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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 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 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
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
115 op = object_create_clone (op); 122 op = object_create_clone (op);
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
220} 228}
221 229
222 230
223void 231void
224move_gate (object *op) 232move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
226 object *tmp; 234 object *tmp;
227 235
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 237 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
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 != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
308 317
309 if (tmp != NULL) 318 if (tmp)
310 { 319 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 321 {
313 hit_player (tmp, random_roll (1, 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"));
324
314 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
315 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);
316 } 327 }
317 else
318 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
320 * off the gate. 330 * off the gate.
321 */ 331 */
322 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)))
323 { 333 {
324 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
325 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);
326 336
327 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
328 if (i != -1) 338 if (i > 0)
329 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
330 tmp->remove (); 343 tmp->move_to (pos);
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 } 344 }
334 } 345 }
335 } 346 }
336 347
337 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
339 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break; 351 break;
341 352
342 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
343 if (tmp) 354 if (tmp)
344 {
345 op->stats.food = 1; 355 op->stats.food = 1;
346 }
347 else 356 else
348 { 357 {
349 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
350 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
353 } 363 }
354 } /* gate is halfway up */ 364 } /* gate is halfway up */
355 365
368 int v = op->value; 378 int v = op->value;
369 379
370 if (op->stats.sp) 380 if (op->stats.sp)
371 { 381 {
372 move_gate (op); 382 move_gate (op);
383
373 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0; 385 op->stats.sp = 0;
375 return; 386 return;
376 } 387 }
388
377 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
378 { /* keep gate down */ 390 { /* keep gate down */
379 move_gate (op); 391 move_gate (op);
392
380 if (op->value != v) 393 if (op->value != v)
381 op->set_speed (0); 394 op->set_speed (0);
382 } 395 }
383} 396}
384 397
396 int last = op->value; 409 int last = op->value;
397 int detected; 410 int detected;
398 411
399 detected = 0; 412 detected = 0;
400 413
401 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)
402 { 415 {
403 object *tmp2; 416 object *tmp2;
404 417
405 if (op->stats.hp) 418 if (op->stats.hp)
406 { 419 {
426 if (detected && last == 0) 439 if (detected && last == 0)
427 { 440 {
428 op->value = 1; 441 op->value = 1;
429 push_button (op); 442 push_button (op);
430 } 443 }
444
431 if (!detected && last == 1) 445 if (!detected && last == 1)
432 { 446 {
433 op->value = 0; 447 op->value = 0;
434 push_button (op); 448 push_button (op);
435 } 449 }
439 if (detected && last == 1) 453 if (detected && last == 1)
440 { 454 {
441 op->value = 0; 455 op->value = 0;
442 push_button (op); 456 push_button (op);
443 } 457 }
458
444 if (!detected && last == 0) 459 if (!detected && last == 0)
445 { 460 {
446 op->value = 1; 461 op->value = 1;
447 push_button (op); 462 push_button (op);
448 } 463 }
449 } 464 }
450} 465}
451
452 466
453void 467void
454animate_trigger (object *op) 468animate_trigger (object *op)
455{ 469{
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
488 502
489 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
491 return; 505 return;
492 } 506 }
507
493 /* We're closing */ 508 /* We're closing */
494 op->move_on = 0; 509 op->move_on = 0;
495 510
496 op->stats.wc++; 511 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
572 return NULL; 587 return NULL;
573 } 588 }
574 589
575 op->set_speed (0); 590 op->set_speed (0);
576 op->direction = 0; 591 op->direction = 0;
577 op->move_on = 0; 592 op->move_on = 0;
578 op->move_type = 0; 593 op->move_type = 0;
594 op->skill = 0; // really?
595
596 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 598 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 600
585 if (op->spellarg != NULL) 601 if (op->spellarg)
586 { 602 {
587 op->slaying = op->spellarg; 603 op->slaying = op->spellarg;
588 free (op->spellarg); 604 free (op->spellarg);
589 op->spellarg = NULL; 605 op->spellarg = 0;
590 } 606 }
591 else 607 else
592 op->slaying = NULL; 608 op->slaying = 0;
593 609
594 /* 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 */
595 op->spellarg = NULL; 611 op->spellarg = NULL;
596 op->stats.sp = 0; 612 op->stats.sp = 0;
597 op->stats.hp = 0; 613 op->stats.hp = 0;
598 op->stats.grace = 0; 614 op->stats.grace = 0;
599 op->level = 0; 615 op->level = 0;
600 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 618 update_object (op, UP_OBJ_CHANGE);
603 return op; 619 return op;
604} 620}
605 621
626 op->destroy (); 642 op->destroy ();
627 } 643 }
628 else 644 else
629 { 645 {
630 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
631 if (op) 648 if (op)
632 merge_ob (op, NULL); 649 merge_ob (op, 0);
633 } 650 }
634} 651}
635 652
636/* 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.
637 */ 654 */
638void 655void
639move_arrow (object *op) 656move_arrow (object *op)
640{ 657{
641 object *tmp;
642 sint16 new_x, new_y;
643 int was_reflected, mflags; 658 int was_reflected;
644 maptile *m;
645 659
646 if (op->map == NULL) 660 if (!op->map)
647 { 661 {
648 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
649 op->destroy (); 663 op->destroy ();
650 return; 664 return;
651 } 665 }
681 stop_arrow (op); 695 stop_arrow (op);
682 return; 696 return;
683 } 697 }
684 698
685 /* Calculate target map square */ 699 /* Calculate target map square */
686 new_x = op->x + DIRX (op);
687 new_y = op->y + DIRY (op);
688 was_reflected = 0; 700 was_reflected = 0;
689 701
690 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
691 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
692 703
693 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
694 { 705 {
695 stop_arrow (op); 706 stop_arrow (op);
696 return; 707 return;
697 } 708 }
698 709
699 /* 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 */
700 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
701 { 712 {
702 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)
703 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
704 break; 717 break;
705 718
706 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
707 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
730 return; 743 return;
731 } 744 }
732 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
733 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
734 747
735 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))
736 { 749 {
737 int retry = 0; 750 int retry = 0;
738 751
739 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
740 * 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
753 if (op->direction & 1) 766 if (op->direction & 1)
754 { 767 {
755 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
756 retry = 1; 769 retry = 1;
757 } 770 }
771
758 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
759 * use this retry here to make this one block 773 * use this retry here to make this one block
760 * that did the same thing. 774 * that did the same thing.
761 */ 775 */
762 while (retry < 2) 776 while (retry < 2)
763 { 777 {
764 int left, right, mflags;
765 maptile *m1;
766 sint16 x1, y1;
767
768 retry++; 778 retry++;
769 779
770 /* 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
771 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
772 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
773 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
774 */ 784 */
775 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));
776 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
777 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
778 787
779 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));
780 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
781 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 790
783 if (left == right) 791 if (left == right)
784 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
785 else if (left) 793 else if (left)
786 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
787 else if (right) 795 else if (right)
788 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
789 797
790 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
791
792 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again. 799 * don't need to retry again.
794 */ 800 */
795 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))
796 break; 803 break;
797
798 } 804 }
805
799 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
800 * top it from moving. 807 * stop it from moving.
801 */ 808 */
802 if (retry == 2) 809 if (retry == 2)
803 { 810 {
804 stop_arrow (op); 811 stop_arrow (op);
805 return; 812 return;
806 } 813 }
814
807 /* update object image for new facing */ 815 /* update object image for new facing */
808 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
809 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
810 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
811 } /* object is reflected */ 819 } /* object is reflected */
812 } /* object ran into a wall */ 820 } /* object ran into a wall */
813 821
814 /* Move the arrow. */
815 op->remove ();
816 op->x = new_x;
817 op->y = new_y;
818
819 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
820 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
821 */ 824 */
822 op->speed -= 0.05; 825 op->speed -= 0.05;
823 insert_ob_in_map (op, m, op, 0);
824}
825 826
826/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
827 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
828 * Modified this routine to allow held objects. b.t. */ 829}
829 830
830void 831void
831change_object (object *op) 832change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
833 int i, j; 834 int i, j;
834 835
835 if (op->other_arch == NULL) 836 if (!op->other_arch)
836 { 837 {
837 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 ());
838 return; 839 return;
839 } 840 }
840 841
841 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 { 844 {
844 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
845 return; 846 return;
846 else 847
847 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
848 } 849 }
849 850
850 object *pl = op->in_player ();
851 object *env = op->env; 851 object *env = op->env;
852 852
853 op->remove (); 853 op->remove ();
854 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
855 { 855 {
856 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
857 857
858 if (op->type == LAMP) 858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
860 860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 if (env) 862 if (env)
863 { 863 {
864 tmp->x = env->x, tmp->y = env->y;
865 tmp = insert_ob_in_ob (tmp, env); 864 tmp = env->insert (tmp);
866 865
867 /* If this object is the players inventory, we need to tell the 866 /* If this object is the players inventory, we need to tell the
868 * client of the change. Insert_ob_in_map takes care of the 867 * client of the change. Insert_ob_in_map takes care of the
869 * updating the client, so we don't need to do that below. 868 * updating the client, so we don't need to do that below.
870 */ 869 */
871 if (pl) 870 if (object *pl = op->in_player ())
872 { 871 {
873 esrv_del_item (pl->contr, op->count); 872 esrv_del_item (pl->contr, op->count);
874 esrv_send_item (pl, tmp); 873 esrv_send_item (pl, tmp);
875 } 874 }
876 } 875 }
877 else 876 else
878 { 877 {
879 j = find_first_free_spot (tmp, op->map, op->x, op->y); 878 j = find_first_free_spot (tmp, op->map, op->x, op->y);
880 if (j == -1) /* No free spot */ 879 if (j < 0) /* No free spot */
881 tmp->destroy (); 880 tmp->destroy ();
882 else 881 else
883 { 882 {
884 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 883 mapxy pos (op); pos.move (j);
885 insert_ob_in_map (tmp, op->map, op, 0); 884
885 if (pos.normalise ())
886 pos.insert (tmp, op);
886 } 887 }
887 } 888 }
888 } 889 }
889 890
890 op->destroy (); 891 op->destroy ();
906 move_teleporter (op->more); 907 move_teleporter (op->more);
907 908
908 if (op->head) 909 if (op->head)
909 head = op->head; 910 head = op->head;
910 911
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 912 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 914 break;
914 915
915 /* If nothing above us to move, nothing to do */ 916 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 951 return;
951 teleport (head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
952 } 953 }
953} 954}
954
955 955
956/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 958 This was invented for giving classes, but there's no reason it
959 can't be generalized. 959 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
1013 1013
1014 spell = op->inv; 1014 spell = op->inv;
1015 1015
1016 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1017 spell = op->other_arch;
1018 1018
1019 if (!spell) 1019 if (!spell)
1020 { 1020 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1022 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1036 */
1037void 1037void
1038move_player_mover (object *op) 1038move_player_mover (object *op)
1039{ 1039{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
1042 sint16 nx, ny; 1041 sint16 nx, ny;
1043 maptile *m; 1042 maptile *m;
1044 1043
1045 /* Determine direction now for random movers so we do the right thing */ 1044 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1045 if (!dir)
1047 dir = rndm (1, 8); 1046 dir = rndm (1, 8);
1048 1047
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1048 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1049 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1051 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1052 {
1054 1053
1071 } 1070 }
1072 1071
1073 if (should_director_abort (op, victim)) 1072 if (should_director_abort (op, victim))
1074 return; 1073 return;
1075 1074
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1075 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1076 {
1078 if (nextmover->type == PLAYERMOVER) 1077 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1078 nextmover->speed_left = -.99f;
1079
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1081 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1082 }
1085 1083
1086 if (victim->type == PLAYER) 1084 if (victim->type == PLAYER)
1087 { 1085 {
1088 /* only level >=1 movers move people */ 1086 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1090 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1091 * place. This can happen if the player used a spell to
1094 * get to this space. 1092 * get to this space.
1095 */ 1093 */
1096 victim->contr->fire_on = 0; 1094 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1095 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1096 move_player (victim, dir);
1099 } 1097 }
1100 else 1098 else
1101 return; 1099 return;
1102 } 1100 }
1106 if (!op->stats.maxsp && op->attacktype) 1104 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1105 op->stats.maxsp = 2;
1108 1106
1109 if (op->attacktype) 1107 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1108 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1110 }
1122 } 1111 }
1123 } 1112 }
1124} 1113}
1125 1114
1144 if (op->above == NULL) 1133 if (op->above == NULL)
1145 return; 1134 return;
1146 1135
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1137 {
1149 if (op->other_arch->name == tmp->arch->name) 1138 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1139 {
1151 if (op->level <= 0) 1140 if (op->level <= 0)
1152 tmp->destroy (); 1141 tmp->destroy ();
1153 else 1142 else
1154 { 1143 {
1176 * has to make sure that there is in fact space for the object. 1165 * has to make sure that there is in fact space for the object.
1177 * It should really do this for small objects also, but there is 1166 * It should really do this for small objects also, but there is
1178 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1179 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1180*/ 1169*/
1181
1182void 1170void
1183move_creator (object *creator) 1171move_creator (object *creator)
1184{ 1172{
1185 object *new_ob; 1173 object *new_ob;
1186 1174
1221 new_ob = object_create_arch (creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1222 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1223 } 1211 }
1224 1212
1225 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1226 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1214 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1227 { 1215 {
1228 new_ob->destroy (); 1216 new_ob->destroy ();
1229 return; 1217 return;
1230 } 1218 }
1219
1220 // for now lets try to identify everything generated here, it mostly
1221 // happens automated, so this will at least fix many identify-experience holes
1222 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1231 1223
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1226 return;
1235 1227
1250void 1242void
1251move_marker (object *op) 1243move_marker (object *op)
1252{ 1244{
1253 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1254 { 1246 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1248 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1249 force->destroy ();
1250
1251 if (!tmp->force_find (op->slaying))
1260 { 1252 {
1261 tmp2->destroy (); 1253 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1254
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1255 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1257
1295 if (op->stats.hp > 0) 1258 if (op->stats.hp > 0)
1296 { 1259 {
1297 op->stats.hp--; 1260 op->stats.hp--;
1261
1298 if (op->stats.hp == 0) 1262 if (op->stats.hp == 0)
1299 { 1263 {
1300 /* marker expires--granted mark number limit */ 1264 /* marker expires--granted mark number limit */
1301 op->destroy (); 1265 op->destroy ();
1302 return; 1266 return;
1304 } 1268 }
1305 } 1269 }
1306 } 1270 }
1307} 1271}
1308 1272
1309int 1273void
1310process_object (object *op) 1274process_object (object *op)
1311{ 1275{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1277 return;
1314 1278
1315 if (INVOKE_OBJECT (TICK, op)) 1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1280 return;
1317 1281
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1284 return;
1321 1285
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1287 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1288 animate_object (op, op->contr ? op->facing : op->direction);
1328 1289
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1291 make_sure_seen (op);
1331 } 1292 }
1332 1293
1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1299 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1301 {
1335 change_object (op); 1302 change_object (op);
1336 return 1; 1303 return;
1337 } 1304 }
1338 1305
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1307 generate_monster (op);
1341 1308
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1309 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1310 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1312 remove_force (op);
1346 else 1313 else
1347 { 1314 {
1348 /* IF necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1316 if (object *pl = op->in_player ())
1350
1351 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1353 1318
1354 op->remove (); 1319 op->remove ();
1355 1320
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1358 1323
1359 op->destroy (); 1324 op->destroy ();
1360 } 1325 }
1361 1326
1362 return 1; 1327 return;
1328 }
1363 } 1329 }
1364 1330
1365 switch (op->type) 1331 switch (op->type)
1366 { 1332 {
1367 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1368 move_spell_effect (op); 1334 move_spell_effect (op);
1369 return 1; 1335 break;
1370 1336
1371 case ROD: 1337 case ROD:
1372 case HORN: 1338 case HORN:
1373 regenerate_rod (op); 1339 regenerate_rod (op);
1374 return 1; 1340 break;
1375 1341
1376 case FORCE: 1342 case FORCE:
1377 case POTION_EFFECT: 1343 case POTION_EFFECT:
1378 remove_force (op); 1344 remove_force (op);
1379 return 1; 1345 break;
1380 1346
1381 case BLINDNESS: 1347 case BLINDNESS:
1382 remove_blindness (op); 1348 remove_blindness (op);
1383 return 0; 1349 break;
1384 1350
1385 case POISONING: 1351 case POISONING:
1386 poison_more (op); 1352 poison_more (op);
1387 return 0; 1353 break;
1388 1354
1389 case DISEASE: 1355 case DISEASE:
1390 move_disease (op); 1356 move_disease (op);
1391 return 0; 1357 break;
1392 1358
1393 case SYMPTOM: 1359 case SYMPTOM:
1394 move_symptom (op); 1360 move_symptom (op);
1395 return 0; 1361 break;
1396 1362
1397 case THROWN_OBJ: 1363 case THROWN_OBJ:
1398 case ARROW: 1364 case ARROW:
1399 move_arrow (op); 1365 move_arrow (op);
1400 return 0; 1366 break;
1401 1367
1402 case DOOR: 1368 case DOOR:
1403 remove_door (op); 1369 remove_door (op);
1404 return 0; 1370 break;
1405 1371
1406 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1407 remove_door2 (op); 1373 remove_door2 (op);
1408 return 0; 1374 break;
1409 1375
1410 case TELEPORTER: 1376 case TELEPORTER:
1411 move_teleporter (op); 1377 move_teleporter (op);
1412 return 0; 1378 break;
1413 1379
1414 case GOLEM: 1380 case GOLEM:
1415 move_golem (op); 1381 move_golem (op);
1416 return 0; 1382 break;
1417 1383
1418 case EARTHWALL: 1384 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1386 break;
1421 1387
1422 case FIREWALL: 1388 case FIREWALL:
1423 move_firewall (op); 1389 move_firewall (op);
1424 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1425 animate_turning (op); 1391 animate_turning (op);
1426 return 0; 1392 break;
1427 1393
1428 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1429 do_mood_floor (op); 1395 do_mood_floor (op);
1430 return 0; 1396 break;
1431 1397
1432 case GATE: 1398 case GATE:
1433 move_gate (op); 1399 move_gate (op);
1434 return 0; 1400 break;
1435 1401
1436 case TIMED_GATE: 1402 case TIMED_GATE:
1437 move_timed_gate (op); 1403 move_timed_gate (op);
1438 return 0; 1404 break;
1439 1405
1440 case TRIGGER: 1406 case TRIGGER:
1441 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1410 animate_trigger (op);
1445 return 0; 1411 break;
1446 1412
1447 case DETECTOR: 1413 case DETECTOR:
1448 move_detector (op); 1414 move_detector (op);
1449 1415
1450 case DIRECTOR: 1416 case DIRECTOR:
1451 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1452 animate_turning (op); 1418 animate_turning (op);
1453 return 0; 1419 break;
1454 1420
1455 case HOLE: 1421 case HOLE:
1456 move_hole (op); 1422 move_hole (op);
1457 return 0; 1423 break;
1458 1424
1459 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1426 move_deep_swamp (op);
1461 return 0; 1427 break;
1462 1428
1463 case RUNE: 1429 case RUNE:
1464 case TRAP: 1430 case TRAP:
1465 move_rune (op); 1431 move_rune (op);
1466 return 0; 1432 break;
1467 1433
1468 case PLAYERMOVER: 1434 case PLAYERMOVER:
1469 move_player_mover (op); 1435 move_player_mover (op);
1470 return 0; 1436 break;
1471 1437
1472 case CREATOR: 1438 case CREATOR:
1473 move_creator (op); 1439 move_creator (op);
1474 return 0; 1440 break;
1475 1441
1476 case MARKER: 1442 case MARKER:
1477 move_marker (op); 1443 move_marker (op);
1478 return 0; 1444 break;
1479 1445
1480 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1481 move_player_changer (op); 1447 move_player_changer (op);
1482 return 0; 1448 break;
1483 1449
1484 case PEACEMAKER: 1450 case PEACEMAKER:
1485 move_peacemaker (op); 1451 move_peacemaker (op);
1486 return 0; 1452 break;
1487 }
1488 1453
1489 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1490} 1459}
1460

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