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Comparing deliantra/server/server/time.C (file contents):
Revision 1.47 by root, Fri May 11 21:24:29 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
235 if (op->value) 243 if (op->value)
236 { 244 {
237 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 247 op->stats.wc = 0;
240 if (op->arch->clone.speed) 248 if (op->arch->speed)
241 op->value = 0; 249 op->value = 0;
242 else 250 else
243 op->set_speed (0); 251 op->set_speed (0);
244 } 252 }
245 253
265 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
266 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 275 * the gate slightly.
268 */ 276 */
269 277
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 280 break;
273 281
274 if (tmp == NULL) 282 if (!tmp)
275 { 283 {
276 if (op->arch->clone.speed) 284 if (op->arch->speed)
277 op->value = 1; 285 op->value = 1;
278 else 286 else
279 op->set_speed (0); 287 op->set_speed (0);
280 288
281 return; 289 return;
292 } 300 }
293 else 301 else
294 { /* The gate is still going up */ 302 { /* The gate is still going up */
295 op->stats.wc++; 303 op->stats.wc++;
296 304
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 307
300 /* If there is something on top of the gate, we try to roll it off. 308 /* If there is something on top of the gate, we try to roll it off.
301 * If a player/monster, we don't roll, we just hit them with damage 309 * If a player/monster, we don't roll, we just hit them with damage
302 */ 310 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 312 {
305 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 316 ;
310 if (tmp) 318 if (tmp)
311 { 319 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 321 {
314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
315 324
316 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
318 } 327 }
319 else
320 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
322 * off the gate. 330 * off the gate.
323 */ 331 */
324 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
325 { 333 {
326 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
327 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
328 336
329 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
330 if (i != -1) 338 if (i > 0)
331 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
332 tmp->remove (); 343 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 344 }
336 } 345 }
337 } 346 }
338 347
339 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 351 break;
343 352
344 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
345 if (tmp) 354 if (tmp)
346 {
347 op->stats.food = 1; 355 op->stats.food = 1;
348 }
349 else 356 else
350 { 357 {
351 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
352 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
355 } 363 }
356 } /* gate is halfway up */ 364 } /* gate is halfway up */
357 365
370 int v = op->value; 378 int v = op->value;
371 379
372 if (op->stats.sp) 380 if (op->stats.sp)
373 { 381 {
374 move_gate (op); 382 move_gate (op);
383
375 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 385 op->stats.sp = 0;
377 return; 386 return;
378 } 387 }
388
379 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 390 { /* keep gate down */
381 move_gate (op); 391 move_gate (op);
392
382 if (op->value != v) 393 if (op->value != v)
383 op->set_speed (0); 394 op->set_speed (0);
384 } 395 }
385} 396}
386 397
398 int last = op->value; 409 int last = op->value;
399 int detected; 410 int detected;
400 411
401 detected = 0; 412 detected = 0;
402 413
403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
404 { 415 {
405 object *tmp2; 416 object *tmp2;
406 417
407 if (op->stats.hp) 418 if (op->stats.hp)
408 { 419 {
428 if (detected && last == 0) 439 if (detected && last == 0)
429 { 440 {
430 op->value = 1; 441 op->value = 1;
431 push_button (op); 442 push_button (op);
432 } 443 }
444
433 if (!detected && last == 1) 445 if (!detected && last == 1)
434 { 446 {
435 op->value = 0; 447 op->value = 0;
436 push_button (op); 448 push_button (op);
437 } 449 }
441 if (detected && last == 1) 453 if (detected && last == 1)
442 { 454 {
443 op->value = 0; 455 op->value = 0;
444 push_button (op); 456 push_button (op);
445 } 457 }
458
446 if (!detected && last == 0) 459 if (!detected && last == 0)
447 { 460 {
448 op->value = 1; 461 op->value = 1;
449 push_button (op); 462 push_button (op);
450 } 463 }
451 } 464 }
452} 465}
453
454 466
455void 467void
456animate_trigger (object *op) 468animate_trigger (object *op)
457{ 469{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
490 502
491 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
493 return; 505 return;
494 } 506 }
507
495 /* We're closing */ 508 /* We're closing */
496 op->move_on = 0; 509 op->move_on = 0;
497 510
498 op->stats.wc++; 511 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
598 op->spellarg = NULL; 611 op->spellarg = NULL;
599 op->stats.sp = 0; 612 op->stats.sp = 0;
600 op->stats.hp = 0; 613 op->stats.hp = 0;
601 op->stats.grace = 0; 614 op->stats.grace = 0;
602 op->level = 0; 615 op->level = 0;
603 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 618 update_object (op, UP_OBJ_CHANGE);
606 return op; 619 return op;
607} 620}
608 621
640/* 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.
641 */ 654 */
642void 655void
643move_arrow (object *op) 656move_arrow (object *op)
644{ 657{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 658 int was_reflected;
648 maptile *m;
649 659
650 if (op->map == NULL) 660 if (!op->map)
651 { 661 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 663 op->destroy ();
654 return; 664 return;
655 } 665 }
685 stop_arrow (op); 695 stop_arrow (op);
686 return; 696 return;
687 } 697 }
688 698
689 /* Calculate target map square */ 699 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 700 was_reflected = 0;
693 701
694 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 703
697 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
698 { 705 {
699 stop_arrow (op); 706 stop_arrow (op);
700 return; 707 return;
701 } 708 }
702 709
703 /* 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 */
704 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
705 { 712 {
706 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)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 717 break;
709 718
710 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
734 return; 743 return;
735 } 744 }
736 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
738 747
739 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))
740 { 749 {
741 int retry = 0; 750 int retry = 0;
742 751
743 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
744 * 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
757 if (op->direction & 1) 766 if (op->direction & 1)
758 { 767 {
759 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
760 retry = 1; 769 retry = 1;
761 } 770 }
771
762 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
763 * use this retry here to make this one block 773 * use this retry here to make this one block
764 * that did the same thing. 774 * that did the same thing.
765 */ 775 */
766 while (retry < 2) 776 while (retry < 2)
767 { 777 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 778 retry++;
773 779
774 /* 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
775 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
778 */ 784 */
779 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));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 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)));
782 787
783 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));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 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)));
786 790
787 if (left == right) 791 if (left == right)
788 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
789 else if (left) 793 else if (left)
790 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
791 else if (right) 795 else if (right)
792 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
793 797
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 - 798 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 799 * don't need to retry again.
798 */ 800 */
799 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))
800 break; 803 break;
801
802 } 804 }
805
803 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 807 * stop it from moving.
805 */ 808 */
806 if (retry == 2) 809 if (retry == 2)
807 { 810 {
808 stop_arrow (op); 811 stop_arrow (op);
809 return; 812 return;
810 } 813 }
814
811 /* update object image for new facing */ 815 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 819 } /* object is reflected */
816 } /* object ran into a wall */ 820 } /* object ran into a wall */
817 821
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* 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
824 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
825 */ 824 */
826 op->speed -= 0.05; 825 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 826
830/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 829}
833 830
834void 831void
835change_object (object *op) 832change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
837 int i, j; 834 int i, j;
838 835
839 if (op->other_arch == NULL) 836 if (!op->other_arch)
840 { 837 {
841 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 ());
842 return; 839 return;
843 } 840 }
844 841
845 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 844 {
848 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
849 return; 846 return;
850 else 847
851 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
852 } 849 }
853 850
854 object *pl = op->in_player ();
855 object *env = op->env; 851 object *env = op->env;
856 852
857 op->remove (); 853 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
859 { 855 {
860 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
861 857
862 if (op->type == LAMP) 858 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
864 860
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env) 862 if (env)
867 { 863 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env); 864 tmp = env->insert (tmp);
870 865
871 /* 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
872 * 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
873 * 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.
874 */ 869 */
875 if (pl) 870 if (object *pl = op->in_player ())
876 { 871 {
877 esrv_del_item (pl->contr, op->count); 872 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp); 873 esrv_send_item (pl, tmp);
879 } 874 }
880 } 875 }
881 else 876 else
882 { 877 {
883 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);
884 if (j == -1) /* No free spot */ 879 if (j < 0) /* No free spot */
885 tmp->destroy (); 880 tmp->destroy ();
886 else 881 else
887 { 882 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 883 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 884
885 if (pos.normalise ())
886 pos.insert (tmp, op);
890 } 887 }
891 } 888 }
892 } 889 }
893 890
894 op->destroy (); 891 op->destroy ();
910 move_teleporter (op->more); 907 move_teleporter (op->more);
911 908
912 if (op->head) 909 if (op->head)
913 head = op->head; 910 head = op->head;
914 911
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 912 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 913 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 914 break;
918 915
919 /* If nothing above us to move, nothing to do */ 916 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 917 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 951 return;
955 teleport (head, TELEPORTER, tmp); 952 teleport (head, TELEPORTER, tmp);
956 } 953 }
957} 954}
958
959 955
960/* This object will teleport someone to a different map 956/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 957 and will also apply changes to the player from its inventory.
962 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
963 can't be generalized. 959 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 1012 return; /* dm has created a firewall in his inventory */
1017 1013
1018 spell = op->inv; 1014 spell = op->inv;
1019 1015
1020 if (!spell || spell->type != SPELL) 1016 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1017 spell = op->other_arch;
1022 1018
1023 if (!spell) 1019 if (!spell)
1024 { 1020 {
1025 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);
1026 return; 1022 return;
1039 * it'll paralyze the victim for hp*his speed/op->speed 1035 * it'll paralyze the victim for hp*his speed/op->speed
1040 */ 1036 */
1041void 1037void
1042move_player_mover (object *op) 1038move_player_mover (object *op)
1043{ 1039{
1044 object *victim, *nextmover;
1045 int dir = op->stats.sp; 1040 int dir = op->stats.sp;
1046 sint16 nx, ny; 1041 sint16 nx, ny;
1047 maptile *m; 1042 maptile *m;
1048 1043
1049 /* 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 */
1050 if (!dir) 1045 if (!dir)
1051 dir = rndm (1, 8); 1046 dir = rndm (1, 8);
1052 1047
1053 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)
1054 { 1049 {
1055 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1050 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1056 (victim->move_type & op->move_type || !victim->move_type)) 1051 (victim->move_type & op->move_type || !victim->move_type))
1057 { 1052 {
1058 1053
1075 } 1070 }
1076 1071
1077 if (should_director_abort (op, victim)) 1072 if (should_director_abort (op, victim))
1078 return; 1073 return;
1079 1074
1080 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)
1081 { 1076 {
1082 if (nextmover->type == PLAYERMOVER) 1077 if (nextmover->type == PLAYERMOVER)
1083 nextmover->speed_left = -.99; 1078 nextmover->speed_left = -.99f;
1079
1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1085 {
1086 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 */
1087 }
1088 } 1082 }
1089 1083
1090 if (victim->type == PLAYER) 1084 if (victim->type == PLAYER)
1091 { 1085 {
1092 /* only level >=1 movers move people */ 1086 /* only level >=1 movers move people */
1096 * is cleared, otherwise the player will get stuck in 1090 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to 1091 * place. This can happen if the player used a spell to
1098 * get to this space. 1092 * get to this space.
1099 */ 1093 */
1100 victim->contr->fire_on = 0; 1094 victim->contr->fire_on = 0;
1101 victim->speed_left = -FABS (victim->speed); 1095 victim->speed_left = 1.f;
1102 move_player (victim, dir); 1096 move_player (victim, dir);
1103 } 1097 }
1104 else 1098 else
1105 return; 1099 return;
1106 } 1100 }
1110 if (!op->stats.maxsp && op->attacktype) 1104 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2; 1105 op->stats.maxsp = 2;
1112 1106
1113 if (op->attacktype) 1107 if (op->attacktype)
1114 { /* flag to paralyze the player */ 1108 { /* flag to paralyze the player */
1115
1116 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));
1117 /* Not sure why, but for some chars on metalforge, they
1118 * would sometimes get -inf speed_left, and from the
1119 * description, it could only happen here, so just put
1120 * a lower sanity limit. My only guess is that the
1121 * mover has 0 speed.
1122 */
1123 if (victim->speed_left < -5.0)
1124 victim->speed_left = -5.0;
1125 } 1110 }
1126 } 1111 }
1127 } 1112 }
1128} 1113}
1129 1114
1148 if (op->above == NULL) 1133 if (op->above == NULL)
1149 return; 1134 return;
1150 1135
1151 for (tmp = op->above; tmp; tmp = tmp->above) 1136 for (tmp = op->above; tmp; tmp = tmp->above)
1152 { 1137 {
1153 if (op->other_arch->name == tmp->arch->name) 1138 if (op->other_arch->archname == tmp->arch->archname)
1154 { 1139 {
1155 if (op->level <= 0) 1140 if (op->level <= 0)
1156 tmp->destroy (); 1141 tmp->destroy ();
1157 else 1142 else
1158 { 1143 {
1180 * 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.
1181 * 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
1182 * more concern with large objects, most notably a part being placed 1167 * more concern with large objects, most notably a part being placed
1183 * outside of the map which would cause the server to crash 1168 * outside of the map which would cause the server to crash
1184*/ 1169*/
1185
1186void 1170void
1187move_creator (object *creator) 1171move_creator (object *creator)
1188{ 1172{
1189 object *new_ob; 1173 object *new_ob;
1190 1174
1225 new_ob = object_create_arch (creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1226 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1227 } 1211 }
1228 1212
1229 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1230 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))
1231 { 1215 {
1232 new_ob->destroy (); 1216 new_ob->destroy ();
1233 return; 1217 return;
1234 } 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);
1235 1223
1236 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);
1237 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1225 if (QUERY_FLAG (new_ob, FLAG_FREED))
1238 return; 1226 return;
1239 1227
1254void 1242void
1255move_marker (object *op) 1243move_marker (object *op)
1256{ 1244{
1257 if (object *tmp = op->ms ().player ()) 1245 if (object *tmp = op->ms ().player ())
1258 { 1246 {
1259 object *tmp2;
1260
1261 /* remove an old force with a slaying field == op->name */ 1247 /* remove an old force with a slaying field == op->name */
1262 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1248 if (object *force = tmp->force_find (op->name))
1263 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1249 force->destroy ();
1250
1251 if (!tmp->force_find (op->slaying))
1264 { 1252 {
1265 tmp2->destroy (); 1253 tmp->force_add (op->slaying, op->stats.food);
1266 break;
1267 }
1268 1254
1269 /* cycle through his inventory to look for the MARK we want to
1270 * place
1271 */
1272 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1273 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1274 break;
1275
1276 /* if we didn't find our own MARK */
1277 if (!tmp2)
1278 {
1279 object *force = get_archetype (FORCE_NAME);
1280
1281 if (op->stats.food)
1282 {
1283 force->set_speed (0.01);
1284 force->speed_left = -op->stats.food;
1285 }
1286 else
1287 force->set_speed (0);
1288
1289 /* put in the lock code */
1290 force->slaying = op->slaying;
1291
1292 if (op->lore)
1293 force->lore = op->lore;
1294
1295 insert_ob_in_ob (force, tmp);
1296 if (op->msg) 1255 if (op->msg)
1297 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1298 1257
1299 if (op->stats.hp > 0) 1258 if (op->stats.hp > 0)
1300 { 1259 {
1301 op->stats.hp--; 1260 op->stats.hp--;
1261
1302 if (op->stats.hp == 0) 1262 if (op->stats.hp == 0)
1303 { 1263 {
1304 /* marker expires--granted mark number limit */ 1264 /* marker expires--granted mark number limit */
1305 op->destroy (); 1265 op->destroy ();
1306 return; 1266 return;
1308 } 1268 }
1309 } 1269 }
1310 } 1270 }
1311} 1271}
1312 1272
1313int 1273void
1314process_object (object *op) 1274process_object (object *op)
1315{ 1275{
1316 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1317 return 0; 1277 return;
1318 1278
1319 if (INVOKE_OBJECT (TICK, op)) 1279 if (expect_false (INVOKE_OBJECT (TICK, op)))
1320 return 0; 1280 return;
1321 1281
1322 if (QUERY_FLAG (op, FLAG_MONSTER)) 1282 if (QUERY_FLAG (op, FLAG_MONSTER))
1323 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1283 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1324 return 1; 1284 return;
1325 1285
1326 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1286 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1327 { 1287 {
1328 if (op->type == PLAYER)
1329 animate_object (op, op->facing);
1330 else
1331 animate_object (op, op->direction); 1288 animate_object (op, op->contr ? op->facing : op->direction);
1332 1289
1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1290 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1334 make_sure_seen (op); 1291 make_sure_seen (op);
1335 } 1292 }
1336 1293
1294 if (expect_false (
1295 op->flag [FLAG_GENERATOR]
1296 || op->flag [FLAG_CHANGING]
1297 || op->flag [FLAG_IS_USED_UP]
1298 ))
1299 {
1337 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1300 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1338 { 1301 {
1339 change_object (op); 1302 change_object (op);
1340 return 1; 1303 return;
1341 } 1304 }
1342 1305
1343 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1306 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1344 generate_monster (op); 1307 generate_monster (op);
1345 1308
1346 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)
1347 { 1310 {
1348 if (QUERY_FLAG (op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1349 remove_force (op); 1312 remove_force (op);
1350 else 1313 else
1351 { 1314 {
1352 /* IF necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1353 object *pl = op->in_player (); 1316 if (object *pl = op->in_player ())
1354
1355 if (pl)
1356 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1357 1318
1358 op->remove (); 1319 op->remove ();
1359 1320
1360 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1361 make_sure_not_seen (op); 1322 make_sure_not_seen (op);
1362 1323
1363 op->destroy (); 1324 op->destroy ();
1364 } 1325 }
1365 1326
1366 return 1; 1327 return;
1328 }
1367 } 1329 }
1368 1330
1369 switch (op->type) 1331 switch (op->type)
1370 { 1332 {
1371 case SPELL_EFFECT: 1333 case SPELL_EFFECT:
1372 move_spell_effect (op); 1334 move_spell_effect (op);
1373 return 1; 1335 break;
1374 1336
1375 case ROD: 1337 case ROD:
1376 case HORN: 1338 case HORN:
1377 regenerate_rod (op); 1339 regenerate_rod (op);
1378 return 1; 1340 break;
1379 1341
1380 case FORCE: 1342 case FORCE:
1381 case POTION_EFFECT: 1343 case POTION_EFFECT:
1382 remove_force (op); 1344 remove_force (op);
1383 return 1; 1345 break;
1384 1346
1385 case BLINDNESS: 1347 case BLINDNESS:
1386 remove_blindness (op); 1348 remove_blindness (op);
1387 return 0; 1349 break;
1388 1350
1389 case POISONING: 1351 case POISONING:
1390 poison_more (op); 1352 poison_more (op);
1391 return 0; 1353 break;
1392 1354
1393 case DISEASE: 1355 case DISEASE:
1394 move_disease (op); 1356 move_disease (op);
1395 return 0; 1357 break;
1396 1358
1397 case SYMPTOM: 1359 case SYMPTOM:
1398 move_symptom (op); 1360 move_symptom (op);
1399 return 0; 1361 break;
1400 1362
1401 case THROWN_OBJ: 1363 case THROWN_OBJ:
1402 case ARROW: 1364 case ARROW:
1403 move_arrow (op); 1365 move_arrow (op);
1404 return 0; 1366 break;
1405 1367
1406 case DOOR: 1368 case DOOR:
1407 remove_door (op); 1369 remove_door (op);
1408 return 0; 1370 break;
1409 1371
1410 case LOCKED_DOOR: 1372 case LOCKED_DOOR:
1411 remove_door2 (op); 1373 remove_door2 (op);
1412 return 0; 1374 break;
1413 1375
1414 case TELEPORTER: 1376 case TELEPORTER:
1415 move_teleporter (op); 1377 move_teleporter (op);
1416 return 0; 1378 break;
1417 1379
1418 case GOLEM: 1380 case GOLEM:
1419 move_golem (op); 1381 move_golem (op);
1420 return 0; 1382 break;
1421 1383
1422 case EARTHWALL: 1384 case EARTHWALL:
1423 hit_player (op, 2, op, AT_PHYSICAL, 1); 1385 hit_player (op, 2, op, AT_PHYSICAL, 1);
1424 return 0; 1386 break;
1425 1387
1426 case FIREWALL: 1388 case FIREWALL:
1427 move_firewall (op); 1389 move_firewall (op);
1428 if (op->stats.maxsp) 1390 if (op->stats.maxsp)
1429 animate_turning (op); 1391 animate_turning (op);
1430 return 0; 1392 break;
1431 1393
1432 case MOOD_FLOOR: 1394 case MOOD_FLOOR:
1433 do_mood_floor (op); 1395 do_mood_floor (op);
1434 return 0; 1396 break;
1435 1397
1436 case GATE: 1398 case GATE:
1437 move_gate (op); 1399 move_gate (op);
1438 return 0; 1400 break;
1439 1401
1440 case TIMED_GATE: 1402 case TIMED_GATE:
1441 move_timed_gate (op); 1403 move_timed_gate (op);
1442 return 0; 1404 break;
1443 1405
1444 case TRIGGER: 1406 case TRIGGER:
1445 case TRIGGER_BUTTON: 1407 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL: 1408 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR: 1409 case TRIGGER_ALTAR:
1448 animate_trigger (op); 1410 animate_trigger (op);
1449 return 0; 1411 break;
1450 1412
1451 case DETECTOR: 1413 case DETECTOR:
1452 move_detector (op); 1414 move_detector (op);
1453 1415
1454 case DIRECTOR: 1416 case DIRECTOR:
1455 if (op->stats.maxsp) 1417 if (op->stats.maxsp)
1456 animate_turning (op); 1418 animate_turning (op);
1457 return 0; 1419 break;
1458 1420
1459 case HOLE: 1421 case HOLE:
1460 move_hole (op); 1422 move_hole (op);
1461 return 0; 1423 break;
1462 1424
1463 case DEEP_SWAMP: 1425 case DEEP_SWAMP:
1464 move_deep_swamp (op); 1426 move_deep_swamp (op);
1465 return 0; 1427 break;
1466 1428
1467 case RUNE: 1429 case RUNE:
1468 case TRAP: 1430 case TRAP:
1469 move_rune (op); 1431 move_rune (op);
1470 return 0; 1432 break;
1471 1433
1472 case PLAYERMOVER: 1434 case PLAYERMOVER:
1473 move_player_mover (op); 1435 move_player_mover (op);
1474 return 0; 1436 break;
1475 1437
1476 case CREATOR: 1438 case CREATOR:
1477 move_creator (op); 1439 move_creator (op);
1478 return 0; 1440 break;
1479 1441
1480 case MARKER: 1442 case MARKER:
1481 move_marker (op); 1443 move_marker (op);
1482 return 0; 1444 break;
1483 1445
1484 case PLAYER_CHANGER: 1446 case PLAYER_CHANGER:
1485 move_player_changer (op); 1447 move_player_changer (op);
1486 return 0; 1448 break;
1487 1449
1488 case PEACEMAKER: 1450 case PEACEMAKER:
1489 move_peacemaker (op); 1451 move_peacemaker (op);
1490 return 0; 1452 break;
1491 }
1492 1453
1493 return 0; 1454 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left;
1457 break;
1458 }
1494} 1459}
1460

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