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Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC vs.
Revision 1.76 by root, Tue Aug 26 02:05:48 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
59 90
60 op->destroy (); 91 op->destroy ();
61} 92}
62 93
63void 94void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90}
91
92void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
95 if (!gen->map) 97 if (!gen->map)
96 return; 98 return;
97 99
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 101 return;
100 102
101 object *op; 103 object *op;
104 int dir;
102 105
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 107 {
105 // either copy one item form the inventory... 108 // either copy one item from the inventory...
106 if (!gen->inv) 109 if (!gen->inv)
107 return; 110 return;
108 111
109 // first select one item from the inventory 112 // first select one item from the inventory
110 int index = 0; 113 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 115 if (!rndm (++index))
113 op = tmp; 116 op = tmp;
114 117
115 op = object_create_clone (op); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = op->deep_clone ();
116 123
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
120 else 136 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 137 return;
127 }
128 138
129 op->expand_tail (); 139 op->expand_tail ();
130 140
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 141 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 142
143 if (pos.insert (op, gen))
133 { 144 {
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)) 145 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
138 147
139 if (op->has_random_items ()) 148 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 150
142 return; 151 return;
143 }
144 } 152 }
145 153
146 op->destroy (); 154 op->destroy ();
147} 155}
148 156
235 if (op->value) 243 if (op->value)
236 { 244 {
237 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 247 op->stats.wc = 0;
240 if (op->arch->clone.speed) 248 if (op->arch->speed)
241 op->value = 0; 249 op->value = 0;
242 else 250 else
243 op->set_speed (0); 251 op->set_speed (0);
244 } 252 }
245 253
265 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 275 * the gate slightly.
268 */ 276 */
269 277
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 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)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 280 break;
273 281
274 if (tmp == NULL) 282 if (!tmp)
275 { 283 {
276 if (op->arch->clone.speed) 284 if (op->arch->speed)
277 op->value = 1; 285 op->value = 1;
278 else 286 else
279 op->set_speed (0); 287 op->set_speed (0);
280 288
281 return; 289 return;
292 } 300 }
293 else 301 else
294 { /* The gate is still going up */ 302 { /* The gate is still going up */
295 op->stats.wc++; 303 op->stats.wc++;
296 304
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 307
300 /* If there is something on top of the gate, we try to roll it off. 308 /* 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 309 * If a player/monster, we don't roll, we just hit them with damage
302 */ 310 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 312 {
305 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 316 ;
310 if (tmp) 318 if (tmp)
311 { 319 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 321 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
315 324
316 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 327 }
319 else
320 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
322 * off the gate. 330 * off the gate.
323 */ 331 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 333 {
326 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 336
329 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
330 if (i != -1) 338 if (i > 0)
331 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
332 tmp->remove (); 343 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 } 344 }
336 } 345 }
337 } 346 }
338 347
339 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 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)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 351 break;
343 352
344 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
345 if (tmp) 354 if (tmp)
346 {
347 op->stats.food = 1; 355 op->stats.food = 1;
348 }
349 else 356 else
350 { 357 {
351 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
352 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
355 } 363 }
356 } /* gate is halfway up */ 364 } /* gate is halfway up */
357 365
370 int v = op->value; 378 int v = op->value;
371 379
372 if (op->stats.sp) 380 if (op->stats.sp)
373 { 381 {
374 move_gate (op); 382 move_gate (op);
383
375 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 385 op->stats.sp = 0;
377 return; 386 return;
378 } 387 }
388
379 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 390 { /* keep gate down */
381 move_gate (op); 391 move_gate (op);
392
382 if (op->value != v) 393 if (op->value != v)
383 op->set_speed (0); 394 op->set_speed (0);
384 } 395 }
385} 396}
386 397
398 int last = op->value; 409 int last = op->value;
399 int detected; 410 int detected;
400 411
401 detected = 0; 412 detected = 0;
402 413
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 415 {
405 object *tmp2; 416 object *tmp2;
406 417
407 if (op->stats.hp) 418 if (op->stats.hp)
408 { 419 {
428 if (detected && last == 0) 439 if (detected && last == 0)
429 { 440 {
430 op->value = 1; 441 op->value = 1;
431 push_button (op); 442 push_button (op);
432 } 443 }
444
433 if (!detected && last == 1) 445 if (!detected && last == 1)
434 { 446 {
435 op->value = 0; 447 op->value = 0;
436 push_button (op); 448 push_button (op);
437 } 449 }
441 if (detected && last == 1) 453 if (detected && last == 1)
442 { 454 {
443 op->value = 0; 455 op->value = 0;
444 push_button (op); 456 push_button (op);
445 } 457 }
458
446 if (!detected && last == 0) 459 if (!detected && last == 0)
447 { 460 {
448 op->value = 1; 461 op->value = 1;
449 push_button (op); 462 push_button (op);
450 } 463 }
451 } 464 }
452} 465}
453
454 466
455void 467void
456animate_trigger (object *op) 468animate_trigger (object *op)
457{ 469{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
490 502
491 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
493 return; 505 return;
494 } 506 }
507
495 /* We're closing */ 508 /* We're closing */
496 op->move_on = 0; 509 op->move_on = 0;
497 510
498 op->stats.wc++; 511 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
574 return NULL; 587 return NULL;
575 } 588 }
576 589
577 op->set_speed (0); 590 op->set_speed (0);
578 op->direction = 0; 591 op->direction = 0;
579 op->move_on = 0; 592 op->move_on = 0;
580 op->move_type = 0; 593 op->move_type = 0;
594 op->skill = 0; // really?
595
596 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 598 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
584 op->slaying = 0;
585 op->skill = 0;
586 600
587 if (op->spellarg != NULL) 601 if (op->spellarg)
588 { 602 {
589 op->slaying = op->spellarg; 603 op->slaying = op->spellarg;
590 free (op->spellarg); 604 free (op->spellarg);
591 op->spellarg = NULL; 605 op->spellarg = 0;
592 } 606 }
593 else 607 else
594 op->slaying = NULL; 608 op->slaying = 0;
595 609
596 /* Reset these to zero, so that object::can_merge will work properly */ 610 /* Reset these to zero, so that object::can_merge will work properly */
597 op->spellarg = NULL; 611 op->spellarg = NULL;
598 op->stats.sp = 0; 612 op->stats.sp = 0;
599 op->stats.hp = 0; 613 op->stats.hp = 0;
600 op->stats.grace = 0; 614 op->stats.grace = 0;
601 op->level = 0; 615 op->level = 0;
602 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
604 update_object (op, UP_OBJ_CHANGE); 618 update_object (op, UP_OBJ_CHANGE);
605 return op; 619 return op;
606} 620}
607 621
628 op->destroy (); 642 op->destroy ();
629 } 643 }
630 else 644 else
631 { 645 {
632 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
633 if (op) 648 if (op)
634 merge_ob (op, NULL); 649 merge_ob (op, 0);
635 } 650 }
636} 651}
637 652
638/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
639 */ 654 */
640void 655void
641move_arrow (object *op) 656move_arrow (object *op)
642{ 657{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 658 int was_reflected;
646 maptile *m;
647 659
648 if (op->map == NULL) 660 if (!op->map)
649 { 661 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy (); 663 op->destroy ();
652 return; 664 return;
653 } 665 }
683 stop_arrow (op); 695 stop_arrow (op);
684 return; 696 return;
685 } 697 }
686 698
687 /* Calculate target map square */ 699 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 700 was_reflected = 0;
691 701
692 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 703
695 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
696 { 705 {
697 stop_arrow (op); 706 stop_arrow (op);
698 return; 707 return;
699 } 708 }
700 709
701 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
702 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
703 { 712 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break; 717 break;
707 718
708 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
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
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 (GET_ANIM_ID (op))
812 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, 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. */
817 op->remove ();
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 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
823 */ 824 */
824 op->speed -= 0.05; 825 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826}
827 826
828/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
829 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
830 * Modified this routine to allow held objects. b.t. */ 829}
831 830
832void 831void
833change_object (object *op) 832change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
835 int i, j; 834 int i, j;
836 835
837 if (op->other_arch == NULL) 836 if (!op->other_arch)
838 { 837 {
839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
840 return; 839 return;
841 } 840 }
842 841
843 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 { 844 {
846 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
847 return; 846 return;
848 else 847
849 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
850 } 849 }
851 850
852 object *pl = op->in_player ();
853 object *env = op->env; 851 object *env = op->env;
854 852
855 op->remove (); 853 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
857 { 855 {
858 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
859 857
860 if (op->type == LAMP) 858 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
862 860
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862
864 if (env) 863 if (env)
865 { 864 env->insert (tmp);
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 }
879 else 865 else
880 { 866 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y); 867 j = find_first_free_spot (tmp, op->map, op->x, op->y);
882 if (j == -1) /* No free spot */ 868 if (j < 0) /* No free spot */
883 tmp->destroy (); 869 tmp->destroy ();
884 else 870 else
885 { 871 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 872 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 873
874 if (pos.normalise ())
875 pos.insert (tmp, op);
888 } 876 }
889 } 877 }
890 } 878 }
891 879
892 op->destroy (); 880 op->destroy ();
908 move_teleporter (op->more); 896 move_teleporter (op->more);
909 897
910 if (op->head) 898 if (op->head)
911 head = op->head; 899 head = op->head;
912 900
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 901 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 902 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 903 break;
916 904
917 /* If nothing above us to move, nothing to do */ 905 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 906 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
948 else 936 else
949 { 937 {
950 /* Random teleporter */ 938 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 939 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 940 return;
941
953 teleport (head, TELEPORTER, tmp); 942 teleport (head, TELEPORTER, tmp);
954 } 943 }
955} 944}
956
957 945
958/* This object will teleport someone to a different map 946/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 947 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 948 This was invented for giving classes, but there's no reason it
961 can't be generalized. 949 can't be generalized.
1014 return; /* dm has created a firewall in his inventory */ 1002 return; /* dm has created a firewall in his inventory */
1015 1003
1016 spell = op->inv; 1004 spell = op->inv;
1017 1005
1018 if (!spell || spell->type != SPELL) 1006 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1007 spell = op->other_arch;
1020 1008
1021 if (!spell) 1009 if (!spell)
1022 { 1010 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1011 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1012 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1025 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1026 */
1039void 1027void
1040move_player_mover (object *op) 1028move_player_mover (object *op)
1041{ 1029{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1030 int dir = op->stats.sp;
1044 sint16 nx, ny; 1031 sint16 nx, ny;
1045 maptile *m; 1032 maptile *m;
1046 1033
1047 /* Determine direction now for random movers so we do the right thing */ 1034 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir) 1035 if (!dir)
1049 dir = rndm (1, 8); 1036 dir = rndm (1, 8);
1050 1037
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1038 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1039 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1040 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1041 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1042 {
1056 1043
1073 } 1060 }
1074 1061
1075 if (should_director_abort (op, victim)) 1062 if (should_director_abort (op, victim))
1076 return; 1063 return;
1077 1064
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1065 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1066 {
1080 if (nextmover->type == PLAYERMOVER) 1067 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1068 nextmover->speed_left = -.99f;
1069
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1070 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1071 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1072 }
1087 1073
1088 if (victim->type == PLAYER) 1074 if (victim->type == PLAYER)
1089 { 1075 {
1090 /* only level >=1 movers move people */ 1076 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1080 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1081 * place. This can happen if the player used a spell to
1096 * get to this space. 1082 * get to this space.
1097 */ 1083 */
1098 victim->contr->fire_on = 0; 1084 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1085 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1086 move_player (victim, dir);
1101 } 1087 }
1102 else 1088 else
1103 return; 1089 return;
1104 } 1090 }
1108 if (!op->stats.maxsp && op->attacktype) 1094 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1095 op->stats.maxsp = 2;
1110 1096
1111 if (op->attacktype) 1097 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1098 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1099 victim->speed_left = max (-5.f, -FABS (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 } 1100 }
1124 } 1101 }
1125 } 1102 }
1126} 1103}
1127 1104
1146 if (op->above == NULL) 1123 if (op->above == NULL)
1147 return; 1124 return;
1148 1125
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1126 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1127 {
1151 if (op->other_arch->name == tmp->arch->name) 1128 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1129 {
1153 if (op->level <= 0) 1130 if (op->level <= 0)
1154 tmp->destroy (); 1131 tmp->destroy ();
1155 else 1132 else
1156 { 1133 {
1178 * has to make sure that there is in fact space for the object. 1155 * 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 1156 * It should really do this for small objects also, but there is
1180 * more concern with large objects, most notably a part being placed 1157 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1158 * outside of the map which would cause the server to crash
1182*/ 1159*/
1183
1184void 1160void
1185move_creator (object *creator) 1161move_creator (object *creator)
1186{ 1162{
1187 object *new_ob; 1163 object *new_ob;
1188 1164
1205 if (rndm (0, i) == 0) 1181 if (rndm (0, i) == 0)
1206 { 1182 {
1207 ob_to_copy = ob; 1183 ob_to_copy = ob;
1208 } 1184 }
1209 } 1185 }
1210 new_ob = object_create_clone (ob_to_copy); 1186 new_ob = ob_to_copy->deep_clone ();
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1187 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1188 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1189 }
1214 else 1190 else
1215 { 1191 {
1223 new_ob = object_create_arch (creator->other_arch); 1199 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1200 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1201 }
1226 1202
1227 /* Make sure this multipart object fits */ 1203 /* Make sure this multipart object fits */
1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1204 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1229 { 1205 {
1230 new_ob->destroy (); 1206 new_ob->destroy ();
1231 return; 1207 return;
1232 } 1208 }
1209
1210 // for now lets try to identify everything generated here, it mostly
1211 // happens automated, so this will at least fix many identify-experience holes
1212 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1233 1213
1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1214 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1215 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1216 return;
1237 1217
1252void 1232void
1253move_marker (object *op) 1233move_marker (object *op)
1254{ 1234{
1255 if (object *tmp = op->ms ().player ()) 1235 if (object *tmp = op->ms ().player ())
1256 { 1236 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1237 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1238 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1239 force->destroy ();
1240
1241 if (!tmp->force_find (op->slaying))
1262 { 1242 {
1263 tmp2->destroy (); 1243 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1244
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) 1245 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1246 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1247
1297 if (op->stats.hp > 0) 1248 if (op->stats.hp > 0)
1298 { 1249 {
1299 op->stats.hp--; 1250 op->stats.hp--;
1251
1300 if (op->stats.hp == 0) 1252 if (op->stats.hp == 0)
1301 { 1253 {
1302 /* marker expires--granted mark number limit */ 1254 /* marker expires--granted mark number limit */
1303 op->destroy (); 1255 op->destroy ();
1304 return; 1256 return;
1306 } 1258 }
1307 } 1259 }
1308 } 1260 }
1309} 1261}
1310 1262
1311int 1263void
1312process_object (object *op) 1264process_object (object *op)
1313{ 1265{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1266 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1267 return;
1316 1268
1317 if (INVOKE_OBJECT (TICK, op)) 1269 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1270 return;
1319 1271
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1272 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1273 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1274 return;
1323 1275
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1276 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1277 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1278 animate_object (op, op->contr ? op->facing : op->direction);
1330 1279
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1280 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1281 make_sure_seen (op);
1333 } 1282 }
1334 1283
1284 if (expect_false (
1285 op->flag [FLAG_GENERATOR]
1286 || op->flag [FLAG_CHANGING]
1287 || op->flag [FLAG_IS_USED_UP]
1288 ))
1289 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1290 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1291 {
1337 change_object (op); 1292 change_object (op);
1338 return 1; 1293 return;
1339 } 1294 }
1340 1295
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1296 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1297 generate_monster (op);
1343 1298
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1299 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 { 1300 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1301 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1302 remove_force (op);
1348 else 1303 else
1349 { 1304 {
1350 /* IF necessary, delete the item from the players inventory */
1351 object *pl = op->in_player ();
1352
1353 if (pl)
1354 esrv_del_item (pl->contr, op->count);
1355
1356 op->remove (); 1305 op->remove ();
1357 1306
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1307 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1308 make_sure_not_seen (op);
1360 1309
1361 op->destroy (); 1310 op->destroy ();
1362 } 1311 }
1363 1312
1364 return 1; 1313 return;
1314 }
1365 } 1315 }
1366 1316
1367 switch (op->type) 1317 switch (op->type)
1368 { 1318 {
1369 case SPELL_EFFECT: 1319 case SPELL_EFFECT:
1370 move_spell_effect (op); 1320 move_spell_effect (op);
1371 return 1; 1321 break;
1372 1322
1373 case ROD: 1323 case ROD:
1374 case HORN: 1324 case HORN:
1375 regenerate_rod (op); 1325 regenerate_rod (op);
1376 return 1; 1326 break;
1377 1327
1378 case FORCE: 1328 case FORCE:
1379 case POTION_EFFECT: 1329 case POTION_EFFECT:
1380 remove_force (op); 1330 remove_force (op);
1381 return 1; 1331 break;
1382 1332
1383 case BLINDNESS: 1333 case BLINDNESS:
1384 remove_blindness (op); 1334 remove_blindness (op);
1385 return 0; 1335 break;
1386 1336
1387 case POISONING: 1337 case POISONING:
1388 poison_more (op); 1338 poison_more (op);
1389 return 0; 1339 break;
1390 1340
1391 case DISEASE: 1341 case DISEASE:
1392 move_disease (op); 1342 move_disease (op);
1393 return 0; 1343 break;
1394 1344
1395 case SYMPTOM: 1345 case SYMPTOM:
1396 move_symptom (op); 1346 move_symptom (op);
1397 return 0; 1347 break;
1398 1348
1399 case THROWN_OBJ: 1349 case THROWN_OBJ:
1400 case ARROW: 1350 case ARROW:
1401 move_arrow (op); 1351 move_arrow (op);
1402 return 0; 1352 break;
1403 1353
1404 case DOOR: 1354 case DOOR:
1405 remove_door (op); 1355 remove_door (op);
1406 return 0; 1356 break;
1407 1357
1408 case LOCKED_DOOR: 1358 case LOCKED_DOOR:
1409 remove_door2 (op); 1359 remove_door2 (op);
1410 return 0; 1360 break;
1411 1361
1412 case TELEPORTER: 1362 case TELEPORTER:
1413 move_teleporter (op); 1363 move_teleporter (op);
1414 return 0; 1364 break;
1415 1365
1416 case GOLEM: 1366 case GOLEM:
1417 move_golem (op); 1367 move_golem (op);
1418 return 0; 1368 break;
1419 1369
1420 case EARTHWALL: 1370 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1371 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1372 break;
1423 1373
1424 case FIREWALL: 1374 case FIREWALL:
1425 move_firewall (op); 1375 move_firewall (op);
1426 if (op->stats.maxsp) 1376 if (op->stats.maxsp)
1427 animate_turning (op); 1377 animate_turning (op);
1428 return 0; 1378 break;
1429 1379
1430 case MOOD_FLOOR: 1380 case MOOD_FLOOR:
1431 do_mood_floor (op); 1381 do_mood_floor (op);
1432 return 0; 1382 break;
1433 1383
1434 case GATE: 1384 case GATE:
1435 move_gate (op); 1385 move_gate (op);
1436 return 0; 1386 break;
1437 1387
1438 case TIMED_GATE: 1388 case TIMED_GATE:
1439 move_timed_gate (op); 1389 move_timed_gate (op);
1440 return 0; 1390 break;
1441 1391
1442 case TRIGGER: 1392 case TRIGGER:
1443 case TRIGGER_BUTTON: 1393 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1394 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1395 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1396 animate_trigger (op);
1447 return 0; 1397 break;
1448 1398
1449 case DETECTOR: 1399 case DETECTOR:
1450 move_detector (op); 1400 move_detector (op);
1451 1401
1452 case DIRECTOR: 1402 case DIRECTOR:
1453 if (op->stats.maxsp) 1403 if (op->stats.maxsp)
1454 animate_turning (op); 1404 animate_turning (op);
1455 return 0; 1405 break;
1456 1406
1457 case HOLE: 1407 case HOLE:
1458 move_hole (op); 1408 move_hole (op);
1459 return 0; 1409 break;
1460 1410
1461 case DEEP_SWAMP: 1411 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1412 move_deep_swamp (op);
1463 return 0; 1413 break;
1464 1414
1465 case RUNE: 1415 case RUNE:
1466 case TRAP: 1416 case TRAP:
1467 move_rune (op); 1417 move_rune (op);
1468 return 0; 1418 break;
1469 1419
1470 case PLAYERMOVER: 1420 case PLAYERMOVER:
1471 move_player_mover (op); 1421 move_player_mover (op);
1472 return 0; 1422 break;
1473 1423
1474 case CREATOR: 1424 case CREATOR:
1475 move_creator (op); 1425 move_creator (op);
1476 return 0; 1426 break;
1477 1427
1478 case MARKER: 1428 case MARKER:
1479 move_marker (op); 1429 move_marker (op);
1480 return 0; 1430 break;
1481 1431
1482 case PLAYER_CHANGER: 1432 case PLAYER_CHANGER:
1483 move_player_changer (op); 1433 move_player_changer (op);
1484 return 0; 1434 break;
1485 1435
1486 case PEACEMAKER: 1436 case PEACEMAKER:
1487 move_peacemaker (op); 1437 move_peacemaker (op);
1488 return 0; 1438 break;
1489 }
1490 1439
1491 return 0; 1440 case PLAYER:
1441 // players have their own speed-management, so undo the --speed_left
1442 ++op->speed_left;
1443 break;
1444 }
1492} 1445}
1446

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