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Comparing deliantra/server/server/time.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * 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
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 33 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
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->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
42{ 67{
43 int i; 68 int i;
44 object *tmp; 69 object *tmp;
45 70
46 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
47 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]);
48 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
49 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
52 } 78 }
79 }
53 80
54 if (op->other_arch) 81 if (op->other_arch)
55 { 82 {
56 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 84 tmp->x = op->x;
59 tmp->map = op->map; 86 tmp->map = op->map;
60 tmp->level = op->level; 87 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
62 } 89 }
63 90
64 op->destroy (); 91 op->drop_and_destroy ();
65} 92}
66 93
67void 94void
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92
93 op->destroy ();
94}
95
96/* Will generate a monster according to content
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 95generate_monster (object *gen)
101{ 96{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 97 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 98 return;
130 head = object_create_clone (op); 99
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 101 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 102
142void 103 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 104 // centipedes not generate more centipedes when being asleep.
144{ 105 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 106 return;
166 while (at != NULL) 107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
168 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
171 143
172 if (head != NULL) 144 op->expand_tail ();
173 op->head = head, prev->more = op;
174 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
175 if (rndm (0, 9)) 150 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 152
178 if (QUERY_FLAG (op, FLAG_FREED)) 153 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 155
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 156 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 157 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 158
159 op->destroy ();
200} 160}
201 161
202void 162void
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
205 if (--op->duration > 0) 165 if (--op->duration > 0)
206 return; 166 return;
207 167
168 if (op->env)
208 switch (op->subtype) 169 switch (op->subtype)
209 { 170 {
210 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 174
217 default: 175 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 177 change_abil (op->env, op);
222 fix_player (op->env); 178 op->env->update_stats ();
223 }
224 } 179 }
225 180
226 op->destroy (); 181 op->destroy ();
227} 182}
228 183
229void 184void
232 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
233 return; 188 return;
234 189
235 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
236 191
237 if (op->env != NULL) 192 if (op->env)
238 { 193 {
239 change_abil (op->env, op); 194 change_abil (op->env, op);
240 fix_player (op->env); 195 op->env->update_stats ();
241 } 196 }
242 197
243 op->destroy (); 198 op->destroy ();
244} 199}
245 200
252 return; 207 return;
253 } 208 }
254 209
255 if (op->stats.food == 1) 210 if (op->stats.food == 1)
256 { 211 {
257 /* need to remove the object before fix_player is called, else fix_player 212 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 213 * will not do anything.
259 */ 214 */
260 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
261 { 216 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 218 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 220 }
266 221
267 op->destroy (); 222 op->destroy ();
268 return; 223 return;
271 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
272 { 227 {
273 op->env->stats.food--; 228 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 230 }
231
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 233}
278 234
279 235
280void 236void
281move_gate (object *op) 237move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
283 object *tmp; 239 object *tmp;
284 240
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 242 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 248 if (op->value)
293 { 249 {
294 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 252 op->stats.wc = 0;
297 if (op->arch->clone.speed) 253 if (op->arch->speed)
298 op->value = 0; 254 op->value = 0;
299 else 255 else
300 {
301 op->speed = 0; 256 op->set_speed (0);
302 update_ob_speed (op);
303 } 257 }
304 } 258
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 260 {
307 op->move_block = 0; 261 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
310 } 264 }
265
311 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
313 return; 268 return;
314 } 269 }
315 270
323 * objects are above the gate. If so, we finish closing the gate, 278 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 280 * the gate slightly.
326 */ 281 */
327 282
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 285 break;
331 286
332 if (tmp == NULL) 287 if (!tmp)
333 { 288 {
334 if (op->arch->clone.speed) 289 if (op->arch->speed)
335 op->value = 1; 290 op->value = 1;
336 else 291 else
337 {
338 op->speed = 0; 292 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 293
340 }
341 return; 294 return;
342 } 295 }
343 } 296 }
344 297
345 if (op->stats.food) 298 if (op->stats.food)
352 } 305 }
353 else 306 else
354 { /* The gate is still going up */ 307 { /* The gate is still going up */
355 op->stats.wc++; 308 op->stats.wc++;
356 309
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 312
360 /* If there is something on top of the gate, we try to roll it off. 313 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 314 * If a player/monster, we don't roll, we just hit them with damage
362 */ 315 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 317 {
365 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
368 322
369 if (tmp != NULL) 323 if (tmp)
370 { 324 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 326 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
374 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 332 }
377 else
378 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
380 * off the gate. 335 * off the gate.
381 */ 336 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 338 {
384 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 341
387 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
388 if (i != -1) 343 if (i > 0)
389 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
390 tmp->remove (); 348 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 349 }
394 } 350 }
395 } 351 }
396 352
397 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 356 break;
401 357
402 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
403 if (tmp) 359 if (tmp)
404 {
405 op->stats.food = 1; 360 op->stats.food = 1;
406 }
407 else 361 else
408 { 362 {
409 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
410 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
413 } 368 }
414 } /* gate is halfway up */ 369 } /* gate is halfway up */
415 370
428 int v = op->value; 383 int v = op->value;
429 384
430 if (op->stats.sp) 385 if (op->stats.sp)
431 { 386 {
432 move_gate (op); 387 move_gate (op);
388
433 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 390 op->stats.sp = 0;
435 return; 391 return;
436 } 392 }
393
437 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 395 { /* keep gate down */
439 move_gate (op); 396 move_gate (op);
397
440 if (op->value != v) 398 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 399 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 400 }
446} 401}
447 402
448/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
459 int last = op->value; 414 int last = op->value;
460 int detected; 415 int detected;
461 416
462 detected = 0; 417 detected = 0;
463 418
464 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 420 {
466 object *tmp2; 421 object *tmp2;
467 422
468 if (op->stats.hp) 423 if (op->stats.hp)
469 { 424 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 426 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 428 detected = 1;
429
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 431 detected = 1;
476 } 432 }
477 } 433 }
434
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 436 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 438 detected = 1;
484 } 439 }
485 440
486 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
488 { 443 {
489 if (detected && last == 0) 444 if (detected && last == 0)
490 { 445 {
491 op->value = 1; 446 op->value = 1;
492 push_button (op); 447 push_button (op, tmp);
493 } 448 }
449
494 if (!detected && last == 1) 450 if (!detected && last == 1)
495 { 451 {
496 op->value = 0; 452 op->value = 0;
497 push_button (op); 453 push_button (op, tmp);
498 } 454 }
499 } 455 }
500 else 456 else
501 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
502 if (detected && last == 1) 458 if (detected && last == 1)
503 { 459 {
504 op->value = 0; 460 op->value = 0;
505 push_button (op); 461 push_button (op, tmp);
506 } 462 }
463
507 if (!detected && last == 0) 464 if (!detected && last == 0)
508 { 465 {
509 op->value = 1; 466 op->value = 1;
510 push_button (op); 467 push_button (op, tmp);
511 } 468 }
512 } 469 }
513} 470}
514
515 471
516void 472void
517animate_trigger (object *op) 473animate_trigger (object *op)
518{ 474{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
529} 485}
530 486
531void 487void
532move_hole (object *op) 488move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 490 if (op->value)
537 { /* We're opening */ 491 { /* We're opening */
538 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
540 op->stats.wc = 0; 494 op->stats.wc = 0;
541 op->speed = 0; 495 op->set_speed (0);
542 update_ob_speed (op);
543 496
544 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 500 {
548 next = tmp->above; 501 next = tmp->above;
549 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
550 } 503 }
551 } 504 }
505
552 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
554 return; 508 return;
555 } 509 }
510
556 /* We're closing */ 511 /* We're closing */
557 op->move_on = 0; 512 op->move_on = 0;
558 513
559 op->stats.wc++; 514 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
562 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 522}
571 523
572 524
573/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 526 * may or may not have been removed from maps or inventories. It will not
594 { 546 {
595 object *payload = op->inv; 547 object *payload = op->inv;
596 548
597 if (payload == NULL) 549 if (payload == NULL)
598 return NULL; 550 return NULL;
551
599 payload->remove (); 552 payload->remove ();
600 op->destroy (); 553 op->destroy ();
601 return payload; 554 return payload;
602 } 555 }
603 556
604 case ARROW: 557 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
607 return op; 560 return op;
608 561
609 default: 562 default:
610 return op; 563 return op;
619void 572void
620fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
621{ 574{
622 if (map == NULL) 575 if (map == NULL)
623 return; 576 return;
577
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 580 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
628} 582}
629 583
630
631object * 584object *
632fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
633{ 586{
634 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
635 { 588 {
636 /* Small chance of breaking */ 589 /* Small chance of breaking */
637 op->destroy (); 590 op->destroy ();
638 return NULL; 591 return NULL;
639 } 592 }
640 593
594 op->set_speed (0);
641 op->direction = 0; 595 op->direction = 0;
642 op->move_on = 0; 596 op->move_on = 0;
643 op->move_type = 0; 597 op->move_type = 0;
644 op->speed = 0; 598 op->skill = 0; // really?
645 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 604
652 if (op->spellarg != NULL) 605 if (op->spellarg)
653 { 606 {
654 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
655 free (op->spellarg); 608 free (op->spellarg);
656 op->spellarg = NULL; 609 op->spellarg = 0;
657 } 610 }
658 else 611 else
659 op->slaying = NULL; 612 op->slaying = 0;
660 613
661 /* Reset these to zero, so that CAN_MERGE will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 615 op->spellarg = NULL;
663 op->stats.sp = 0; 616 op->stats.sp = 0;
664 op->stats.hp = 0; 617 op->stats.hp = 0;
665 op->stats.grace = 0; 618 op->stats.grace = 0;
666 op->level = 0; 619 op->level = 0;
667 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
670 return op; 623 return op;
671} 624}
672 625
673/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 627 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 628 * here too. -b.t.
676 * 629 *
677 * Returns a pointer to the stopped object (which will have been removed 630 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
679 */ 632 */
680
681static void 633static void
682stop_arrow (object *op) 634stop_arrow (object *op)
683{ 635{
684 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
685 return; 637 return;
686 638
687 if (op->inv) 639 if (op->inv)
688 { 640 {
641 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 642 object *payload = op->inv;
690 643
691 payload->remove (); 644 payload->owner = 0;
692 clear_owner (payload);
693 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 646 op->destroy ();
695 } 647 }
696 else 648 else
697 { 649 {
698 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
699 if (op) 652 if (op)
700 merge_ob (op, NULL); 653 merge_ob (op, 0);
701 } 654 }
702} 655}
703 656
704/* Move an arrow along its course. op is the arrow or thrown object. 657/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 658 */
706
707void 659void
708move_arrow (object *op) 660move_arrow (object *op)
709{ 661{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 662 int was_reflected;
713 maptile *m;
714 663
715 if (op->map == NULL) 664 if (!op->map)
716 { 665 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 667 op->destroy ();
719 return; 668 return;
720 } 669 }
728 * is if the player throws a bomb - the bomb explodes on its own, 677 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the 678 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen, 679 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
732 */ 681 */
733 if (op->inv == NULL) 682 if (!op->inv)
734 { 683 {
735 op->destroy (); 684 op->destroy ();
736 return; 685 return;
737 } 686 }
738 687
750 stop_arrow (op); 699 stop_arrow (op);
751 return; 700 return;
752 } 701 }
753 702
754 /* Calculate target map square */ 703 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 704 was_reflected = 0;
758 705
759 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 707
762 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
763 { 709 {
764 stop_arrow (op); 710 stop_arrow (op);
765 return; 711 return;
766 } 712 }
767 713
768 /* only need to look for living creatures if this flag is set */ 714 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
770 { 716 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 721 break;
774 722
775 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
784 */ 732 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 734 {
787 int number = op->face->number; 735 int number = op->face;
788 736
789 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
790 op->state = 0; 738 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
803 } 740 }
804 else 741 else
805 { 742 {
806 /* Attack the object. */ 743 /* Attack the object. */
810 return; 747 return;
811 } 748 }
812 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
814 751
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 753 {
817 int retry = 0; 754 int retry = 0;
818 755
819 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 757 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 770 if (op->direction & 1)
834 { 771 {
835 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
836 retry = 1; 773 retry = 1;
837 } 774 }
775
838 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
839 * use this retry here to make this one block 777 * use this retry here to make this one block
840 * that did the same thing. 778 * that did the same thing.
841 */ 779 */
842 while (retry < 2) 780 while (retry < 2)
843 { 781 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 782 retry++;
849 783
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
854 */ 788 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 791
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 794
863 if (left == right) 795 if (left == right)
864 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
865 else if (left) 797 else if (left)
866 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
867 else if (right) 799 else if (right)
868 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
869 801
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 803 * don't need to retry again.
874 */ 804 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 807 break;
877
878 } 808 }
809
879 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 811 * stop it from moving.
881 */ 812 */
882 if (retry == 2) 813 if (retry == 2)
883 { 814 {
884 stop_arrow (op); 815 stop_arrow (op);
885 return; 816 return;
886 } 817 }
818
887 /* update object image for new facing */ 819 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
890 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
891 } /* object is reflected */ 823 } /* object is reflected */
892 } /* object ran into a wall */ 824 } /* object ran into a wall */
893 825
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
901 */ 828 */
902 op->speed -= 0.05; 829 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 830
906/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 833}
909 834
910void 835void
911change_object (object *op) 836change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j; 838 int i, j;
915 839
916 if (op->other_arch == NULL) 840 if (!op->other_arch)
917 { 841 {
918 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
919 return; 843 return;
920 } 844 }
921 845
922 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
923 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
924 { 848 {
925 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
926 return; 850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
927 else 866 else
928 op->stats.food = 1; /* so 1 other_arch is made */
929 }
930 env = op->env;
931 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++)
933 {
934 tmp = arch_to_object (op->other_arch);
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env)
939 {
940 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env);
942 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below.
945 */
946 if ((pl = is_player_inv (env)) != NULL)
947 {
948 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp);
950 }
951 }
952 else
953 { 867 {
954 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
955 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
956 tmp->destroy (); 870 tmp->destroy ();
957 else 871 else
958 { 872 {
959 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
960 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
961 } 877 }
962 } 878 }
963 } 879 }
964 880
965 op->destroy (); 881 op->destroy ();
975 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
976 * have speed, we don't really want to call it twice for the same 892 * have speed, we don't really want to call it twice for the same
977 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
978 * N times without the speed check. 894 * N times without the speed check.
979 */ 895 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
981 move_teleporter (op->more); 897 move_teleporter (op->more);
982 898
983 if (op->head) 899 if (op->head)
984 head = op->head; 900 head = op->head;
985 901
986 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
987 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
988 break; 904 break;
989 905
990 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
991 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
996 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
997 { 913 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return; 915 return;
1000 916
1001 enter_exit (tmp, head); 917 tmp->enter_exit (head);
1002 } 918 }
1003 else 919 else
1004 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
1005 return; 921 return;
1006 } 922 }
1021 else 937 else
1022 { 938 {
1023 /* Random teleporter */ 939 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 941 return;
942
1026 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1027 } 944 }
1028} 945}
1029
1030 946
1031/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 949 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 950 can't be generalized.
1035*/ 951*/
1036
1037void 952void
1038move_player_changer (object *op) 953move_player_changer (object *op)
1039{ 954{
1040 object *player; 955 object *player;
1041 object *walk; 956 object *walk;
1042 char c;
1043 957
1044 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1045 return; 959 return;
1046 960
1047 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 962 * needs to be on top.
1049 */ 963 */
1050 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1051 { 965 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 967 return;
968
1054 player = op->above; 969 player = op->above;
1055 970
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1058 973
1059 fix_player (player); 974 player->update_stats ();
1060 975
1061 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1063 978
1064 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 981 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1071 } 985 }
1072 else 986 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 988
1075 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 990 }
1078} 991}
1079 992
1080/* firewalls fire other spells. 993/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1088 1001
1089 if (!op->map) 1002 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1091 1004
1092 spell = op->inv; 1005 spell = op->inv;
1006
1093 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1009
1095 if (!spell) 1010 if (!spell)
1096 { 1011 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1013 return;
1099 } 1014 }
1100 1015
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1017}
1103
1104 1018
1105/* move_player_mover: this function takes a "player mover" as an 1019/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1020 * argument, and performs the function of a player mover, which is:
1107 * 1021 *
1108 * a player mover finds any players that are sitting on it. It 1022 * a player mover finds any players that are sitting on it. It
1112 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1027 */
1114void 1028void
1115move_player_mover (object *op) 1029move_player_mover (object *op)
1116{ 1030{
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1119 sint16 nx, ny; 1032 sint16 nx, ny;
1120 maptile *m; 1033 maptile *m;
1121 1034
1122 /* Determine direction now for random movers so we do the right thing */ 1035 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1036 if (!dir)
1124 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1125 1038
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1127 { 1040 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1043 {
1131 1044
1141 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1143 m = op->map; 1056 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1058 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1060 return;
1148 } 1061 }
1149 1062
1150 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1151 return; 1064 return;
1152 1065
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1154 { 1067 {
1155 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1160 }
1161 } 1073 }
1162 1074
1163 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1164 { 1076 {
1165 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1169 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1171 * get to this space. 1083 * get to this space.
1172 */ 1084 */
1173 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1087 move_player (victim, dir);
1176 } 1088 }
1177 else 1089 else
1178 return; 1090 return;
1179 } 1091 }
1183 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1185 1097
1186 if (op->attacktype) 1098 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1101 }
1199 } 1102 }
1200 } 1103 }
1201} 1104}
1202 1105
1212{ 1115{
1213 object *tmp; 1116 object *tmp;
1214 1117
1215 if (!op->other_arch) 1118 if (!op->other_arch)
1216 { 1119 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1120 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1121 return;
1219 } 1122 }
1220 1123
1221 if (op->above == NULL) 1124 if (op->above == NULL)
1222 return; 1125 return;
1126
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1128 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1130 {
1227 if (op->level <= 0) 1131 if (op->level <= 0)
1228 tmp->destroy (); 1132 tmp->destroy ();
1229 else 1133 else
1230 { 1134 {
1252 * has to make sure that there is in fact space for the object. 1156 * has to make sure that there is in fact space for the object.
1253 * It should really do this for small objects also, but there is 1157 * It should really do this for small objects also, but there is
1254 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1255 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1256*/ 1160*/
1257
1258void 1161void
1259move_creator (object *creator) 1162move_creator (object *creator)
1260{ 1163{
1261 object *new_ob; 1164 object *new_ob;
1262 1165
1264 { 1167 {
1265 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1266 return; 1169 return;
1267 } 1170 }
1268 1171
1269 if (creator->inv != NULL) 1172 if (creator->inv)
1270 { 1173 {
1271 object *ob; 1174 object *ob;
1272 int i; 1175 int i;
1273 object *ob_to_copy; 1176 object *ob_to_copy;
1274 1177
1279 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1280 { 1183 {
1281 ob_to_copy = ob; 1184 ob_to_copy = ob;
1282 } 1185 }
1283 } 1186 }
1284 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1285 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1286 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1287 } 1190 }
1288 else 1191 else
1289 { 1192 {
1290 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1291 { 1194 {
1292 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1293 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1294 return; 1197 return;
1295 } 1198 }
1296 1199
1297 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1299 } 1202 }
1300 1203
1301 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1302 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1303 { 1206 {
1304 new_ob->destroy (); 1207 new_ob->destroy ();
1305 return; 1208 return;
1306 } 1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1307 1214
1308 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1309 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1310 return; 1217 return;
1311 1218
1312 if (creator->slaying) 1219 if (creator->slaying)
1313 {
1314 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1315 }
1316} 1221}
1317 1222
1318/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1319 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1320 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1321 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1322 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1323 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1324 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1325 unless hp was zero to start with, in which case it is infinite.*/ 1230 unless hp was zero to start with, in which case it is infinite.*/
1326
1327void 1231void
1328move_marker (object *op) 1232move_marker (object *op)
1329{ 1233{
1330 object *tmp, *tmp2; 1234 if (object *tmp = op->ms ().player ())
1331
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 { 1235 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1339 { 1241 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1242 tmp->force_add (op->slaying, op->stats.food);
1341 break; 1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1342 } 1248 {
1249 op->stats.hp--;
1343 1250
1344 if (tmp2)
1345 tmp2->destroy ();
1346
1347 /* cycle through his inventory to look for the MARK we want to
1348 * place
1349 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1353 break;
1354 }
1355
1356 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL)
1358 {
1359 object *force = get_archetype (FORCE_NAME);
1360
1361 force->speed = 0;
1362 if (op->stats.food) 1251 if (op->stats.hp == 0)
1363 { 1252 {
1364 force->speed = 0.01; 1253 /* marker expires--granted mark number limit */
1365 force->speed_left = -op->stats.food; 1254 op->destroy ();
1255 return;
1366 } 1256 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 } 1257 }
1388 } /* if tmp2 == NULL */ 1258 }
1389 } /* if tmp->type == PLAYER */ 1259 }
1390 } /* For all objects on this space */
1391} 1260}
1392 1261
1393int 1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304}
1305
1306void
1394process_object (object *op) 1307process_object (object *op)
1395{ 1308{
1396 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1397 return 0; 1310 return;
1398 1311
1399 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1400 return 0; 1313 return;
1401 1314
1402 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1403 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1404 return 1; 1317 return;
1405 1318
1406 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1407 { 1320 {
1408 if (op->type == PLAYER)
1409 animate_object (op, op->facing);
1410 else
1411 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1412 1322
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_seen (op); 1324 make_sure_seen (op);
1415 } 1325 }
1416 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1417 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1418 { 1334 {
1419 change_object (op); 1335 change_object (op);
1420 return 1; 1336 return;
1421 } 1337 }
1422 1338
1423 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1424 generate_monster (op); 1340 generate_monster (op);
1425 1341
1426 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1427 { 1343 {
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1429 remove_force (op); 1345 remove_force (op);
1430 else 1346 else
1431 { 1347 {
1432 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1433 object *pl = is_player_inv (op);
1434 1349
1435 if (pl)
1436 esrv_del_item (pl->contr, op->count);
1437
1438 op->remove ();
1439
1440 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1441 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1442 1352
1443 op->destroy (); 1353 op->drop_and_destroy ();
1444 } 1354 }
1445 1355
1446 return 1; 1356 return;
1357 }
1447 } 1358 }
1448 1359
1449 switch (op->type) 1360 switch (op->type)
1450 { 1361 {
1451 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1452 move_spell_effect (op); 1363 move_spell_effect (op);
1453 return 1; 1364 break;
1454 1365
1455 case ROD: 1366 case ROD:
1456 case HORN: 1367 case HORN:
1457 regenerate_rod (op); 1368 regenerate_rod (op);
1458 return 1; 1369 break;
1459 1370
1460 case FORCE: 1371 case FORCE:
1461 case POTION_EFFECT: 1372 case POTION_EFFECT:
1462 remove_force (op); 1373 remove_force (op);
1463 return 1; 1374 break;
1464 1375
1465 case BLINDNESS: 1376 case BLINDNESS:
1466 remove_blindness (op); 1377 remove_blindness (op);
1467 return 0; 1378 break;
1468 1379
1469 case POISONING: 1380 case POISONING:
1470 poison_more (op); 1381 poison_more (op);
1471 return 0; 1382 break;
1472 1383
1473 case DISEASE: 1384 case DISEASE:
1474 move_disease (op); 1385 move_disease (op);
1475 return 0; 1386 break;
1476 1387
1477 case SYMPTOM: 1388 case SYMPTOM:
1478 move_symptom (op); 1389 move_symptom (op);
1479 return 0; 1390 break;
1480 1391
1481 case THROWN_OBJ: 1392 case THROWN_OBJ:
1482 case ARROW: 1393 case ARROW:
1483 move_arrow (op); 1394 move_arrow (op);
1484 return 0; 1395 break;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0;
1489 1396
1490 case DOOR: 1397 case DOOR:
1491 remove_door (op); 1398 remove_door (op);
1492 return 0; 1399 break;
1493 1400
1494 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1495 remove_door2 (op); 1402 remove_door2 (op);
1496 return 0; 1403 break;
1497 1404
1498 case TELEPORTER: 1405 case TELEPORTER:
1499 move_teleporter (op); 1406 move_teleporter (op);
1500 return 0; 1407 break;
1501 1408
1502 case GOLEM: 1409 case GOLEM:
1503 move_golem (op); 1410 move_golem (op);
1504 return 0; 1411 break;
1505 1412
1506 case EARTHWALL: 1413 case EARTHWALL:
1507 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1508 return 0; 1415 break;
1509 1416
1510 case FIREWALL: 1417 case FIREWALL:
1511 move_firewall (op); 1418 move_firewall (op);
1512 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1513 animate_turning (op); 1420 animate_turning (op);
1514 return 0; 1421 break;
1515 1422
1516 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1517 do_mood_floor (op); 1424 do_mood_floor (op);
1518 return 0; 1425 break;
1519 1426
1520 case GATE: 1427 case GATE:
1521 move_gate (op); 1428 move_gate (op);
1522 return 0; 1429 break;
1523 1430
1524 case TIMED_GATE: 1431 case TIMED_GATE:
1525 move_timed_gate (op); 1432 move_timed_gate (op);
1526 return 0; 1433 break;
1527 1434
1528 case TRIGGER: 1435 case TRIGGER:
1529 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1530 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1531 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1532 animate_trigger (op); 1439 animate_trigger (op);
1533 return 0; 1440 break;
1534 1441
1535 case DETECTOR: 1442 case DETECTOR:
1536 move_detector (op); 1443 move_detector (op);
1537 1444
1538 case DIRECTOR: 1445 case DIRECTOR:
1539 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1540 animate_turning (op); 1447 animate_turning (op);
1541 return 0; 1448 break;
1542 1449
1543 case HOLE: 1450 case HOLE:
1544 move_hole (op); 1451 move_hole (op);
1545 return 0; 1452 break;
1546 1453
1547 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1548 move_deep_swamp (op); 1455 move_deep_swamp (op);
1549 return 0; 1456 break;
1550 1457
1551 case RUNE: 1458 case RUNE:
1552 case TRAP: 1459 case TRAP:
1553 move_rune (op); 1460 move_rune (op);
1554 return 0; 1461 break;
1555 1462
1556 case PLAYERMOVER: 1463 case PLAYERMOVER:
1557 move_player_mover (op); 1464 move_player_mover (op);
1558 return 0; 1465 break;
1559 1466
1560 case CREATOR: 1467 case CREATOR:
1561 move_creator (op); 1468 move_creator (op);
1562 return 0; 1469 break;
1563 1470
1564 case MARKER: 1471 case MARKER:
1565 move_marker (op); 1472 move_marker (op);
1566 return 0; 1473 break;
1567 1474
1568 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1569 move_player_changer (op); 1476 move_player_changer (op);
1570 return 0; 1477 break;
1571 1478
1572 case PEACEMAKER: 1479 case PEACEMAKER:
1573 move_peacemaker (op); 1480 move_peacemaker (op);
1574 return 0; 1481 break;
1575 }
1576 1482
1577 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1578} 1497}
1498

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