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Comparing deliantra/server/server/time.C (file contents):
Revision 1.24 by root, Mon Dec 25 11:25:50 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)
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;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
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;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (!gen->other_arch)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map) 97 if (!gen->map)
157 return; 98 return;
158 99
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
160 if (i == -1)
161 return; 101 return;
162 102
163 while (at) 103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
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);
164 { 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
165 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
166 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
167 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
168 143
169 if (head) 144 op->expand_tail ();
170 op->head = head, prev->more = op;
171 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
172 if (rndm (0, 9)) 150 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
174 152
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ()) 153 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
181 155
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
191generate_monster (object *gen)
192{
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return; 156 return;
157 }
196 158
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
198 generate_monster_inv (gen);
199 else
200 generate_monster_arch (gen);
201
202} 160}
203 161
204void 162void
205remove_force (object *op) 163remove_force (object *op)
206{ 164{
207 if (--op->duration > 0) 165 if (--op->duration > 0)
208 return; 166 return;
209 167
168 if (op->env)
210 switch (op->subtype) 169 switch (op->subtype)
211 { 170 {
212 case FORCE_CONFUSION: 171 case FORCE_CONFUSION:
213 if (op->env != NULL)
214 {
215 CLEAR_FLAG (op->env, FLAG_CONFUSED); 172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
216 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");
217 }
218 174
219 default: 175 default:
220 if (op->env != NULL)
221 {
222 CLEAR_FLAG (op, FLAG_APPLIED); 176 CLEAR_FLAG (op, FLAG_APPLIED);
223 change_abil (op->env, op); 177 change_abil (op->env, op);
224 op->env->update_stats (); 178 op->env->update_stats ();
225 }
226 } 179 }
227 180
228 op->destroy (); 181 op->destroy ();
229} 182}
230 183
231void 184void
234 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
235 return; 188 return;
236 189
237 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
238 191
239 if (op->env != NULL) 192 if (op->env)
240 { 193 {
241 change_abil (op->env, op); 194 change_abil (op->env, op);
242 op->env->update_stats (); 195 op->env->update_stats ();
243 } 196 }
244 197
254 return; 207 return;
255 } 208 }
256 209
257 if (op->stats.food == 1) 210 if (op->stats.food == 1)
258 { 211 {
259 /* 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
260 * will not do anything. 213 * will not do anything.
261 */ 214 */
262 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
263 { 216 {
264 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
273 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
274 { 227 {
275 op->env->stats.food--; 228 op->env->stats.food--;
276 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...");
277 } 230 }
231
278 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
279} 233}
280 234
281 235
282void 236void
283move_gate (object *op) 237move_gate (object *op)
284{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
285 object *tmp; 239 object *tmp;
286 240
287 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))
288 { 242 {
289 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));
294 if (op->value) 248 if (op->value)
295 { 249 {
296 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
297 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
298 op->stats.wc = 0; 252 op->stats.wc = 0;
299 if (op->arch->clone.speed) 253 if (op->arch->speed)
300 op->value = 0; 254 op->value = 0;
301 else 255 else
302 {
303 op->speed = 0; 256 op->set_speed (0);
304 update_ob_speed (op);
305 } 257 }
306 } 258
307 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
308 { 260 {
309 op->move_block = 0; 261 op->move_block = 0;
310 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
311 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
312 } 264 }
265
313 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
314 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
315 return; 268 return;
316 } 269 }
317 270
325 * 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,
326 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
327 * the gate slightly. 280 * the gate slightly.
328 */ 281 */
329 282
330 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
331 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))
332 break; 285 break;
333 286
334 if (tmp == NULL) 287 if (!tmp)
335 { 288 {
336 if (op->arch->clone.speed) 289 if (op->arch->speed)
337 op->value = 1; 290 op->value = 1;
338 else 291 else
339 {
340 op->speed = 0; 292 op->set_speed (0);
341 update_ob_speed (op); /* Reached top, let's stop */ 293
342 }
343 return; 294 return;
344 } 295 }
345 } 296 }
346 297
347 if (op->stats.food) 298 if (op->stats.food)
354 } 305 }
355 else 306 else
356 { /* The gate is still going up */ 307 { /* The gate is still going up */
357 op->stats.wc++; 308 op->stats.wc++;
358 309
359 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
360 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
361 312
362 /* 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.
363 * 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
364 */ 315 */
365 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
366 { 317 {
367 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
368 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
369 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
370 322
371 if (tmp != NULL) 323 if (tmp)
372 { 324 {
373 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
374 { 326 {
375 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
376 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
377 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);
378 } 332 }
379 else
380 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
381 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
382 * off the gate. 335 * off the gate.
383 */ 336 */
384 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)))
385 { 338 {
386 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
387 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);
388 341
389 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
390 if (i != -1) 343 if (i > 0)
391 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
392 tmp->remove (); 348 tmp->move_to (pos);
393 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
394 insert_ob_in_map (tmp, op->map, op, 0);
395 } 349 }
396 } 350 }
397 } 351 }
398 352
399 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
400 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
401 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))
402 break; 356 break;
403 357
404 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
405 if (tmp) 359 if (tmp)
406 {
407 op->stats.food = 1; 360 op->stats.food = 1;
408 }
409 else 361 else
410 { 362 {
411 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
412 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
413 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
414 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
415 } 368 }
416 } /* gate is halfway up */ 369 } /* gate is halfway up */
417 370
430 int v = op->value; 383 int v = op->value;
431 384
432 if (op->stats.sp) 385 if (op->stats.sp)
433 { 386 {
434 move_gate (op); 387 move_gate (op);
388
435 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
436 op->stats.sp = 0; 390 op->stats.sp = 0;
437 return; 391 return;
438 } 392 }
393
439 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
440 { /* keep gate down */ 395 { /* keep gate down */
441 move_gate (op); 396 move_gate (op);
397
442 if (op->value != v) 398 if (op->value != v)
443 { /* ready ? */
444 op->speed = 0; 399 op->set_speed (0);
445 update_ob_speed (op);
446 }
447 } 400 }
448} 401}
449 402
450/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
451 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
461 int last = op->value; 414 int last = op->value;
462 int detected; 415 int detected;
463 416
464 detected = 0; 417 detected = 0;
465 418
466 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)
467 { 420 {
468 object *tmp2; 421 object *tmp2;
469 422
470 if (op->stats.hp) 423 if (op->stats.hp)
471 { 424 {
472 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
473 { 426 {
474 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
475 detected = 1; 428 detected = 1;
429
476 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
477 detected = 1; 431 detected = 1;
478 } 432 }
479 } 433 }
434
480 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
481 {
482 detected = 1; 436 detected = 1;
483 }
484 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
485 detected = 1; 438 detected = 1;
486 } 439 }
487 440
488 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
489 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
490 { 443 {
491 if (detected && last == 0) 444 if (detected && last == 0)
492 { 445 {
493 op->value = 1; 446 op->value = 1;
494 push_button (op); 447 push_button (op, tmp);
495 } 448 }
449
496 if (!detected && last == 1) 450 if (!detected && last == 1)
497 { 451 {
498 op->value = 0; 452 op->value = 0;
499 push_button (op); 453 push_button (op, tmp);
500 } 454 }
501 } 455 }
502 else 456 else
503 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
504 if (detected && last == 1) 458 if (detected && last == 1)
505 { 459 {
506 op->value = 0; 460 op->value = 0;
507 push_button (op); 461 push_button (op, tmp);
508 } 462 }
463
509 if (!detected && last == 0) 464 if (!detected && last == 0)
510 { 465 {
511 op->value = 1; 466 op->value = 1;
512 push_button (op); 467 push_button (op, tmp);
513 } 468 }
514 } 469 }
515} 470}
516
517 471
518void 472void
519animate_trigger (object *op) 473animate_trigger (object *op)
520{ 474{
521 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
531} 485}
532 486
533void 487void
534move_hole (object *op) 488move_hole (object *op)
535{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
536 object *next, *tmp;
537
538 if (op->value) 490 if (op->value)
539 { /* We're opening */ 491 { /* We're opening */
540 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
541 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
542 op->stats.wc = 0; 494 op->stats.wc = 0;
543 op->speed = 0; 495 op->set_speed (0);
544 update_ob_speed (op);
545 496
546 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
547 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
548 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
549 { 500 {
550 next = tmp->above; 501 next = tmp->above;
551 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
552 } 503 }
553 } 504 }
505
554 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
555 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
556 return; 508 return;
557 } 509 }
510
558 /* We're closing */ 511 /* We're closing */
559 op->move_on = 0; 512 op->move_on = 0;
560 513
561 op->stats.wc++; 514 op->stats.wc++;
562 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
563 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
564 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
565 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
566 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
567 {
568 op->speed = 0;
569 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
570 return;
571 }
572} 522}
573 523
574 524
575/* 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
576 * 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
596 { 546 {
597 object *payload = op->inv; 547 object *payload = op->inv;
598 548
599 if (payload == NULL) 549 if (payload == NULL)
600 return NULL; 550 return NULL;
551
601 payload->remove (); 552 payload->remove ();
602 op->destroy (); 553 op->destroy ();
603 return payload; 554 return payload;
604 } 555 }
605 556
606 case ARROW: 557 case ARROW:
607 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
608 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
609 return op; 560 return op;
610 561
611 default: 562 default:
612 return op; 563 return op;
621void 572void
622fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
623{ 574{
624 if (map == NULL) 575 if (map == NULL)
625 return; 576 return;
577
626 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
627 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
628 else if (op->type == ARROW) 580 else if (op->type == ARROW)
629 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
630} 582}
631 583
632
633object * 584object *
634fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
635{ 586{
636 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
637 { 588 {
638 /* Small chance of breaking */ 589 /* Small chance of breaking */
639 op->destroy (); 590 op->destroy ();
640 return NULL; 591 return NULL;
641 } 592 }
642 593
594 op->set_speed (0);
643 op->direction = 0; 595 op->direction = 0;
644 op->move_on = 0; 596 op->move_on = 0;
645 op->move_type = 0; 597 op->move_type = 0;
646 op->speed = 0; 598 op->skill = 0; // really?
647 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
648 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
649 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
650 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
651 op->slaying = 0;
652 op->skill = 0;
653 604
654 if (op->spellarg != NULL) 605 if (op->spellarg)
655 { 606 {
656 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
657 free (op->spellarg); 608 free (op->spellarg);
658 op->spellarg = NULL; 609 op->spellarg = 0;
659 } 610 }
660 else 611 else
661 op->slaying = NULL; 612 op->slaying = 0;
662 613
663 /* Reset these to zero, so that object::can_merge will work properly */ 614 /* Reset these to zero, so that object::can_merge will work properly */
664 op->spellarg = NULL; 615 op->spellarg = NULL;
665 op->stats.sp = 0; 616 op->stats.sp = 0;
666 op->stats.hp = 0; 617 op->stats.hp = 0;
667 op->stats.grace = 0; 618 op->stats.grace = 0;
668 op->level = 0; 619 op->level = 0;
669 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
670 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
671 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
672 return op; 623 return op;
673} 624}
674 625
675/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
676 * 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
677 * here too. -b.t. 628 * here too. -b.t.
678 * 629 *
679 * 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
680 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
681 */ 632 */
682
683static void 633static void
684stop_arrow (object *op) 634stop_arrow (object *op)
685{ 635{
686 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
687 return; 637 return;
688 638
689 if (op->inv) 639 if (op->inv)
690 { 640 {
641 // replace this by straightforward drop to ground?
691 object *payload = op->inv; 642 object *payload = op->inv;
692 643
693 payload->remove ();
694 payload->owner = 0; 644 payload->owner = 0;
695 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
696 op->destroy (); 646 op->destroy ();
697 } 647 }
698 else 648 else
699 { 649 {
700 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
701 if (op) 652 if (op)
702 merge_ob (op, NULL); 653 merge_ob (op, 0);
703 } 654 }
704} 655}
705 656
706/* 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.
707 */ 658 */
708
709void 659void
710move_arrow (object *op) 660move_arrow (object *op)
711{ 661{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 662 int was_reflected;
715 maptile *m;
716 663
717 if (op->map == NULL) 664 if (!op->map)
718 { 665 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
720 op->destroy (); 667 op->destroy ();
721 return; 668 return;
722 } 669 }
730 * 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,
731 * 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
732 * 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,
733 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
734 */ 681 */
735 if (op->inv == NULL) 682 if (!op->inv)
736 { 683 {
737 op->destroy (); 684 op->destroy ();
738 return; 685 return;
739 } 686 }
740 687
752 stop_arrow (op); 699 stop_arrow (op);
753 return; 700 return;
754 } 701 }
755 702
756 /* Calculate target map square */ 703 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 704 was_reflected = 0;
760 705
761 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 707
764 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
765 { 709 {
766 stop_arrow (op); 710 stop_arrow (op);
767 return; 711 return;
768 } 712 }
769 713
770 /* 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 */
771 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
772 { 716 {
773 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)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break; 721 break;
776 722
777 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
784 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
786 */ 732 */
787 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))
788 { 734 {
789 int number = op->face->number; 735 int number = op->face;
790 736
791 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
792 op->state = 0; 738 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
805 } 740 }
806 else 741 else
807 { 742 {
808 /* Attack the object. */ 743 /* Attack the object. */
812 return; 747 return;
813 } 748 }
814 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
816 751
817 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))
818 { 753 {
819 int retry = 0; 754 int retry = 0;
820 755
821 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
822 * 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
835 if (op->direction & 1) 770 if (op->direction & 1)
836 { 771 {
837 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
838 retry = 1; 773 retry = 1;
839 } 774 }
775
840 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
841 * use this retry here to make this one block 777 * use this retry here to make this one block
842 * that did the same thing. 778 * that did the same thing.
843 */ 779 */
844 while (retry < 2) 780 while (retry < 2)
845 { 781 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 782 retry++;
851 783
852 /* 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
853 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
856 */ 788 */
857 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));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 791
861 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));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 794
865 if (left == right) 795 if (left == right)
866 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
867 else if (left) 797 else if (left)
868 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
869 else if (right) 799 else if (right)
870 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
871 801
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* 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 -
875 * don't need to retry again. 803 * don't need to retry again.
876 */ 804 */
877 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))
878 break; 807 break;
879
880 } 808 }
809
881 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 811 * stop it from moving.
883 */ 812 */
884 if (retry == 2) 813 if (retry == 2)
885 { 814 {
886 stop_arrow (op); 815 stop_arrow (op);
887 return; 816 return;
888 } 817 }
818
889 /* update object image for new facing */ 819 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
892 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
893 } /* object is reflected */ 823 } /* object is reflected */
894 } /* object ran into a wall */ 824 } /* object ran into a wall */
895 825
896 /* Move the arrow. */
897 op->remove ();
898 op->x = new_x;
899 op->y = new_y;
900
901 /* 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
902 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
903 */ 828 */
904 op->speed -= 0.05; 829 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906}
907 830
908/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
909 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
910 * Modified this routine to allow held objects. b.t. */ 833}
911 834
912void 835void
913change_object (object *op) 836change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
915 int i, j; 838 int i, j;
916 839
917 if (op->other_arch == NULL) 840 if (!op->other_arch)
918 { 841 {
919 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 ());
920 return; 843 return;
921 } 844 }
922 845
923 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
925 { 848 {
926 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
927 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);
928 else 866 else
929 op->stats.food = 1; /* so 1 other_arch is made */
930 }
931
932 object *pl = op->in_player ();
933 object *env = op->env;
934
935 op->remove ();
936 for (i = 0; i < NROFNEWOBJS (op); i++)
937 {
938 object *tmp = arch_to_object (op->other_arch);
939
940 if (op->type == LAMP)
941 tmp->stats.food = op->stats.food - 1;
942
943 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
944 if (env)
945 {
946 tmp->x = env->x, tmp->y = env->y;
947 tmp = insert_ob_in_ob (tmp, env);
948
949 /* If this object is the players inventory, we need to tell the
950 * client of the change. Insert_ob_in_map takes care of the
951 * updating the client, so we don't need to do that below.
952 */
953 if (pl)
954 {
955 esrv_del_item (pl->contr, op->count);
956 esrv_send_item (pl, tmp);
957 }
958 }
959 else
960 { 867 {
961 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);
962 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
963 tmp->destroy (); 870 tmp->destroy ();
964 else 871 else
965 { 872 {
966 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
967 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
968 } 877 }
969 } 878 }
970 } 879 }
971 880
972 op->destroy (); 881 op->destroy ();
982 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
983 * 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
984 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
985 * N times without the speed check. 894 * N times without the speed check.
986 */ 895 */
987 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
988 move_teleporter (op->more); 897 move_teleporter (op->more);
989 898
990 if (op->head) 899 if (op->head)
991 head = op->head; 900 head = op->head;
992 901
993 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
994 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
995 break; 904 break;
996 905
997 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
998 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1003 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
1004 { 913 {
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return; 915 return;
1007 916
1008 enter_exit (tmp, head); 917 tmp->enter_exit (head);
1009 } 918 }
1010 else 919 else
1011 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
1012 return; 921 return;
1013 } 922 }
1028 else 937 else
1029 { 938 {
1030 /* Random teleporter */ 939 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 941 return;
942
1033 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1034 } 944 }
1035} 945}
1036
1037 946
1038/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 950 can't be generalized.
1042*/ 951*/
1043
1044void 952void
1045move_player_changer (object *op) 953move_player_changer (object *op)
1046{ 954{
1047 object *player; 955 object *player;
1048 object *walk; 956 object *walk;
1049 char c;
1050 957
1051 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1052 return; 959 return;
1053 960
1054 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 962 * needs to be on top.
1056 */ 963 */
1057 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1058 { 965 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 967 return;
968
1061 player = op->above; 969 player = op->above;
1062 970
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1065 973
1066 player->update_stats (); 974 player->update_stats ();
1067 975
1068 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1070 978
1071 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 981 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1078 } 985 }
1079 else 986 else
1080 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));
1081 988
1082 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1083 player->contr->save ();
1084 } 990 }
1085} 991}
1086 992
1087/* firewalls fire other spells. 993/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1097 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1098 1004
1099 spell = op->inv; 1005 spell = op->inv;
1100 1006
1101 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1102 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1103 1009
1104 if (!spell) 1010 if (!spell)
1105 { 1011 {
1106 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);
1107 return; 1013 return;
1108 } 1014 }
1109 1015
1110 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);
1111} 1017}
1120 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1121 */ 1027 */
1122void 1028void
1123move_player_mover (object *op) 1029move_player_mover (object *op)
1124{ 1030{
1125 object *victim, *nextmover;
1126 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1127 sint16 nx, ny; 1032 sint16 nx, ny;
1128 maptile *m; 1033 maptile *m;
1129 1034
1130 /* 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 */
1131 if (!dir) 1036 if (!dir)
1132 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1133 1038
1134 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)
1135 { 1040 {
1136 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1137 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1138 { 1043 {
1139 1044
1149 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1150 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1151 m = op->map; 1056 m = op->map;
1152 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)
1153 { 1058 {
1154 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);
1155 return; 1060 return;
1156 } 1061 }
1157 1062
1158 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1159 return; 1064 return;
1160 1065
1161 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)
1162 { 1067 {
1163 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1164 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1165 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1166 {
1167 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 */
1168 }
1169 } 1073 }
1170 1074
1171 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1172 { 1076 {
1173 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1177 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1178 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1179 * get to this space. 1083 * get to this space.
1180 */ 1084 */
1181 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1182 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1183 move_player (victim, dir); 1087 move_player (victim, dir);
1184 } 1088 }
1185 else 1089 else
1186 return; 1090 return;
1187 } 1091 }
1191 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1192 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1193 1097
1194 if (op->attacktype) 1098 if (op->attacktype)
1195 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1196
1197 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));
1198 /* Not sure why, but for some chars on metalforge, they
1199 * would sometimes get -inf speed_left, and from the
1200 * description, it could only happen here, so just put
1201 * a lower sanity limit. My only guess is that the
1202 * mover has 0 speed.
1203 */
1204 if (victim->speed_left < -5.0)
1205 victim->speed_left = -5.0;
1206 } 1101 }
1207 } 1102 }
1208 } 1103 }
1209} 1104}
1210 1105
1220{ 1115{
1221 object *tmp; 1116 object *tmp;
1222 1117
1223 if (!op->other_arch) 1118 if (!op->other_arch)
1224 { 1119 {
1225 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");
1226 return; 1121 return;
1227 } 1122 }
1228 1123
1229 if (op->above == NULL) 1124 if (op->above == NULL)
1230 return; 1125 return;
1126
1231 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1232 { 1128 {
1233 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1234 { 1130 {
1235 if (op->level <= 0) 1131 if (op->level <= 0)
1236 tmp->destroy (); 1132 tmp->destroy ();
1237 else 1133 else
1238 { 1134 {
1260 * 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.
1261 * 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
1262 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1264*/ 1160*/
1265
1266void 1161void
1267move_creator (object *creator) 1162move_creator (object *creator)
1268{ 1163{
1269 object *new_ob; 1164 object *new_ob;
1270 1165
1272 { 1167 {
1273 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1274 return; 1169 return;
1275 } 1170 }
1276 1171
1277 if (creator->inv != NULL) 1172 if (creator->inv)
1278 { 1173 {
1279 object *ob; 1174 object *ob;
1280 int i; 1175 int i;
1281 object *ob_to_copy; 1176 object *ob_to_copy;
1282 1177
1287 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1288 { 1183 {
1289 ob_to_copy = ob; 1184 ob_to_copy = ob;
1290 } 1185 }
1291 } 1186 }
1292 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1190 }
1296 else 1191 else
1297 { 1192 {
1298 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1299 { 1194 {
1300 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",
1301 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1197 return;
1303 } 1198 }
1304 1199
1305 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1202 }
1308 1203
1309 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1310 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))
1311 { 1206 {
1312 new_ob->destroy (); 1207 new_ob->destroy ();
1313 return; 1208 return;
1314 } 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);
1315 1214
1316 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);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1217 return;
1319 1218
1320 if (creator->slaying) 1219 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1221}
1325 1222
1326/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1333 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.*/
1334
1335void 1231void
1336move_marker (object *op) 1232move_marker (object *op)
1337{ 1233{
1338 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1339 { 1235 {
1340 object *tmp2;
1341
1342 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1344 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1345 { 1241 {
1346 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1347 break;
1348 }
1349 1243
1350 /* cycle through his inventory to look for the MARK we want to
1351 * place
1352 */
1353 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1354 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1355 break;
1356
1357 /* if we didn't find our own MARK */
1358 if (tmp2 == NULL)
1359 {
1360 object *force = get_archetype (FORCE_NAME);
1361
1362 force->speed = 0;
1363 if (op->stats.food)
1364 {
1365 force->speed = 0.01;
1366 force->speed_left = -op->stats.food;
1367 }
1368 update_ob_speed (force);
1369 /* put in the lock code */
1370 force->slaying = op->slaying;
1371
1372 if (op->lore)
1373 force->lore = op->lore;
1374
1375 insert_ob_in_ob (force, tmp);
1376 if (op->msg) 1244 if (op->msg)
1377 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1378 1246
1379 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1380 { 1248 {
1381 op->stats.hp--; 1249 op->stats.hp--;
1250
1382 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1383 { 1252 {
1384 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1385 op->destroy (); 1254 op->destroy ();
1386 return; 1255 return;
1388 } 1257 }
1389 } 1258 }
1390 } 1259 }
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 = op->in_player ();
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 1396
1486 case DOOR: 1397 case DOOR:
1487 remove_door (op); 1398 remove_door (op);
1488 return 0; 1399 break;
1489 1400
1490 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1491 remove_door2 (op); 1402 remove_door2 (op);
1492 return 0; 1403 break;
1493 1404
1494 case TELEPORTER: 1405 case TELEPORTER:
1495 move_teleporter (op); 1406 move_teleporter (op);
1496 return 0; 1407 break;
1497 1408
1498 case GOLEM: 1409 case GOLEM:
1499 move_golem (op); 1410 move_golem (op);
1500 return 0; 1411 break;
1501 1412
1502 case EARTHWALL: 1413 case EARTHWALL:
1503 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1504 return 0; 1415 break;
1505 1416
1506 case FIREWALL: 1417 case FIREWALL:
1507 move_firewall (op); 1418 move_firewall (op);
1508 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1509 animate_turning (op); 1420 animate_turning (op);
1510 return 0; 1421 break;
1511 1422
1512 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1513 do_mood_floor (op); 1424 do_mood_floor (op);
1514 return 0; 1425 break;
1515 1426
1516 case GATE: 1427 case GATE:
1517 move_gate (op); 1428 move_gate (op);
1518 return 0; 1429 break;
1519 1430
1520 case TIMED_GATE: 1431 case TIMED_GATE:
1521 move_timed_gate (op); 1432 move_timed_gate (op);
1522 return 0; 1433 break;
1523 1434
1524 case TRIGGER: 1435 case TRIGGER:
1525 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1526 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1527 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1528 animate_trigger (op); 1439 animate_trigger (op);
1529 return 0; 1440 break;
1530 1441
1531 case DETECTOR: 1442 case DETECTOR:
1532 move_detector (op); 1443 move_detector (op);
1533 1444
1534 case DIRECTOR: 1445 case DIRECTOR:
1535 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1536 animate_turning (op); 1447 animate_turning (op);
1537 return 0; 1448 break;
1538 1449
1539 case HOLE: 1450 case HOLE:
1540 move_hole (op); 1451 move_hole (op);
1541 return 0; 1452 break;
1542 1453
1543 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1544 move_deep_swamp (op); 1455 move_deep_swamp (op);
1545 return 0; 1456 break;
1546 1457
1547 case RUNE: 1458 case RUNE:
1548 case TRAP: 1459 case TRAP:
1549 move_rune (op); 1460 move_rune (op);
1550 return 0; 1461 break;
1551 1462
1552 case PLAYERMOVER: 1463 case PLAYERMOVER:
1553 move_player_mover (op); 1464 move_player_mover (op);
1554 return 0; 1465 break;
1555 1466
1556 case CREATOR: 1467 case CREATOR:
1557 move_creator (op); 1468 move_creator (op);
1558 return 0; 1469 break;
1559 1470
1560 case MARKER: 1471 case MARKER:
1561 move_marker (op); 1472 move_marker (op);
1562 return 0; 1473 break;
1563 1474
1564 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1565 move_player_changer (op); 1476 move_player_changer (op);
1566 return 0; 1477 break;
1567 1478
1568 case PEACEMAKER: 1479 case PEACEMAKER:
1569 move_peacemaker (op); 1480 move_peacemaker (op);
1570 return 0; 1481 break;
1571 }
1572 1482
1573 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 }
1574} 1497}
1498

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