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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 1.78 by root, Sun Sep 7 09:22:47 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}
453 466
454
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))
459 { 471 {
468} 480}
469 481
470void 482void
471move_hole (object *op) 483move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 484{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 485 if (op->value)
476 { /* We're opening */ 486 { /* We're opening */
477 if (--op->stats.wc <= 0) 487 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 488 { /* Opened, let's stop */
479 op->stats.wc = 0; 489 op->stats.wc = 0;
480 op->set_speed (0); 490 op->set_speed (0);
481 491
482 /* Hard coding this makes sense for holes I suppose */ 492 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 493 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 494 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 495 {
486 next = tmp->above; 496 next = tmp->above;
487 move_apply (op, tmp, tmp); 497 move_apply (op, tmp, tmp);
488 } 498 }
489 } 499 }
490 500
491 SET_ANIMATION (op, op->stats.wc); 501 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
493 return; 503 return;
494 } 504 }
505
495 /* We're closing */ 506 /* We're closing */
496 op->move_on = 0; 507 op->move_on = 0;
497 508
498 op->stats.wc++; 509 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
574 return NULL; 585 return NULL;
575 } 586 }
576 587
577 op->set_speed (0); 588 op->set_speed (0);
578 op->direction = 0; 589 op->direction = 0;
579 op->move_on = 0; 590 op->move_on = 0;
580 op->move_type = 0; 591 op->move_type = 0;
592 op->skill = 0; // really?
593
594 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 595 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 596 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 597 op->attacktype = op->stats.grace;
584 op->slaying = 0;
585 op->skill = 0;
586 598
587 if (op->spellarg != NULL) 599 if (op->spellarg)
588 { 600 {
589 op->slaying = op->spellarg; 601 op->slaying = op->spellarg;
590 free (op->spellarg); 602 free (op->spellarg);
591 op->spellarg = NULL; 603 op->spellarg = 0;
592 } 604 }
593 else 605 else
594 op->slaying = NULL; 606 op->slaying = 0;
595 607
596 /* Reset these to zero, so that object::can_merge will work properly */ 608 /* Reset these to zero, so that object::can_merge will work properly */
597 op->spellarg = NULL; 609 op->spellarg = NULL;
598 op->stats.sp = 0; 610 op->stats.sp = 0;
599 op->stats.hp = 0; 611 op->stats.hp = 0;
600 op->stats.grace = 0; 612 op->stats.grace = 0;
601 op->level = 0; 613 op->level = 0;
602 op->face = op->arch->clone.face; 614 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 615 op->owner = NULL; /* So that stopped arrows will be saved */
604 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
605 return op; 617 return op;
606} 618}
607 619
628 op->destroy (); 640 op->destroy ();
629 } 641 }
630 else 642 else
631 { 643 {
632 op = fix_stopped_arrow (op); 644 op = fix_stopped_arrow (op);
645
633 if (op) 646 if (op)
634 merge_ob (op, NULL); 647 merge_ob (op, 0);
635 } 648 }
636} 649}
637 650
638/* Move an arrow along its course. op is the arrow or thrown object. 651/* Move an arrow along its course. op is the arrow or thrown object.
639 */ 652 */
640void 653void
641move_arrow (object *op) 654move_arrow (object *op)
642{ 655{
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags; 656 int was_reflected;
646 maptile *m;
647 657
648 if (op->map == NULL) 658 if (!op->map)
649 { 659 {
650 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy (); 661 op->destroy ();
652 return; 662 return;
653 } 663 }
683 stop_arrow (op); 693 stop_arrow (op);
684 return; 694 return;
685 } 695 }
686 696
687 /* Calculate target map square */ 697 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0; 698 was_reflected = 0;
691 699
692 m = op->map; 700 mapxy pos (op); pos.move (op->direction);
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694 701
695 if (mflags & P_OUT_OF_MAP) 702 if (!pos.normalise ())
696 { 703 {
697 stop_arrow (op); 704 stop_arrow (op);
698 return; 705 return;
699 } 706 }
700 707
701 /* only need to look for living creatures if this flag is set */ 708 /* only need to look for living creatures if this flag is set */
702 if (mflags & P_IS_ALIVE) 709 if (pos->flags () & P_IS_ALIVE)
703 { 710 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break; 715 break;
707 716
708 /* Not really fair, but don't let monsters hit themselves with 717 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then 718 * their own arrow - this can be because they fire it then
732 return; 741 return;
733 } 742 }
734 } /* if this is not hitting its owner */ 743 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */ 744 } /* if there is something alive on this space */
736 745
737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
738 { 747 {
739 int retry = 0; 748 int retry = 0;
740 749
741 /* if the object doesn't reflect, stop the arrow from moving 750 /* if the object doesn't reflect, stop the arrow from moving
742 * note that this code will now catch cases where a monster is 751 * note that this code will now catch cases where a monster is
755 if (op->direction & 1) 764 if (op->direction & 1)
756 { 765 {
757 op->direction = absdir (op->direction + 4); 766 op->direction = absdir (op->direction + 4);
758 retry = 1; 767 retry = 1;
759 } 768 }
769
760 /* There were two blocks with identical code - 770 /* There were two blocks with identical code -
761 * use this retry here to make this one block 771 * use this retry here to make this one block
762 * that did the same thing. 772 * that did the same thing.
763 */ 773 */
764 while (retry < 2) 774 while (retry < 2)
765 { 775 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++; 776 retry++;
771 777
772 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 778 /* 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 779 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either 780 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist. 781 * op->direction-1 or op->direction+1 does not exist.
776 */ 782 */
777 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 784 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)));
780 785
781 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 787 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)));
784 788
785 if (left == right) 789 if (left == right)
786 op->direction = absdir (op->direction + 4); 790 op->direction = absdir (op->direction + 4);
787 else if (left) 791 else if (left)
788 op->direction = absdir (op->direction + 2); 792 op->direction = absdir (op->direction + 2);
789 else if (right) 793 else if (right)
790 op->direction = absdir (op->direction - 2); 794 op->direction = absdir (op->direction - 2);
791 795
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 - 796 /* If this space is not out of the map and not blocked, valid space -
795 * don't need to retry again. 797 * don't need to retry again.
796 */ 798 */
797 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
798 break; 801 break;
799
800 } 802 }
803
801 /* Couldn't find a direction to move the arrow to - just 804 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving. 805 * stop it from moving.
803 */ 806 */
804 if (retry == 2) 807 if (retry == 2)
805 { 808 {
806 stop_arrow (op); 809 stop_arrow (op);
807 return; 810 return;
808 } 811 }
812
809 /* update object image for new facing */ 813 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 815 if (GET_ANIM_ID (op))
812 SET_ANIMATION (op, op->direction); 816 SET_ANIMATION (op, op->direction);
813 } /* object is reflected */ 817 } /* object is reflected */
814 } /* object ran into a wall */ 818 } /* object ran into a wall */
815 819
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 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
823 */ 822 */
824 op->speed -= 0.05; 823 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826}
827 824
828/* This routine doesnt seem to work for "inanimate" objects that 825 /* Move the arrow. */
829 * are being carried, ie a held torch leaps from your hands!. 826 op->move_to (pos);
830 * Modified this routine to allow held objects. b.t. */ 827}
831 828
832void 829void
833change_object (object *op) 830change_object (object *op)
834{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
835 int i, j; 832 int i, j;
836 833
837 if (op->other_arch == NULL) 834 if (!op->other_arch)
838 { 835 {
839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
840 return; 837 return;
841 } 838 }
842 839
843 /* In non-living items only change when food value is 0 */ 840 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE)) 841 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 { 842 {
846 if (op->stats.food-- > 0) 843 if (op->stats.food-- > 0)
847 return; 844 return;
848 else 845
849 op->stats.food = 1; /* so 1 other_arch is made */ 846 op->stats.food = 1; /* so 1 other_arch is made */
850 } 847 }
851 848
852 object *pl = op->in_player ();
853 object *env = op->env; 849 object *env = op->env;
854 850
855 op->remove (); 851 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++) 852 for (i = 0; i < op->stats.food; i++)
857 { 853 {
858 object *tmp = arch_to_object (op->other_arch); 854 object *tmp = arch_to_object (op->other_arch);
859 855
860 if (op->type == LAMP) 856 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1; 857 tmp->stats.food = op->stats.food - 1;
862 858
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860
864 if (env) 861 if (env)
865 { 862 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 863 else
880 { 864 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y); 865 j = find_first_free_spot (tmp, op->map, op->x, op->y);
882 if (j == -1) /* No free spot */ 866 if (j < 0) /* No free spot */
883 tmp->destroy (); 867 tmp->destroy ();
884 else 868 else
885 { 869 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 870 mapxy pos (op); pos.move (j);
887 insert_ob_in_map (tmp, op->map, op, 0); 871
872 if (pos.normalise ())
873 pos.insert (tmp, op);
888 } 874 }
889 } 875 }
890 } 876 }
891 877
892 op->destroy (); 878 op->destroy ();
908 move_teleporter (op->more); 894 move_teleporter (op->more);
909 895
910 if (op->head) 896 if (op->head)
911 head = op->head; 897 head = op->head;
912 898
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 899 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 901 break;
916 902
917 /* If nothing above us to move, nothing to do */ 903 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
948 else 934 else
949 { 935 {
950 /* Random teleporter */ 936 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 937 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 938 return;
939
953 teleport (head, TELEPORTER, tmp); 940 teleport (head, TELEPORTER, tmp);
954 } 941 }
955} 942}
956
957 943
958/* This object will teleport someone to a different map 944/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 945 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 946 This was invented for giving classes, but there's no reason it
961 can't be generalized. 947 can't be generalized.
1014 return; /* dm has created a firewall in his inventory */ 1000 return; /* dm has created a firewall in his inventory */
1015 1001
1016 spell = op->inv; 1002 spell = op->inv;
1017 1003
1018 if (!spell || spell->type != SPELL) 1004 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1005 spell = op->other_arch;
1020 1006
1021 if (!spell) 1007 if (!spell)
1022 { 1008 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1009 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1010 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1023 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1024 */
1039void 1025void
1040move_player_mover (object *op) 1026move_player_mover (object *op)
1041{ 1027{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1028 int dir = op->stats.sp;
1044 sint16 nx, ny; 1029 sint16 nx, ny;
1045 maptile *m; 1030 maptile *m;
1046 1031
1047 /* Determine direction now for random movers so we do the right thing */ 1032 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir) 1033 if (!dir)
1049 dir = rndm (1, 8); 1034 dir = rndm (1, 8);
1050 1035
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1036 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1037 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1039 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1040 {
1056 1041
1073 } 1058 }
1074 1059
1075 if (should_director_abort (op, victim)) 1060 if (should_director_abort (op, victim))
1076 return; 1061 return;
1077 1062
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1064 {
1080 if (nextmover->type == PLAYERMOVER) 1065 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1066 nextmover->speed_left = -.99f;
1067
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1069 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1070 }
1087 1071
1088 if (victim->type == PLAYER) 1072 if (victim->type == PLAYER)
1089 { 1073 {
1090 /* only level >=1 movers move people */ 1074 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1078 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1079 * place. This can happen if the player used a spell to
1096 * get to this space. 1080 * get to this space.
1097 */ 1081 */
1098 victim->contr->fire_on = 0; 1082 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1083 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1084 move_player (victim, dir);
1101 } 1085 }
1102 else 1086 else
1103 return; 1087 return;
1104 } 1088 }
1108 if (!op->stats.maxsp && op->attacktype) 1092 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1093 op->stats.maxsp = 2;
1110 1094
1111 if (op->attacktype) 1095 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1096 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1097 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 } 1098 }
1124 } 1099 }
1125 } 1100 }
1126} 1101}
1127 1102
1146 if (op->above == NULL) 1121 if (op->above == NULL)
1147 return; 1122 return;
1148 1123
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1124 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1125 {
1151 if (op->other_arch->name == tmp->arch->name) 1126 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1127 {
1153 if (op->level <= 0) 1128 if (op->level <= 0)
1154 tmp->destroy (); 1129 tmp->destroy ();
1155 else 1130 else
1156 { 1131 {
1178 * has to make sure that there is in fact space for the object. 1153 * 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 1154 * It should really do this for small objects also, but there is
1180 * more concern with large objects, most notably a part being placed 1155 * more concern with large objects, most notably a part being placed
1181 * outside of the map which would cause the server to crash 1156 * outside of the map which would cause the server to crash
1182*/ 1157*/
1183
1184void 1158void
1185move_creator (object *creator) 1159move_creator (object *creator)
1186{ 1160{
1187 object *new_ob; 1161 object *new_ob;
1188 1162
1205 if (rndm (0, i) == 0) 1179 if (rndm (0, i) == 0)
1206 { 1180 {
1207 ob_to_copy = ob; 1181 ob_to_copy = ob;
1208 } 1182 }
1209 } 1183 }
1210 new_ob = object_create_clone (ob_to_copy); 1184 new_ob = ob_to_copy->deep_clone ();
1211 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1212 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1213 } 1187 }
1214 else 1188 else
1215 { 1189 {
1216 if (creator->other_arch == NULL) 1190 if (!creator->other_arch)
1217 { 1191 {
1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1192 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); 1193 &creator->name, &creator->map->path, creator->x, creator->y);
1220 return; 1194 return;
1221 } 1195 }
1223 new_ob = object_create_arch (creator->other_arch); 1197 new_ob = object_create_arch (creator->other_arch);
1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1198 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1225 } 1199 }
1226 1200
1227 /* Make sure this multipart object fits */ 1201 /* Make sure this multipart object fits */
1228 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1202 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1229 { 1203 {
1230 new_ob->destroy (); 1204 new_ob->destroy ();
1231 return; 1205 return;
1232 } 1206 }
1207
1208 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1233 1211
1234 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1212 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1213 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1214 return;
1237 1215
1252void 1230void
1253move_marker (object *op) 1231move_marker (object *op)
1254{ 1232{
1255 if (object *tmp = op->ms ().player ()) 1233 if (object *tmp = op->ms ().player ())
1256 { 1234 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1235 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1236 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1237 force->destroy ();
1238
1239 if (!tmp->force_find (op->slaying))
1262 { 1240 {
1263 tmp2->destroy (); 1241 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1242
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) 1243 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1245
1297 if (op->stats.hp > 0) 1246 if (op->stats.hp > 0)
1298 { 1247 {
1299 op->stats.hp--; 1248 op->stats.hp--;
1249
1300 if (op->stats.hp == 0) 1250 if (op->stats.hp == 0)
1301 { 1251 {
1302 /* marker expires--granted mark number limit */ 1252 /* marker expires--granted mark number limit */
1303 op->destroy (); 1253 op->destroy ();
1304 return; 1254 return;
1306 } 1256 }
1307 } 1257 }
1308 } 1258 }
1309} 1259}
1310 1260
1311int 1261void
1312process_object (object *op) 1262process_object (object *op)
1313{ 1263{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1265 return;
1316 1266
1317 if (INVOKE_OBJECT (TICK, op)) 1267 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1268 return;
1319 1269
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1270 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1272 return;
1323 1273
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1274 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1275 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1276 animate_object (op, op->contr ? op->facing : op->direction);
1330 1277
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1279 make_sure_seen (op);
1333 } 1280 }
1334 1281
1282 if (expect_false (
1283 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP]
1286 ))
1287 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1289 {
1337 change_object (op); 1290 change_object (op);
1338 return 1; 1291 return;
1339 } 1292 }
1340 1293
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1295 generate_monster (op);
1343 1296
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 { 1298 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1299 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1300 remove_force (op);
1348 else 1301 else
1349 { 1302 {
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 (); 1303 op->remove ();
1357 1304
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1306 make_sure_not_seen (op);
1360 1307
1361 op->destroy (); 1308 op->destroy ();
1362 } 1309 }
1363 1310
1364 return 1; 1311 return;
1312 }
1365 } 1313 }
1366 1314
1367 switch (op->type) 1315 switch (op->type)
1368 { 1316 {
1369 case SPELL_EFFECT: 1317 case SPELL_EFFECT:
1370 move_spell_effect (op); 1318 move_spell_effect (op);
1371 return 1; 1319 break;
1372 1320
1373 case ROD: 1321 case ROD:
1374 case HORN: 1322 case HORN:
1375 regenerate_rod (op); 1323 regenerate_rod (op);
1376 return 1; 1324 break;
1377 1325
1378 case FORCE: 1326 case FORCE:
1379 case POTION_EFFECT: 1327 case POTION_EFFECT:
1380 remove_force (op); 1328 remove_force (op);
1381 return 1; 1329 break;
1382 1330
1383 case BLINDNESS: 1331 case BLINDNESS:
1384 remove_blindness (op); 1332 remove_blindness (op);
1385 return 0; 1333 break;
1386 1334
1387 case POISONING: 1335 case POISONING:
1388 poison_more (op); 1336 poison_more (op);
1389 return 0; 1337 break;
1390 1338
1391 case DISEASE: 1339 case DISEASE:
1392 move_disease (op); 1340 move_disease (op);
1393 return 0; 1341 break;
1394 1342
1395 case SYMPTOM: 1343 case SYMPTOM:
1396 move_symptom (op); 1344 move_symptom (op);
1397 return 0; 1345 break;
1398 1346
1399 case THROWN_OBJ: 1347 case THROWN_OBJ:
1400 case ARROW: 1348 case ARROW:
1401 move_arrow (op); 1349 move_arrow (op);
1402 return 0; 1350 break;
1403 1351
1404 case DOOR: 1352 case DOOR:
1405 remove_door (op); 1353 remove_door (op);
1406 return 0; 1354 break;
1407 1355
1408 case LOCKED_DOOR: 1356 case LOCKED_DOOR:
1409 remove_door2 (op); 1357 remove_door2 (op);
1410 return 0; 1358 break;
1411 1359
1412 case TELEPORTER: 1360 case TELEPORTER:
1413 move_teleporter (op); 1361 move_teleporter (op);
1414 return 0; 1362 break;
1415 1363
1416 case GOLEM: 1364 case GOLEM:
1417 move_golem (op); 1365 move_golem (op);
1418 return 0; 1366 break;
1419 1367
1420 case EARTHWALL: 1368 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1369 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1370 break;
1423 1371
1424 case FIREWALL: 1372 case FIREWALL:
1425 move_firewall (op); 1373 move_firewall (op);
1426 if (op->stats.maxsp) 1374 if (op->stats.maxsp)
1427 animate_turning (op); 1375 animate_turning (op);
1428 return 0; 1376 break;
1429 1377
1430 case MOOD_FLOOR: 1378 case MOOD_FLOOR:
1431 do_mood_floor (op); 1379 do_mood_floor (op);
1432 return 0; 1380 break;
1433 1381
1434 case GATE: 1382 case GATE:
1435 move_gate (op); 1383 move_gate (op);
1436 return 0; 1384 break;
1437 1385
1438 case TIMED_GATE: 1386 case TIMED_GATE:
1439 move_timed_gate (op); 1387 move_timed_gate (op);
1440 return 0; 1388 break;
1441 1389
1442 case TRIGGER: 1390 case TRIGGER:
1443 case TRIGGER_BUTTON: 1391 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1392 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1393 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1394 animate_trigger (op);
1447 return 0; 1395 break;
1448 1396
1449 case DETECTOR: 1397 case DETECTOR:
1450 move_detector (op); 1398 move_detector (op);
1451 1399
1452 case DIRECTOR: 1400 case DIRECTOR:
1453 if (op->stats.maxsp) 1401 if (op->stats.maxsp)
1454 animate_turning (op); 1402 animate_turning (op);
1455 return 0; 1403 break;
1456 1404
1457 case HOLE: 1405 case HOLE:
1458 move_hole (op); 1406 move_hole (op);
1459 return 0; 1407 break;
1460 1408
1461 case DEEP_SWAMP: 1409 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1410 move_deep_swamp (op);
1463 return 0; 1411 break;
1464 1412
1465 case RUNE: 1413 case RUNE:
1466 case TRAP: 1414 case TRAP:
1467 move_rune (op); 1415 move_rune (op);
1468 return 0; 1416 break;
1469 1417
1470 case PLAYERMOVER: 1418 case PLAYERMOVER:
1471 move_player_mover (op); 1419 move_player_mover (op);
1472 return 0; 1420 break;
1473 1421
1474 case CREATOR: 1422 case CREATOR:
1475 move_creator (op); 1423 move_creator (op);
1476 return 0; 1424 break;
1477 1425
1478 case MARKER: 1426 case MARKER:
1479 move_marker (op); 1427 move_marker (op);
1480 return 0; 1428 break;
1481 1429
1482 case PLAYER_CHANGER: 1430 case PLAYER_CHANGER:
1483 move_player_changer (op); 1431 move_player_changer (op);
1484 return 0; 1432 break;
1485 1433
1486 case PEACEMAKER: 1434 case PEACEMAKER:
1487 move_peacemaker (op); 1435 move_peacemaker (op);
1488 return 0; 1436 break;
1489 }
1490 1437
1491 return 0; 1438 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left;
1441 break;
1442 }
1492} 1443}
1444

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