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Comparing deliantra/server/server/time.C (file contents):
Revision 1.25 by root, Tue Dec 26 08:17:59 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{
229 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
230 return; 188 return;
231 189
232 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
233 191
234 if (op->env != NULL) 192 if (op->env)
235 { 193 {
236 change_abil (op->env, op); 194 change_abil (op->env, op);
237 op->env->update_stats (); 195 op->env->update_stats ();
238 } 196 }
239 197
249 return; 207 return;
250 } 208 }
251 209
252 if (op->stats.food == 1) 210 if (op->stats.food == 1)
253 { 211 {
254 /* 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
255 * will not do anything. 213 * will not do anything.
256 */ 214 */
257 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
258 { 216 {
259 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
268 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
269 { 227 {
270 op->env->stats.food--; 228 op->env->stats.food--;
271 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...");
272 } 230 }
231
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 233}
275 234
276 235
277void 236void
278move_gate (object *op) 237move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
280 object *tmp; 239 object *tmp;
281 240
282 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))
283 { 242 {
284 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));
289 if (op->value) 248 if (op->value)
290 { 249 {
291 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 252 op->stats.wc = 0;
294 if (op->arch->clone.speed) 253 if (op->arch->speed)
295 op->value = 0; 254 op->value = 0;
296 else 255 else
297 {
298 op->speed = 0; 256 op->set_speed (0);
299 update_ob_speed (op);
300 } 257 }
301 } 258
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 260 {
304 op->move_block = 0; 261 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 263 update_all_los (op->map, op->x, op->y);
307 } 264 }
265
308 SET_ANIMATION (op, op->stats.wc); 266 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 267 update_object (op, UP_OBJ_CHANGE);
310 return; 268 return;
311 } 269 }
312 270
320 * 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,
321 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 280 * the gate slightly.
323 */ 281 */
324 282
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
326 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))
327 break; 285 break;
328 286
329 if (tmp == NULL) 287 if (!tmp)
330 { 288 {
331 if (op->arch->clone.speed) 289 if (op->arch->speed)
332 op->value = 1; 290 op->value = 1;
333 else 291 else
334 {
335 op->speed = 0; 292 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 293
337 }
338 return; 294 return;
339 } 295 }
340 } 296 }
341 297
342 if (op->stats.food) 298 if (op->stats.food)
349 } 305 }
350 else 306 else
351 { /* The gate is still going up */ 307 { /* The gate is still going up */
352 op->stats.wc++; 308 op->stats.wc++;
353 309
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 312
357 /* 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.
358 * 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
359 */ 315 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 317 {
362 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
365 322
366 if (tmp != NULL) 323 if (tmp)
367 { 324 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 326 {
370 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
371 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
372 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);
373 } 332 }
374 else
375 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
377 * off the gate. 335 * off the gate.
378 */ 336 */
379 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)))
380 { 338 {
381 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
382 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);
383 341
384 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
385 if (i != -1) 343 if (i > 0)
386 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
387 tmp->remove (); 348 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 349 }
391 } 350 }
392 } 351 }
393 352
394 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
396 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))
397 break; 356 break;
398 357
399 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
400 if (tmp) 359 if (tmp)
401 {
402 op->stats.food = 1; 360 op->stats.food = 1;
403 }
404 else 361 else
405 { 362 {
406 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
407 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
410 } 368 }
411 } /* gate is halfway up */ 369 } /* gate is halfway up */
412 370
425 int v = op->value; 383 int v = op->value;
426 384
427 if (op->stats.sp) 385 if (op->stats.sp)
428 { 386 {
429 move_gate (op); 387 move_gate (op);
388
430 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 390 op->stats.sp = 0;
432 return; 391 return;
433 } 392 }
393
434 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 395 { /* keep gate down */
436 move_gate (op); 396 move_gate (op);
397
437 if (op->value != v) 398 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 399 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 400 }
443} 401}
444 402
445/* slaying: name of the thing the detector is to look for 403/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 404 * speed: frequency of 'glances'
456 int last = op->value; 414 int last = op->value;
457 int detected; 415 int detected;
458 416
459 detected = 0; 417 detected = 0;
460 418
461 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)
462 { 420 {
463 object *tmp2; 421 object *tmp2;
464 422
465 if (op->stats.hp) 423 if (op->stats.hp)
466 { 424 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 426 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 428 detected = 1;
429
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 431 detected = 1;
473 } 432 }
474 } 433 }
434
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 436 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 438 detected = 1;
481 } 439 }
482 440
483 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
485 { 443 {
486 if (detected && last == 0) 444 if (detected && last == 0)
487 { 445 {
488 op->value = 1; 446 op->value = 1;
489 push_button (op); 447 push_button (op, tmp);
490 } 448 }
449
491 if (!detected && last == 1) 450 if (!detected && last == 1)
492 { 451 {
493 op->value = 0; 452 op->value = 0;
494 push_button (op); 453 push_button (op, tmp);
495 } 454 }
496 } 455 }
497 else 456 else
498 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
499 if (detected && last == 1) 458 if (detected && last == 1)
500 { 459 {
501 op->value = 0; 460 op->value = 0;
502 push_button (op); 461 push_button (op, tmp);
503 } 462 }
463
504 if (!detected && last == 0) 464 if (!detected && last == 0)
505 { 465 {
506 op->value = 1; 466 op->value = 1;
507 push_button (op); 467 push_button (op, tmp);
508 } 468 }
509 } 469 }
510} 470}
511
512 471
513void 472void
514animate_trigger (object *op) 473animate_trigger (object *op)
515{ 474{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
526} 485}
527 486
528void 487void
529move_hole (object *op) 488move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 490 if (op->value)
534 { /* We're opening */ 491 { /* We're opening */
535 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
537 op->stats.wc = 0; 494 op->stats.wc = 0;
538 op->speed = 0; 495 op->set_speed (0);
539 update_ob_speed (op);
540 496
541 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 500 {
545 next = tmp->above; 501 next = tmp->above;
546 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
547 } 503 }
548 } 504 }
505
549 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
551 return; 508 return;
552 } 509 }
510
553 /* We're closing */ 511 /* We're closing */
554 op->move_on = 0; 512 op->move_on = 0;
555 513
556 op->stats.wc++; 514 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
559 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 522}
568 523
569 524
570/* 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
571 * 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
591 { 546 {
592 object *payload = op->inv; 547 object *payload = op->inv;
593 548
594 if (payload == NULL) 549 if (payload == NULL)
595 return NULL; 550 return NULL;
551
596 payload->remove (); 552 payload->remove ();
597 op->destroy (); 553 op->destroy ();
598 return payload; 554 return payload;
599 } 555 }
600 556
601 case ARROW: 557 case ARROW:
602 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
603 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
604 return op; 560 return op;
605 561
606 default: 562 default:
607 return op; 563 return op;
616void 572void
617fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
618{ 574{
619 if (map == NULL) 575 if (map == NULL)
620 return; 576 return;
577
621 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
622 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
623 else if (op->type == ARROW) 580 else if (op->type == ARROW)
624 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
625} 582}
626 583
627
628object * 584object *
629fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
630{ 586{
631 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
632 { 588 {
633 /* Small chance of breaking */ 589 /* Small chance of breaking */
634 op->destroy (); 590 op->destroy ();
635 return NULL; 591 return NULL;
636 } 592 }
637 593
594 op->set_speed (0);
638 op->direction = 0; 595 op->direction = 0;
639 op->move_on = 0; 596 op->move_on = 0;
640 op->move_type = 0; 597 op->move_type = 0;
641 op->speed = 0; 598 op->skill = 0; // really?
642 update_ob_speed (op); 599
600 // restore original wc, dam, attacktype and slaying
643 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
644 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
645 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
646 op->slaying = 0;
647 op->skill = 0;
648 604
649 if (op->spellarg != NULL) 605 if (op->spellarg)
650 { 606 {
651 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
652 free (op->spellarg); 608 free (op->spellarg);
653 op->spellarg = NULL; 609 op->spellarg = 0;
654 } 610 }
655 else 611 else
656 op->slaying = NULL; 612 op->slaying = 0;
657 613
658 /* 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 */
659 op->spellarg = NULL; 615 op->spellarg = NULL;
660 op->stats.sp = 0; 616 op->stats.sp = 0;
661 op->stats.hp = 0; 617 op->stats.hp = 0;
662 op->stats.grace = 0; 618 op->stats.grace = 0;
663 op->level = 0; 619 op->level = 0;
664 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
665 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
666 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
667 return op; 623 return op;
668} 624}
669 625
670/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
671 * 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
672 * here too. -b.t. 628 * here too. -b.t.
673 * 629 *
674 * 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
675 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
676 */ 632 */
677
678static void 633static void
679stop_arrow (object *op) 634stop_arrow (object *op)
680{ 635{
681 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
682 return; 637 return;
683 638
684 if (op->inv) 639 if (op->inv)
685 { 640 {
641 // replace this by straightforward drop to ground?
686 object *payload = op->inv; 642 object *payload = op->inv;
687 643
688 payload->remove ();
689 payload->owner = 0; 644 payload->owner = 0;
690 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
691 op->destroy (); 646 op->destroy ();
692 } 647 }
693 else 648 else
694 { 649 {
695 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
696 if (op) 652 if (op)
697 merge_ob (op, NULL); 653 merge_ob (op, 0);
698 } 654 }
699} 655}
700 656
701/* 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.
702 */ 658 */
703
704void 659void
705move_arrow (object *op) 660move_arrow (object *op)
706{ 661{
707 object *tmp;
708 sint16 new_x, new_y;
709 int was_reflected, mflags; 662 int was_reflected;
710 maptile *m;
711 663
712 if (op->map == NULL) 664 if (!op->map)
713 { 665 {
714 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
715 op->destroy (); 667 op->destroy ();
716 return; 668 return;
717 } 669 }
725 * 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,
726 * 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
727 * 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,
728 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
729 */ 681 */
730 if (op->inv == NULL) 682 if (!op->inv)
731 { 683 {
732 op->destroy (); 684 op->destroy ();
733 return; 685 return;
734 } 686 }
735 687
747 stop_arrow (op); 699 stop_arrow (op);
748 return; 700 return;
749 } 701 }
750 702
751 /* Calculate target map square */ 703 /* Calculate target map square */
752 new_x = op->x + DIRX (op);
753 new_y = op->y + DIRY (op);
754 was_reflected = 0; 704 was_reflected = 0;
755 705
756 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
757 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
758 707
759 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
760 { 709 {
761 stop_arrow (op); 710 stop_arrow (op);
762 return; 711 return;
763 } 712 }
764 713
765 /* 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 */
766 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
767 { 716 {
768 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)
769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
770 break; 721 break;
771 722
772 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
773 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
779 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
780 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
781 */ 732 */
782 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))
783 { 734 {
784 int number = op->face->number; 735 int number = op->face;
785 736
786 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
787 op->state = 0; 738 update_turn_face (op);
788
789 if (GET_ANIM_ID (op))
790 {
791 number += 4;
792
793 if (number > GET_ANIMATION (op, 8))
794 number -= 8;
795
796 op->face = &new_faces[number];
797 }
798
799 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
800 } 740 }
801 else 741 else
802 { 742 {
803 /* Attack the object. */ 743 /* Attack the object. */
807 return; 747 return;
808 } 748 }
809 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
810 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
811 751
812 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))
813 { 753 {
814 int retry = 0; 754 int retry = 0;
815 755
816 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
817 * 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
830 if (op->direction & 1) 770 if (op->direction & 1)
831 { 771 {
832 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
833 retry = 1; 773 retry = 1;
834 } 774 }
775
835 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
836 * use this retry here to make this one block 777 * use this retry here to make this one block
837 * that did the same thing. 778 * that did the same thing.
838 */ 779 */
839 while (retry < 2) 780 while (retry < 2)
840 { 781 {
841 int left, right, mflags;
842 maptile *m1;
843 sint16 x1, y1;
844
845 retry++; 782 retry++;
846 783
847 /* 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
848 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
849 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
850 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
851 */ 788 */
852 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));
853 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
854 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
855 791
856 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));
857 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
858 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
859 794
860 if (left == right) 795 if (left == right)
861 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
862 else if (left) 797 else if (left)
863 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
864 else if (right) 799 else if (right)
865 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
866 801
867 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
868
869 /* 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 -
870 * don't need to retry again. 803 * don't need to retry again.
871 */ 804 */
872 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))
873 break; 807 break;
874
875 } 808 }
809
876 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
877 * top it from moving. 811 * stop it from moving.
878 */ 812 */
879 if (retry == 2) 813 if (retry == 2)
880 { 814 {
881 stop_arrow (op); 815 stop_arrow (op);
882 return; 816 return;
883 } 817 }
818
884 /* update object image for new facing */ 819 /* update object image for new facing */
885 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
886 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
887 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
888 } /* object is reflected */ 823 } /* object is reflected */
889 } /* object ran into a wall */ 824 } /* object ran into a wall */
890 825
891 /* Move the arrow. */
892 op->remove ();
893 op->x = new_x;
894 op->y = new_y;
895
896 /* 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
897 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
898 */ 828 */
899 op->speed -= 0.05; 829 op->speed -= 0.05;
900 insert_ob_in_map (op, m, op, 0);
901}
902 830
903/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
904 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
905 * Modified this routine to allow held objects. b.t. */ 833}
906 834
907void 835void
908change_object (object *op) 836change_object (object *op)
909{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
910 int i, j; 838 int i, j;
911 839
912 if (op->other_arch == NULL) 840 if (!op->other_arch)
913 { 841 {
914 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 ());
915 return; 843 return;
916 } 844 }
917 845
918 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
919 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
920 { 848 {
921 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
922 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);
923 else 866 else
924 op->stats.food = 1; /* so 1 other_arch is made */
925 }
926
927 object *pl = op->in_player ();
928 object *env = op->env;
929
930 op->remove ();
931 for (i = 0; i < NROFNEWOBJS (op); i++)
932 {
933 object *tmp = arch_to_object (op->other_arch);
934
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937
938 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939 if (env)
940 {
941 tmp->x = env->x, tmp->y = env->y;
942 tmp = insert_ob_in_ob (tmp, env);
943
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if (pl)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 }
954 else
955 { 867 {
956 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);
957 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
958 tmp->destroy (); 870 tmp->destroy ();
959 else 871 else
960 { 872 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
963 } 877 }
964 } 878 }
965 } 879 }
966 880
967 op->destroy (); 881 op->destroy ();
977 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
978 * 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
979 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 894 * N times without the speed check.
981 */ 895 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 897 move_teleporter (op->more);
984 898
985 if (op->head) 899 if (op->head)
986 head = op->head; 900 head = op->head;
987 901
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 904 break;
991 905
992 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
999 { 913 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 915 return;
1002 916
1003 enter_exit (tmp, head); 917 tmp->enter_exit (head);
1004 } 918 }
1005 else 919 else
1006 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
1007 return; 921 return;
1008 } 922 }
1023 else 937 else
1024 { 938 {
1025 /* Random teleporter */ 939 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return; 941 return;
942
1028 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1029 } 944 }
1030} 945}
1031
1032 946
1033/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1034 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1035 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
1036 can't be generalized. 950 can't be generalized.
1037*/ 951*/
1038
1039void 952void
1040move_player_changer (object *op) 953move_player_changer (object *op)
1041{ 954{
1042 object *player; 955 object *player;
1043 object *walk; 956 object *walk;
1044 char c;
1045 957
1046 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1047 return; 959 return;
1048 960
1049 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1050 * needs to be on top. 962 * needs to be on top.
1051 */ 963 */
1052 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1053 { 965 {
1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055 return; 967 return;
968
1056 player = op->above; 969 player = op->above;
1057 970
1058 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1059 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1060 973
1061 player->update_stats (); 974 player->update_stats ();
1062 975
1063 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1064 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1065 978
1066 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1067 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1068 if (c == '/')
1069 { 981 {
1070 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1071 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1072 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1073 } 985 }
1074 else 986 else
1075 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));
1076 988
1077 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1078 player->contr->save ();
1079 } 990 }
1080} 991}
1081 992
1082/* firewalls fire other spells. 993/* firewalls fire other spells.
1083 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1092 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1093 1004
1094 spell = op->inv; 1005 spell = op->inv;
1095 1006
1096 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1097 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1098 1009
1099 if (!spell) 1010 if (!spell)
1100 { 1011 {
1101 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);
1102 return; 1013 return;
1103 } 1014 }
1104 1015
1105 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);
1106} 1017}
1115 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1116 */ 1027 */
1117void 1028void
1118move_player_mover (object *op) 1029move_player_mover (object *op)
1119{ 1030{
1120 object *victim, *nextmover;
1121 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1122 sint16 nx, ny; 1032 sint16 nx, ny;
1123 maptile *m; 1033 maptile *m;
1124 1034
1125 /* 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 */
1126 if (!dir) 1036 if (!dir)
1127 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1128 1038
1129 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)
1130 { 1040 {
1131 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1132 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1133 { 1043 {
1134 1044
1144 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1145 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1146 m = op->map; 1056 m = op->map;
1147 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)
1148 { 1058 {
1149 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);
1150 return; 1060 return;
1151 } 1061 }
1152 1062
1153 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1154 return; 1064 return;
1155 1065
1156 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)
1157 { 1067 {
1158 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1159 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1160 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1161 {
1162 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 */
1163 }
1164 } 1073 }
1165 1074
1166 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1167 { 1076 {
1168 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1172 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1173 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1174 * get to this space. 1083 * get to this space.
1175 */ 1084 */
1176 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1177 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1178 move_player (victim, dir); 1087 move_player (victim, dir);
1179 } 1088 }
1180 else 1089 else
1181 return; 1090 return;
1182 } 1091 }
1186 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1187 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1188 1097
1189 if (op->attacktype) 1098 if (op->attacktype)
1190 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1191
1192 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));
1193 /* Not sure why, but for some chars on metalforge, they
1194 * would sometimes get -inf speed_left, and from the
1195 * description, it could only happen here, so just put
1196 * a lower sanity limit. My only guess is that the
1197 * mover has 0 speed.
1198 */
1199 if (victim->speed_left < -5.0)
1200 victim->speed_left = -5.0;
1201 } 1101 }
1202 } 1102 }
1203 } 1103 }
1204} 1104}
1205 1105
1215{ 1115{
1216 object *tmp; 1116 object *tmp;
1217 1117
1218 if (!op->other_arch) 1118 if (!op->other_arch)
1219 { 1119 {
1220 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");
1221 return; 1121 return;
1222 } 1122 }
1223 1123
1224 if (op->above == NULL) 1124 if (op->above == NULL)
1225 return; 1125 return;
1126
1226 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1227 { 1128 {
1228 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1229 { 1130 {
1230 if (op->level <= 0) 1131 if (op->level <= 0)
1231 tmp->destroy (); 1132 tmp->destroy ();
1232 else 1133 else
1233 { 1134 {
1255 * 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.
1256 * 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
1257 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1258 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1259*/ 1160*/
1260
1261void 1161void
1262move_creator (object *creator) 1162move_creator (object *creator)
1263{ 1163{
1264 object *new_ob; 1164 object *new_ob;
1265 1165
1267 { 1167 {
1268 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1269 return; 1169 return;
1270 } 1170 }
1271 1171
1272 if (creator->inv != NULL) 1172 if (creator->inv)
1273 { 1173 {
1274 object *ob; 1174 object *ob;
1275 int i; 1175 int i;
1276 object *ob_to_copy; 1176 object *ob_to_copy;
1277 1177
1282 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1283 { 1183 {
1284 ob_to_copy = ob; 1184 ob_to_copy = ob;
1285 } 1185 }
1286 } 1186 }
1287 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1288 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290 } 1190 }
1291 else 1191 else
1292 { 1192 {
1293 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1294 { 1194 {
1295 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",
1296 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1297 return; 1197 return;
1298 } 1198 }
1299 1199
1300 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 } 1202 }
1303 1203
1304 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1305 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))
1306 { 1206 {
1307 new_ob->destroy (); 1207 new_ob->destroy ();
1308 return; 1208 return;
1309 } 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);
1310 1214
1311 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);
1312 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1313 return; 1217 return;
1314 1218
1315 if (creator->slaying) 1219 if (creator->slaying)
1316 {
1317 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1318 }
1319} 1221}
1320 1222
1321/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1322 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1323 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1324 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1325 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1326 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1327 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1328 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.*/
1329
1330void 1231void
1331move_marker (object *op) 1232move_marker (object *op)
1332{ 1233{
1333 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1334 { 1235 {
1335 object *tmp2;
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; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1339 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1340 { 1241 {
1341 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1342 break;
1343 }
1344 1243
1345 /* cycle through his inventory to look for the MARK we want to
1346 * place
1347 */
1348 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1349 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1350 break;
1351
1352 /* if we didn't find our own MARK */
1353 if (tmp2 == NULL)
1354 {
1355 object *force = get_archetype (FORCE_NAME);
1356
1357 force->speed = 0;
1358 if (op->stats.food)
1359 {
1360 force->speed = 0.01;
1361 force->speed_left = -op->stats.food;
1362 }
1363 update_ob_speed (force);
1364 /* put in the lock code */
1365 force->slaying = op->slaying;
1366
1367 if (op->lore)
1368 force->lore = op->lore;
1369
1370 insert_ob_in_ob (force, tmp);
1371 if (op->msg) 1244 if (op->msg)
1372 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1373 1246
1374 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1375 { 1248 {
1376 op->stats.hp--; 1249 op->stats.hp--;
1250
1377 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1378 { 1252 {
1379 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1380 op->destroy (); 1254 op->destroy ();
1381 return; 1255 return;
1383 } 1257 }
1384 } 1258 }
1385 } 1259 }
1386} 1260}
1387 1261
1388int 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
1389process_object (object *op) 1307process_object (object *op)
1390{ 1308{
1391 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1392 return 0; 1310 return;
1393 1311
1394 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1395 return 0; 1313 return;
1396 1314
1397 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1398 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1399 return 1; 1317 return;
1400 1318
1401 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1402 { 1320 {
1403 if (op->type == PLAYER)
1404 animate_object (op, op->facing);
1405 else
1406 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1407 1322
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_seen (op); 1324 make_sure_seen (op);
1410 } 1325 }
1411 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1412 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1413 { 1334 {
1414 change_object (op); 1335 change_object (op);
1415 return 1; 1336 return;
1416 } 1337 }
1417 1338
1418 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1419 generate_monster (op); 1340 generate_monster (op);
1420 1341
1421 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)
1422 { 1343 {
1423 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1424 remove_force (op); 1345 remove_force (op);
1425 else 1346 else
1426 { 1347 {
1427 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1428 object *pl = op->in_player ();
1429 1349
1430 if (pl)
1431 esrv_del_item (pl->contr, op->count);
1432
1433 op->remove ();
1434
1435 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1437 1352
1438 op->destroy (); 1353 op->drop_and_destroy ();
1439 } 1354 }
1440 1355
1441 return 1; 1356 return;
1357 }
1442 } 1358 }
1443 1359
1444 switch (op->type) 1360 switch (op->type)
1445 { 1361 {
1446 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1447 move_spell_effect (op); 1363 move_spell_effect (op);
1448 return 1; 1364 break;
1449 1365
1450 case ROD: 1366 case ROD:
1451 case HORN: 1367 case HORN:
1452 regenerate_rod (op); 1368 regenerate_rod (op);
1453 return 1; 1369 break;
1454 1370
1455 case FORCE: 1371 case FORCE:
1456 case POTION_EFFECT: 1372 case POTION_EFFECT:
1457 remove_force (op); 1373 remove_force (op);
1458 return 1; 1374 break;
1459 1375
1460 case BLINDNESS: 1376 case BLINDNESS:
1461 remove_blindness (op); 1377 remove_blindness (op);
1462 return 0; 1378 break;
1463 1379
1464 case POISONING: 1380 case POISONING:
1465 poison_more (op); 1381 poison_more (op);
1466 return 0; 1382 break;
1467 1383
1468 case DISEASE: 1384 case DISEASE:
1469 move_disease (op); 1385 move_disease (op);
1470 return 0; 1386 break;
1471 1387
1472 case SYMPTOM: 1388 case SYMPTOM:
1473 move_symptom (op); 1389 move_symptom (op);
1474 return 0; 1390 break;
1475 1391
1476 case THROWN_OBJ: 1392 case THROWN_OBJ:
1477 case ARROW: 1393 case ARROW:
1478 move_arrow (op); 1394 move_arrow (op);
1479 return 0; 1395 break;
1480 1396
1481 case DOOR: 1397 case DOOR:
1482 remove_door (op); 1398 remove_door (op);
1483 return 0; 1399 break;
1484 1400
1485 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1486 remove_door2 (op); 1402 remove_door2 (op);
1487 return 0; 1403 break;
1488 1404
1489 case TELEPORTER: 1405 case TELEPORTER:
1490 move_teleporter (op); 1406 move_teleporter (op);
1491 return 0; 1407 break;
1492 1408
1493 case GOLEM: 1409 case GOLEM:
1494 move_golem (op); 1410 move_golem (op);
1495 return 0; 1411 break;
1496 1412
1497 case EARTHWALL: 1413 case EARTHWALL:
1498 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1499 return 0; 1415 break;
1500 1416
1501 case FIREWALL: 1417 case FIREWALL:
1502 move_firewall (op); 1418 move_firewall (op);
1503 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1504 animate_turning (op); 1420 animate_turning (op);
1505 return 0; 1421 break;
1506 1422
1507 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1508 do_mood_floor (op); 1424 do_mood_floor (op);
1509 return 0; 1425 break;
1510 1426
1511 case GATE: 1427 case GATE:
1512 move_gate (op); 1428 move_gate (op);
1513 return 0; 1429 break;
1514 1430
1515 case TIMED_GATE: 1431 case TIMED_GATE:
1516 move_timed_gate (op); 1432 move_timed_gate (op);
1517 return 0; 1433 break;
1518 1434
1519 case TRIGGER: 1435 case TRIGGER:
1520 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1521 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1522 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1523 animate_trigger (op); 1439 animate_trigger (op);
1524 return 0; 1440 break;
1525 1441
1526 case DETECTOR: 1442 case DETECTOR:
1527 move_detector (op); 1443 move_detector (op);
1528 1444
1529 case DIRECTOR: 1445 case DIRECTOR:
1530 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1531 animate_turning (op); 1447 animate_turning (op);
1532 return 0; 1448 break;
1533 1449
1534 case HOLE: 1450 case HOLE:
1535 move_hole (op); 1451 move_hole (op);
1536 return 0; 1452 break;
1537 1453
1538 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1539 move_deep_swamp (op); 1455 move_deep_swamp (op);
1540 return 0; 1456 break;
1541 1457
1542 case RUNE: 1458 case RUNE:
1543 case TRAP: 1459 case TRAP:
1544 move_rune (op); 1460 move_rune (op);
1545 return 0; 1461 break;
1546 1462
1547 case PLAYERMOVER: 1463 case PLAYERMOVER:
1548 move_player_mover (op); 1464 move_player_mover (op);
1549 return 0; 1465 break;
1550 1466
1551 case CREATOR: 1467 case CREATOR:
1552 move_creator (op); 1468 move_creator (op);
1553 return 0; 1469 break;
1554 1470
1555 case MARKER: 1471 case MARKER:
1556 move_marker (op); 1472 move_marker (op);
1557 return 0; 1473 break;
1558 1474
1559 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1560 move_player_changer (op); 1476 move_player_changer (op);
1561 return 0; 1477 break;
1562 1478
1563 case PEACEMAKER: 1479 case PEACEMAKER:
1564 move_peacemaker (op); 1480 move_peacemaker (op);
1565 return 0; 1481 break;
1566 }
1567 1482
1568 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 }
1569} 1497}
1498

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