch->instance ();
850
851 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
852
853 if (env)
854 env->insert (tmp);
848 else 855 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 } 856 {
879 else
880 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y); 857 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
858
882 if (j == -1) /* No free spot */ 859 if (j < 0) /* No free spot */
883 tmp->destroy (); 860 tmp->destroy ();
884 else 861 else
885 { 862 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 863 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 864
865 if (pos.normalise ())
866 pos.insert (tmp, op);
888 } 867 }
889 } 868 }
890 } 869 }
891 870
892 op->destroy (); 871 op->destroy ();
908 move_teleporter (op->more); 887 move_teleporter (op->more);
909 888
910 if (op->head) 889 if (op->head)
911 head = op->head; 890 head = op->head;
912 891
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 892 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 893 if (!tmp->flag [FLAG_IS_FLOOR])
915 break; 894 break;
916 895
917 /* If nothing above us to move, nothing to do */ 896 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 897 if (!tmp || tmp->flag [FLAG_WIZPASS])
919 return; 898 return;
920 899
921 if (EXIT_PATH (head)) 900 if (EXIT_PATH (head))
922 { 901 {
923 if (tmp->type == PLAYER) 902 if (tmp->type == PLAYER)
948 else 927 else
949 { 928 {
950 /* Random teleporter */ 929 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 931 return;
932
953 teleport (head, TELEPORTER, tmp); 933 teleport (head, TELEPORTER, tmp);
954 } 934 }
955} 935}
956
957 936
958/* This object will teleport someone to a different map 937/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 938 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 939 This was invented for giving classes, but there's no reason it
961 can't be generalized. 940 can't be generalized.
962*/ 941*/
963void 942static void
964move_player_changer (object *op) 943move_player_changer (object *op)
965{ 944{
966 object *player;
967 object *walk;
968
969 if (!op->above || !EXIT_PATH (op)) 945 if (!op->above || !EXIT_PATH (op))
970 return; 946 return;
971 947
972 /* This isn't all that great - means that the player_mover 948 /* This isn't all that great - means that the player_mover
973 * needs to be on top. 949 * needs to be on top.
974 */ 950 */
975 if (op->above->type == PLAYER) 951 if (op->above->type == PLAYER)
976 { 952 {
953 object *player = op->above;
954
977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 955 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
978 return; 956 return;
979 957
980 player = op->above;
981
982 for (walk = op->inv; walk; walk = walk->below) 958 for (object *walk = op->inv; walk; walk = walk->below)
983 apply_changes_to_player (player, walk); 959 apply_changes_to_player (player, walk);
984 960
985 player->update_stats (); 961 player->update_stats ();
986 962
987 esrv_send_inventory (op->above, op->above); 963 esrv_send_inventory (op->above, op->above);
1014 return; /* dm has created a firewall in his inventory */ 990 return; /* dm has created a firewall in his inventory */
1015 991
1016 spell = op->inv; 992 spell = op->inv;
1017 993
1018 if (!spell || spell->type != SPELL) 994 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 995 spell = op->other_arch;
1020 996
1021 if (!spell) 997 if (!spell)
1022 { 998 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 999 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1000 return;
1025 } 1001 }
1026 1002
1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1003 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1028} 1004}
1029 1005
1030/* move_player_mover: this function takes a "player mover" as an 1006/* move_player_mover: this function takes a "player mover" as an
1031 * argument, and performs the function of a player mover, which is: 1007 * argument, and performs the function of a player mover, which is:
1032 * 1008 *
1033 * a player mover finds any players that are sitting on it. It 1009 * a player mover finds any players that are sitting on it. It
1034 * moves them in the op->stats.sp direction. speed is how often it'll move. 1010 * moves them in the op->stats.sp direction. speed is how often it'll move.
1035 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1011 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1036 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1012 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1037 * it'll paralyze the victim for hp*his speed/op->speed 1013 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1014 */
1039void 1015static void
1040move_player_mover (object *op) 1016move_player_mover (object *op)
1041{ 1017{
1042 object *victim, *nextmover; 1018 int dir = 0;
1043 int dir = op->stats.sp;
1044 sint16 nx, ny;
1045 maptile *m;
1046 1019
1047 /* Determine direction now for random movers so we do the right thing */ 1020 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1048 if (!dir)
1049 dir = rndm (1, 8);
1050
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1052 { 1021 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1022 if (victim->flag [FLAG_ALIVE]
1023 && !victim->flag [FLAG_WIZPASS]
1054 (victim->move_type & op->move_type || !victim->move_type)) 1024 && (victim->move_type & op->move_type || !victim->move_type))
1025 {
1026 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1055 { 1027 {
1028 op->destroy ();
1029 return;
1030 }
1031
1032 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though?
1034 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036
1037 sint16 nx = op->x + freearr_x[dir];
1038 sint16 ny = op->y + freearr_y[dir];
1039 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return;
1044 }
1056 1045
1057 if (victim->head) 1046 if (victim->head)
1058 victim = victim->head; 1047 victim = victim->head;
1059 1048
1060 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1061 {
1062 op->remove ();
1063 return;
1064 }
1065
1066 nx = op->x + freearr_x[dir];
1067 ny = op->y + freearr_y[dir];
1068 m = op->map;
1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1070 {
1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1072 return;
1073 }
1074
1075 if (should_director_abort (op, victim)) 1049 if (should_director_abort (op, victim))
1076 return; 1050 return;
1077 1051
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1052 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1053 {
1080 if (nextmover->type == PLAYERMOVER) 1054 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1055 nextmover->speed_left = -.99f;
1056
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1057 if (nextmover->flag [FLAG_ALIVE])
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1058 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1059 }
1087 1060
1088 if (victim->type == PLAYER) 1061 if (victim->type == PLAYER)
1089 { 1062 {
1090 /* only level >=1 movers move people */ 1063 /* only level >=1 movers move people */
1091 if (op->level) 1064 if (op->level)
1092 { 1065 {
1093 /* Following is a bit of hack. We need to make sure it 1066 /* Following is a bit of hack. We need to make sure it
1094 * is cleared, otherwise the player will get stuck in 1067 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1068 * place. This can happen if the player used a spell to
1096 * get to this space. 1069 * get to this space.
1097 */ 1070 */
1098 victim->contr->fire_on = 0; 1071 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1072 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1073 move_player (victim, dir);
1101 } 1074 }
1102 else 1075 else
1103 return; 1076 return;
1104 } 1077 }
1105 else 1078 else
1106 move_object (victim, dir); 1079 victim->move (dir);
1107 1080
1108 if (!op->stats.maxsp && op->attacktype) 1081 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1082 op->stats.maxsp = 2;
1110 1083
1111 if (op->attacktype) 1084 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1085 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1086 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1115 /* Not sure why, but for some chars on metalforge, they
1116 * would sometimes get -inf speed_left, and from the
1117 * description, it could only happen here, so just put
1118 * a lower sanity limit. My only guess is that the
1119 * mover has 0 speed.
1120 */
1121 if (victim->speed_left < -5.0)
1122 victim->speed_left = -5.0;
1123 } 1087 }
1124 } 1088 }
1125 } 1089 }
1126} 1090}
1127 1091
1146 if (op->above == NULL) 1110 if (op->above == NULL)
1147 return; 1111 return;
1148 1112
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1113 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1114 {
1151 if (op->other_arch->name == tmp->arch->name) 1115 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1116 {
1153 if (op->level <= 0) 1117 if (op->level <= 0)
1154 tmp->destroy (); 1118 tmp->destroy ();
1155 else 1119 else
1156 { 1120 {
1178 * has to make sure that there is in fact space for the object. 1142 * has to make sure that there is in fact space for the object.
1179 * It should really do this for small objects also, but there is 1143 * It should really do this for small objects also, but there is
1180 * more concern with large objects, most notably a part being placed 1144 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1145 * outside of the map which would cause the server to crash
1182*/ 1146*/
1183
1184void 1147void
1185move_creator (object *creator) 1148move_creator (object *creator)
1186{ 1149{
1187 object *new_ob; 1150 object *new_ob;
1188 1151
1189 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) 1152 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1190 { 1153 {
1191 creator->stats.hp = -1; 1154 creator->stats.hp = -1;
1192 return; 1155 return;
1193 } 1156 }
1194 1157
1195 if (creator->inv != NULL) 1158 if (creator->inv)
1196 { 1159 {
1197 object *ob; 1160 object *ob;
1198 int i; 1161 int i;
1199 object *ob_to_copy; 1162 object *ob_to_copy;
1200 1163
1201 /* select random object from inventory to copy */ 1164 /* select random object from inventory to copy */
1202 ob_to_copy = creator->inv; 1165 ob_to_copy = creator->inv;
1203 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1166 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1204 { 1167 {
1205 if (rndm (0, i) == 0) 1168 if (rndm (0, i) == 0)
1206 { 1169 {
1207 ob_to_copy = ob; 1170 ob_to_copy = ob;
1208 } 1171 }
1209 } 1172 }
1210 new_ob = object_create_clone (ob_to_copy); 1173
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1174 new_ob = ob_to_copy->deep_clone ();
1175 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1176 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1177 }
1214 else 1178 else
1215 { 1179 {
1216 if (creator->other_arch == NULL) 1180 if (!creator->other_arch)
1217 { 1181 {
1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1182 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1219 &creator->name, &creator->map->path, creator->x, creator->y); 1183 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1184 return;
1221 } 1185 }
1223 new_ob = object_create_arch (creator->other_arch); 1187 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1188 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1189 }
1226 1190
1227 /* Make sure this multipart object fits */ 1191 /* Make sure this multipart object fits */
1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1192 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1229 { 1193 {
1230 new_ob->destroy (); 1194 new_ob->destroy ();
1231 return; 1195 return;
1232 } 1196 }
1233 1197
1198 // for now lets try to identify everything generated here, it mostly
1199 // happens automated, so this will at least fix many identify-experience holes
1200 if (new_ob->need_identify ())
1201 new_ob->set_flag (FLAG_IDENTIFIED);
1202
1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1203 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1204 if (new_ob->flag [FLAG_FREED])
1236 return; 1205 return;
1237 1206
1238 if (creator->slaying) 1207 if (creator->slaying)
1239 {
1240 new_ob->name = new_ob->title = creator->slaying; 1208 new_ob->name = new_ob->title = creator->slaying;
1241 }
1242} 1209}
1243 1210
1244/* move_marker --peterm@soda.csua.berkeley.edu 1211/* move_marker --peterm@soda.csua.berkeley.edu
1245 when moved, a marker will search for a player sitting above 1212 when moved, a marker will search for a player sitting above
1246 it, and insert an invisible, weightless force into him 1213 it, and insert an invisible, weightless force into him
1252void 1219void
1253move_marker (object *op) 1220move_marker (object *op)
1254{ 1221{
1255 if (object *tmp = op->ms ().player ()) 1222 if (object *tmp = op->ms ().player ())
1256 { 1223 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1224 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1225 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1226 force->destroy ();
1227
1228 if (op->slaying && !tmp->force_find (op->slaying))
1262 { 1229 {
1263 tmp2->destroy (); 1230 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1231
1267 /* cycle through his inventory to look for the MARK we want to
1268 * place
1269 */
1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1272 break;
1273
1274 /* if we didn't find our own MARK */
1275 if (!tmp2)
1276 {
1277 object *force = get_archetype (FORCE_NAME);
1278
1279 if (op->stats.food)
1280 {
1281 force->set_speed (0.01);
1282 force->speed_left = -op->stats.food;
1283 }
1284 else
1285 force->set_speed (0);
1286
1287 /* put in the lock code */
1288 force->slaying = op->slaying;
1289
1290 if (op->lore)
1291 force->lore = op->lore;
1292
1293 insert_ob_in_ob (force, tmp);
1294 if (op->msg) 1232 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1233 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1234
1297 if (op->stats.hp > 0) 1235 if (op->stats.hp > 0)
1298 { 1236 {
1299 op->stats.hp--; 1237 op->stats.hp--;
1238
1300 if (op->stats.hp == 0) 1239 if (op->stats.hp == 0)
1301 { 1240 {
1302 /* marker expires--granted mark number limit */ 1241 /* marker expires--granted mark number limit */
1303 op->destroy (); 1242 op->destroy ();
1304 return; 1243 return;
1306 } 1245 }
1307 } 1246 }
1308 } 1247 }
1309} 1248}
1310 1249
1311int 1250// mapscript objects activate themselves (only) then their timer fires
1251// TODO: maybe they should simply trigger the link like any other object?
1252static void
1253move_mapscript (object *op)
1254{
1255 op->set_speed (0);
1256 cfperl_mapscript_activate (op, true, op, 0);
1257}
1258
1259static void
1260move_lamp (object *op)
1261{
1262 // if the lamp/torch is off, we should disable it.
1263 if (!op->glow_radius)
1264 {
1265 op->set_speed (0);
1266 return;
1267 }
1268 else
1269 {
1270 // check whether the face might need to be updated
1271 // (currently this is needed to have already switched on torches
1272 // on maps, as they just set the glow_radius in the archetype)
1273 if (op->other_arch
1274 && (
1275 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1276 || (op->flag [FLAG_ANIMATE]
1277 ? (op->animation_id != op->other_arch->animation_id)
1278 : (op->face != op->other_arch->face))
1279 ))
1280 get_animation_from_arch (op, op->other_arch);
1281 }
1282
1283 // lamps and torches on maps don't use up their fuel
1284 if (op->is_on_map ())
1285 return;
1286
1287 if (op->stats.food > 0)
1288 {
1289 op->stats.food--;
1290 return;
1291 }
1292
1293 apply_lamp (op, false);
1294}
1295
1296void
1312process_object (object *op) 1297process_object (object *op)
1313{ 1298{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1299 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1315 return 0; 1300 return;
1316 1301
1317 if (INVOKE_OBJECT (TICK, op)) 1302 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1303 return;
1319 1304
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1305 if (op->flag [FLAG_MONSTER])
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1306 if (move_monster (op) || op->flag [FLAG_FREED])
1322 return 1; 1307 return;
1323 1308
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1309 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1325 { 1310 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1311 animate_object (op, op->contr ? op->facing : op->direction);
1330 1312
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1313 if (op->flag [FLAG_SEE_ANYWHERE])
1332 make_sure_seen (op); 1314 make_sure_seen (op);
1333 } 1315 }
1334 1316
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1317 if (expect_false (
1318 op->flag [FLAG_GENERATOR]
1319 || op->flag [FLAG_CHANGING]
1320 || op->flag [FLAG_IS_USED_UP]
1321 ))
1336 { 1322 {
1323 if (op->flag [FLAG_CHANGING] && !op->state)
1324 {
1337 change_object (op); 1325 change_object (op);
1338 return 1; 1326 return;
1339 } 1327 }
1340 1328
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1329 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1342 generate_monster (op); 1330 generate_monster (op);
1343 1331
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1332 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1345 { 1333 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1334 if (op->flag [FLAG_APPLIED])
1347 remove_force (op); 1335 remove_force (op);
1348 else 1336 else
1349 { 1337 {
1350 /* IF necessary, delete the item from the players inventory */ 1338 op->remove (); // TODO: really necessary?
1351 object *pl = op->in_player ();
1352 1339
1353 if (pl) 1340 if (op->flag [FLAG_SEE_ANYWHERE])
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove ();
1357
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1341 make_sure_not_seen (op);
1360 1342
1361 op->destroy (); 1343 op->drop_and_destroy ();
1362 } 1344 }
1363 1345
1364 return 1; 1346 return;
1347 }
1365 } 1348 }
1366 1349
1367 switch (op->type) 1350 switch (op->type)
1368 { 1351 {
1369 case SPELL_EFFECT: 1352 case SPELL_EFFECT:
1370 move_spell_effect (op); 1353 move_spell_effect (op);
1371 return 1; 1354 break;
1372 1355
1373 case ROD: 1356 case ROD:
1374 case HORN: 1357 case HORN:
1375 regenerate_rod (op); 1358 regenerate_rod (op);
1376 return 1; 1359 break;
1377 1360
1378 case FORCE: 1361 case FORCE:
1379 case POTION_EFFECT: 1362 case POTION_EFFECT:
1380 remove_force (op); 1363 remove_force (op);
1381 return 1; 1364 break;
1382 1365
1383 case BLINDNESS: 1366 case BLINDNESS:
1384 remove_blindness (op); 1367 remove_blindness (op);
1385 return 0; 1368 break;
1386 1369
1387 case POISONING: 1370 case POISONING:
1388 poison_more (op); 1371 poison_more (op);
1389 return 0; 1372 break;
1390 1373
1391 case DISEASE: 1374 case DISEASE:
1392 move_disease (op); 1375 move_disease (op);
1393 return 0; 1376 break;
1394 1377
1395 case SYMPTOM: 1378 case SYMPTOM:
1396 move_symptom (op); 1379 move_symptom (op);
1397 return 0; 1380 break;
1398 1381
1399 case THROWN_OBJ: 1382 case THROWN_OBJ:
1400 case ARROW: 1383 case ARROW:
1401 move_arrow (op); 1384 move_arrow (op);
1402 return 0; 1385 break;
1403 1386
1404 case DOOR: 1387 case DOOR:
1405 remove_door (op); 1388 remove_door (op);
1406 return 0; 1389 break;
1407 1390
1408 case LOCKED_DOOR: 1391 case LOCKED_DOOR:
1409 remove_door2 (op); 1392 remove_door2 (op);
1410 return 0; 1393 break;
1411 1394
1412 case TELEPORTER: 1395 case TELEPORTER:
1413 move_teleporter (op); 1396 move_teleporter (op);
1414 return 0; 1397 break;
1415 1398
1416 case GOLEM: 1399 case GOLEM:
1417 move_golem (op); 1400 move_golem (op);
1418 return 0; 1401 break;
1419 1402
1420 case EARTHWALL: 1403 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1404 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1405 break;
1423 1406
1424 case FIREWALL: 1407 case FIREWALL:
1425 move_firewall (op); 1408 move_firewall (op);
1426 if (op->stats.maxsp) 1409 if (op->stats.maxsp)
1427 animate_turning (op); 1410 animate_turning (op);
1428 return 0; 1411 break;
1429 1412
1430 case MOOD_FLOOR: 1413 case MOOD_FLOOR:
1431 do_mood_floor (op); 1414 do_mood_floor (op);
1432 return 0; 1415 break;
1433 1416
1434 case GATE: 1417 case GATE:
1435 move_gate (op); 1418 move_gate (op);
1436 return 0; 1419 break;
1437 1420
1438 case TIMED_GATE: 1421 case TIMED_GATE:
1439 move_timed_gate (op); 1422 move_timed_gate (op);
1440 return 0; 1423 break;
1441 1424
1442 case TRIGGER: 1425 case TRIGGER:
1443 case TRIGGER_BUTTON: 1426 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1427 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1428 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1429 animate_trigger (op);
1447 return 0; 1430 break;
1448 1431
1449 case DETECTOR: 1432 case DETECTOR:
1450 move_detector (op); 1433 move_detector (op);
1451 1434
1452 case DIRECTOR: 1435 case DIRECTOR:
1453 if (op->stats.maxsp) 1436 if (op->stats.maxsp)
1454 animate_turning (op); 1437 animate_turning (op);
1455 return 0; 1438 break;
1456 1439
1457 case HOLE: 1440 case HOLE:
1458 move_hole (op); 1441 move_hole (op);
1459 return 0; 1442 break;
1460 1443
1461 case DEEP_SWAMP: 1444 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1445 move_deep_swamp (op);
1463 return 0; 1446 break;
1464 1447
1465 case RUNE: 1448 case RUNE:
1466 case TRAP: 1449 case TRAP:
1467 move_rune (op); 1450 move_rune (op);
1468 return 0; 1451 break;
1469 1452
1470 case PLAYERMOVER: 1453 case PLAYERMOVER:
1471 move_player_mover (op); 1454 move_player_mover (op);
1472 return 0; 1455 break;
1473 1456
1474 case CREATOR: 1457 case CREATOR:
1475 move_creator (op); 1458 move_creator (op);
1476 return 0; 1459 break;
1477 1460
1478 case MARKER: 1461 case MARKER:
1479 move_marker (op); 1462 move_marker (op);
1480 return 0; 1463 break;
1481 1464
1482 case PLAYER_CHANGER: 1465 case PLAYER_CHANGER:
1483 move_player_changer (op); 1466 move_player_changer (op);
1484 return 0; 1467 break;
1485 1468
1486 case PEACEMAKER: 1469 case PEACEMAKER:
1487 move_peacemaker (op); 1470 move_peacemaker (op);
1488 return 0; 1471 break;
1489 }
1490 1472
1491 return 0; 1473 case PLAYER:
1474 // players have their own speed-management, so undo the --speed_left
1475 ++op->speed_left;
1476 break;
1477
1478 case MAPSCRIPT:
1479 move_mapscript (op);
1480 break;
1481
1482 case LAMP:
1483 case TORCH:
1484 move_lamp (op);
1485 break;
1486
1487 case PHYSICS: // hmm, bad naming
1488 move_physics (op);
1489 break;
1490 }
1492} 1491}
1492

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines