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Comparing deliantra/server/server/time.C (file contents):
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC vs.
Revision 1.97 by root, Fri Nov 6 12:49:19 2009 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 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 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
68{
40 int i; 69 int i;
41 object *tmp; 70 object *tmp;
42 71
43 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
46 tmp->set_speed (0.1f); 77 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 78 tmp->speed_left = -0.2f;
48 } 79 }
80 }
49 81
50 if (op->other_arch) 82 if (op->other_arch)
51 { 83 {
52 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 85 tmp->x = op->x;
55 tmp->map = op->map; 87 tmp->map = op->map;
56 tmp->level = op->level; 88 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
58 } 90 }
59 91
60 op->destroy (); 92 op->drop_and_destroy ();
61}
62
63void
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 (0.1f);
75 tmp->speed_left = -0.2f;
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} 93}
91 94
92void 95void
93generate_monster (object *gen) 96generate_monster (object *gen)
94{ 97{
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 (QUERY_FLAG (gen, 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;
127
128 op = op->deep_clone ();
116 129
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, 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 = arch_to_object (gen->other_arch);
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
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->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
265 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 281 * the gate slightly.
268 */ 282 */
269 283
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 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)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 286 break;
273 287
274 if (tmp == NULL) 288 if (!tmp)
275 { 289 {
276 if (op->arch->clone.speed) 290 if (op->arch->speed)
277 op->value = 1; 291 op->value = 1;
278 else 292 else
279 op->set_speed (0); 293 op->set_speed (0);
280 294
281 return; 295 return;
292 } 306 }
293 else 307 else
294 { /* The gate is still going up */ 308 { /* The gate is still going up */
295 op->stats.wc++; 309 op->stats.wc++;
296 310
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 313
300 /* If there is something on top of the gate, we try to roll it off. 314 /* 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 315 * If a player/monster, we don't roll, we just hit them with damage
302 */ 316 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 318 {
305 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 322 ;
310 if (tmp) 324 if (tmp)
311 { 325 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 327 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
315 330
316 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 333 }
319 else
320 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
322 * off the gate. 336 * off the gate.
323 */ 337 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 339 {
326 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 342
329 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
330 if (i != -1) 344 if (i > 0)
331 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
332 tmp->remove (); 349 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 } 350 }
336 } 351 }
337 } 352 }
338 353
339 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 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)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 357 break;
343 358
344 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
345 if (tmp) 360 if (tmp)
346 {
347 op->stats.food = 1; 361 op->stats.food = 1;
348 }
349 else 362 else
350 { 363 {
351 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
352 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
355 } 369 }
356 } /* gate is halfway up */ 370 } /* gate is halfway up */
357 371
370 int v = op->value; 384 int v = op->value;
371 385
372 if (op->stats.sp) 386 if (op->stats.sp)
373 { 387 {
374 move_gate (op); 388 move_gate (op);
389
375 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 391 op->stats.sp = 0;
377 return; 392 return;
378 } 393 }
394
379 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 396 { /* keep gate down */
381 move_gate (op); 397 move_gate (op);
398
382 if (op->value != v) 399 if (op->value != v)
383 op->set_speed (0); 400 op->set_speed (0);
384 } 401 }
385} 402}
386 403
398 int last = op->value; 415 int last = op->value;
399 int detected; 416 int detected;
400 417
401 detected = 0; 418 detected = 0;
402 419
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 421 {
405 object *tmp2; 422 object *tmp2;
406 423
407 if (op->stats.hp) 424 if (op->stats.hp)
408 { 425 {
426 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
427 { 444 {
428 if (detected && last == 0) 445 if (detected && last == 0)
429 { 446 {
430 op->value = 1; 447 op->value = 1;
431 push_button (op); 448 push_button (op, tmp);
432 } 449 }
450
433 if (!detected && last == 1) 451 if (!detected && last == 1)
434 { 452 {
435 op->value = 0; 453 op->value = 0;
436 push_button (op); 454 push_button (op, tmp);
437 } 455 }
438 } 456 }
439 else 457 else
440 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
441 if (detected && last == 1) 459 if (detected && last == 1)
442 { 460 {
443 op->value = 0; 461 op->value = 0;
444 push_button (op); 462 push_button (op, tmp);
445 } 463 }
464
446 if (!detected && last == 0) 465 if (!detected && last == 0)
447 { 466 {
448 op->value = 1; 467 op->value = 1;
449 push_button (op); 468 push_button (op, tmp);
450 } 469 }
451 } 470 }
452} 471}
453
454 472
455void 473void
456animate_trigger (object *op) 474animate_trigger (object *op)
457{ 475{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468} 486}
469 487
470void 488void
471move_hole (object *op) 489move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 491 if (op->value)
476 { /* We're opening */ 492 { /* We're opening */
477 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
479 op->stats.wc = 0; 495 op->stats.wc = 0;
480 op->set_speed (0); 496 op->set_speed (0);
481 497
482 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 501 {
486 next = tmp->above; 502 next = tmp->above;
487 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
488 } 504 }
489 } 505 }
490 506
491 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
493 return; 509 return;
494 } 510 }
511
495 /* We're closing */ 512 /* We're closing */
496 op->move_on = 0; 513 op->move_on = 0;
497 514
498 op->stats.wc++; 515 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 547 {
531 object *payload = op->inv; 548 object *payload = op->inv;
532 549
533 if (payload == NULL) 550 if (payload == NULL)
534 return NULL; 551 return NULL;
552
535 payload->remove (); 553 payload->remove ();
536 op->destroy (); 554 op->destroy ();
537 return payload; 555 return payload;
538 } 556 }
539 557
582 600
583 // restore original wc, dam, attacktype and slaying 601 // restore original wc, dam, attacktype and slaying
584 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
585 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
586 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
605 op->slaying = op->custom_name;
587 606
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
595 op->slaying = 0;
596
597 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
598 op->spellarg = NULL; 608 op->custom_name = 0;
599 op->stats.sp = 0; 609 op->stats.sp = 0;
600 op->stats.hp = 0; 610 op->stats.hp = 0;
601 op->stats.grace = 0; 611 op->stats.grace = 0;
602 op->level = 0; 612 op->level = 0;
603 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
605 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
617
606 return op; 618 return op;
607} 619}
608 620
609/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
610 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
619 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
620 return; 632 return;
621 633
622 if (op->inv) 634 if (op->inv)
623 { 635 {
636 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 637 object *payload = op->inv;
625 638
626 payload->remove ();
627 payload->owner = 0; 639 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 641 op->destroy ();
630 } 642 }
631 else 643 else
640/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
641 */ 653 */
642void 654void
643move_arrow (object *op) 655move_arrow (object *op)
644{ 656{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 657 int was_reflected;
648 maptile *m;
649 658
650 if (op->map == NULL) 659 if (!op->map)
651 { 660 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 662 op->destroy ();
654 return; 663 return;
655 } 664 }
663 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
664 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
665 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
667 */ 676 */
668 if (op->inv == NULL) 677 if (!op->inv)
669 { 678 {
670 op->destroy (); 679 op->destroy ();
671 return; 680 return;
672 } 681 }
673 682
685 stop_arrow (op); 694 stop_arrow (op);
686 return; 695 return;
687 } 696 }
688 697
689 /* Calculate target map square */ 698 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 699 was_reflected = 0;
693 700
694 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 702
697 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
698 { 704 {
699 stop_arrow (op); 705 stop_arrow (op);
700 return; 706 return;
701 } 707 }
702 708
703 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
705 { 711 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 716 break;
709 717
710 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
734 return; 742 return;
735 } 743 }
736 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
738 746
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
740 { 748 {
741 int retry = 0; 749 int retry = 0;
742 750
743 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
757 if (op->direction & 1) 765 if (op->direction & 1)
758 { 766 {
759 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
760 retry = 1; 768 retry = 1;
761 } 769 }
770
762 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
763 * use this retry here to make this one block 772 * use this retry here to make this one block
764 * that did the same thing. 773 * that did the same thing.
765 */ 774 */
766 while (retry < 2) 775 while (retry < 2)
767 { 776 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 777 retry++;
773 778
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
778 */ 783 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 786
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 789
787 if (left == right) 790 if (left == right)
788 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
789 else if (left) 792 else if (left)
790 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
791 else if (right) 794 else if (right)
792 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
793 796
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 798 * don't need to retry again.
798 */ 799 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
800 break; 802 break;
801
802 } 803 }
804
803 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 806 * stop it from moving.
805 */ 807 */
806 if (retry == 2) 808 if (retry == 2)
807 { 809 {
808 stop_arrow (op); 810 stop_arrow (op);
809 return; 811 return;
810 } 812 }
813
811 /* update object image for new facing */ 814 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
814 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
815 } /* object is reflected */ 818 } /* object is reflected */
816 } /* object ran into a wall */ 819 } /* object ran into a wall */
817
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822 820
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
825 */ 823 */
826 op->speed -= 0.05; 824 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 825
830/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 828}
833 829
834void 830static void
835change_object (object *op) 831change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
837 int i, j; 833 int i, j;
838 834
839 if (op->other_arch == NULL) 835 if (!op->other_arch)
840 { 836 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
842 return; 838 return;
843 } 839 }
844 840
845 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 843 {
848 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
849 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
850 else 861 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 { 862 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
885 tmp->destroy (); 865 tmp->destroy ();
886 else 866 else
887 { 867 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
890 } 872 }
891 } 873 }
892 } 874 }
893 875
894 op->destroy (); 876 op->destroy ();
910 move_teleporter (op->more); 892 move_teleporter (op->more);
911 893
912 if (op->head) 894 if (op->head)
913 head = op->head; 895 head = op->head;
914 896
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 899 break;
918 900
919 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 932 else
951 { 933 {
952 /* Random teleporter */ 934 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 936 return;
937
955 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
956 } 939 }
957} 940}
958
959 941
960/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
962 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
963 can't be generalized. 945 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1017 999
1018 spell = op->inv; 1000 spell = op->inv;
1019 1001
1020 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1022 1004
1023 if (!spell) 1005 if (!spell)
1024 { 1006 {
1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1026 return; 1008 return;
1090 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1091 if (op->level) 1073 if (op->level)
1092 { 1074 {
1093 /* Following is a bit of hack. We need to make sure it 1075 /* Following is a bit of hack. We need to make sure it
1094 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1096 * get to this space. 1078 * get to this space.
1097 */ 1079 */
1098 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1099 victim->speed_left = 0.f; 1081 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1082 move_player (victim, dir);
1101 } 1083 }
1102 else 1084 else
1103 return; 1085 return;
1104 } 1086 }
1137 if (op->above == NULL) 1119 if (op->above == NULL)
1138 return; 1120 return;
1139 1121
1140 for (tmp = op->above; tmp; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1141 { 1123 {
1142 if (op->other_arch->name == tmp->arch->name) 1124 if (op->other_arch->archname == tmp->arch->archname)
1143 { 1125 {
1144 if (op->level <= 0) 1126 if (op->level <= 0)
1145 tmp->destroy (); 1127 tmp->destroy ();
1146 else 1128 else
1147 { 1129 {
1169 * has to make sure that there is in fact space for the object. 1151 * has to make sure that there is in fact space for the object.
1170 * It should really do this for small objects also, but there is 1152 * It should really do this for small objects also, but there is
1171 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1172 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1173*/ 1155*/
1174
1175void 1156void
1176move_creator (object *creator) 1157move_creator (object *creator)
1177{ 1158{
1178 object *new_ob; 1159 object *new_ob;
1179 1160
1181 { 1162 {
1182 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1183 return; 1164 return;
1184 } 1165 }
1185 1166
1186 if (creator->inv != NULL) 1167 if (creator->inv)
1187 { 1168 {
1188 object *ob; 1169 object *ob;
1189 int i; 1170 int i;
1190 object *ob_to_copy; 1171 object *ob_to_copy;
1191 1172
1196 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1197 { 1178 {
1198 ob_to_copy = ob; 1179 ob_to_copy = ob;
1199 } 1180 }
1200 } 1181 }
1201 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1202 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1203 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1204 } 1185 }
1205 else 1186 else
1206 { 1187 {
1207 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1208 { 1189 {
1209 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1210 &creator->name, &creator->map->path, creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1211 return; 1192 return;
1212 } 1193 }
1214 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1216 } 1197 }
1217 1198
1218 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1219 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1220 { 1201 {
1221 new_ob->destroy (); 1202 new_ob->destroy ();
1222 return; 1203 return;
1223 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1224 1209
1225 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1226 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1227 return; 1212 return;
1228 1213
1229 if (creator->slaying) 1214 if (creator->slaying)
1230 {
1231 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1232 }
1233} 1216}
1234 1217
1235/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1236 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1237 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1243void 1226void
1244move_marker (object *op) 1227move_marker (object *op)
1245{ 1228{
1246 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1247 { 1230 {
1248 object *tmp2;
1249
1250 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1253 { 1236 {
1254 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1255 break;
1256 }
1257 1238
1258 /* cycle through his inventory to look for the MARK we want to
1259 * place
1260 */
1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1263 break;
1264
1265 /* if we didn't find our own MARK */
1266 if (!tmp2)
1267 {
1268 object *force = get_archetype (FORCE_NAME);
1269
1270 if (op->stats.food)
1271 {
1272 force->set_speed (0.01);
1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg) 1239 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287 1241
1288 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1289 { 1243 {
1290 op->stats.hp--; 1244 op->stats.hp--;
1245
1291 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1292 { 1247 {
1293 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1294 op->destroy (); 1249 op->destroy ();
1295 return; 1250 return;
1297 } 1252 }
1298 } 1253 }
1299 } 1254 }
1300} 1255}
1301 1256
1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void 1302void
1303process_object (object *op) 1303process_object (object *op)
1304{ 1304{
1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return; 1306 return;
1307 1307
1308 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return; 1309 return;
1310 1310
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1313 return; 1313 return;
1318 1318
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1320 make_sure_seen (op); 1320 make_sure_seen (op);
1321 } 1321 }
1322 1322
1323 if (expect_false (
1323 if (op->flag [FLAG_GENERATOR] 1324 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING] 1325 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]) 1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1326 { 1328 {
1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1328 { 1330 {
1329 change_object (op); 1331 change_object (op);
1330 return; 1332 return;
1337 { 1339 {
1338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1339 remove_force (op); 1341 remove_force (op);
1340 else 1342 else
1341 { 1343 {
1342 /* If necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1343 object *pl = op->in_player ();
1344
1345 if (pl)
1346 esrv_del_item (pl->contr, op->count);
1347
1348 op->remove ();
1349 1345
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1351 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1352 1348
1353 op->destroy (); 1349 op->drop_and_destroy ();
1354 } 1350 }
1355 1351
1356 return; 1352 return;
1357 } 1353 }
1358 } 1354 }
1482 1478
1483 case PLAYER: 1479 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left 1480 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left; 1481 ++op->speed_left;
1486 break; 1482 break;
1487 }
1488}
1489 1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1493}
1494

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