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Comparing deliantra/server/server/time.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 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->set_speed (0.1); 76 tmp->set_speed (0.1f);
50 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
51 } 78 }
79 }
52 80
53 if (op->other_arch) 81 if (op->other_arch)
54 { 82 {
55 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x; 84 tmp->x = op->x;
58 tmp->map = op->map; 86 tmp->map = op->map;
59 tmp->level = op->level; 87 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
61 } 89 }
62 90
63 op->destroy (); 91 op->drop_and_destroy ();
64} 92}
65 93
66void 94void
67remove_door2 (object *op)
68{
69 int i;
70 object *tmp;
71
72 for (i = 1; i < 9; i += 2)
73 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
77 tmp->set_speed (0.1);
78 tmp->speed_left = -0.2;
79 }
80 }
81 if (op->other_arch)
82 {
83 tmp = arch_to_object (op->other_arch);
84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0);
89 }
90
91 op->destroy ();
92}
93
94/* Will generate a monster according to content
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 95generate_monster (object *gen)
99{ 96{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 97 if (!gen->map)
155 return; 98 return;
156 99
157 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))
158 if (i == -1)
159 return; 101 return;
160 102
161 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);
162 { 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
163 op = arch_to_object (at); 139 op = arch_to_object (gen->other_arch);
164 op->x = gen->x + freearr_x[i] + at->clone.x; 140 }
165 op->y = gen->y + freearr_y[i] + at->clone.y; 141 else
142 return;
166 143
167 if (head) 144 op->expand_tail ();
168 op->head = head, prev->more = op;
169 145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
170 if (rndm (0, 9)) 150 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
172 152
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 153 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 155
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 156 return;
157 }
194 158
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 159 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200} 160}
201 161
202void 162void
203remove_force (object *op) 163remove_force (object *op)
204{ 164{
227 if (--op->stats.food > 0) 187 if (--op->stats.food > 0)
228 return; 188 return;
229 189
230 CLEAR_FLAG (op, FLAG_APPLIED); 190 CLEAR_FLAG (op, FLAG_APPLIED);
231 191
232 if (op->env != NULL) 192 if (op->env)
233 { 193 {
234 change_abil (op->env, op); 194 change_abil (op->env, op);
235 op->env->update_stats (); 195 op->env->update_stats ();
236 } 196 }
237 197
247 return; 207 return;
248 } 208 }
249 209
250 if (op->stats.food == 1) 210 if (op->stats.food == 1)
251 { 211 {
252 /* 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
253 * will not do anything. 213 * will not do anything.
254 */ 214 */
255 if (op->env->type == PLAYER) 215 if (op->env->type == PLAYER)
256 { 216 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 217 CLEAR_FLAG (op, FLAG_APPLIED);
266 if (op->env->type == PLAYER) 226 if (op->env->type == PLAYER)
267 { 227 {
268 op->env->stats.food--; 228 op->env->stats.food--;
269 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...");
270 } 230 }
231
271 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
272} 233}
273 234
274 235
275void 236void
276move_gate (object *op) 237move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */ 238{ /* 1 = going down, 0 = going up */
278 object *tmp; 239 object *tmp;
279 240
280 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))
281 { 242 {
282 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));
287 if (op->value) 248 if (op->value)
288 { 249 {
289 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
291 op->stats.wc = 0; 252 op->stats.wc = 0;
292 if (op->arch->clone.speed) 253 if (op->arch->speed)
293 op->value = 0; 254 op->value = 0;
294 else 255 else
295 op->set_speed (0); 256 op->set_speed (0);
296 } 257 }
297 258
317 * 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,
318 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
319 * the gate slightly. 280 * the gate slightly.
320 */ 281 */
321 282
322 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
323 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))
324 break; 285 break;
325 286
326 if (tmp == NULL) 287 if (!tmp)
327 { 288 {
328 if (op->arch->clone.speed) 289 if (op->arch->speed)
329 op->value = 1; 290 op->value = 1;
330 else 291 else
331 op->set_speed (0); 292 op->set_speed (0);
332 293
333 return; 294 return;
344 } 305 }
345 else 306 else
346 { /* The gate is still going up */ 307 { /* The gate is still going up */
347 op->stats.wc++; 308 op->stats.wc++;
348 309
349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
351 312
352 /* 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.
353 * 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
354 */ 315 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 { 317 {
357 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
360 322
361 if (tmp != NULL) 323 if (tmp)
362 { 324 {
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 { 326 {
365 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
366 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
367 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);
368 } 332 }
369 else
370 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
371 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
372 * off the gate. 335 * off the gate.
373 */ 336 */
374 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)))
375 { 338 {
376 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
377 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);
378 341
379 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
380 if (i != -1) 343 if (i > 0)
381 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
382 tmp->remove (); 348 tmp->move_to (pos);
383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
384 insert_ob_in_map (tmp, op->map, op, 0);
385 } 349 }
386 } 350 }
387 } 351 }
388 352
389 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
390 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
391 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))
392 break; 356 break;
393 357
394 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
395 if (tmp) 359 if (tmp)
396 {
397 op->stats.food = 1; 360 op->stats.food = 1;
398 }
399 else 361 else
400 { 362 {
401 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
402 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
403 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
404 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
405 } 368 }
406 } /* gate is halfway up */ 369 } /* gate is halfway up */
407 370
420 int v = op->value; 383 int v = op->value;
421 384
422 if (op->stats.sp) 385 if (op->stats.sp)
423 { 386 {
424 move_gate (op); 387 move_gate (op);
388
425 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
426 op->stats.sp = 0; 390 op->stats.sp = 0;
427 return; 391 return;
428 } 392 }
393
429 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
430 { /* keep gate down */ 395 { /* keep gate down */
431 move_gate (op); 396 move_gate (op);
397
432 if (op->value != v) 398 if (op->value != v)
433 op->set_speed (0); 399 op->set_speed (0);
434 } 400 }
435} 401}
436 402
448 int last = op->value; 414 int last = op->value;
449 int detected; 415 int detected;
450 416
451 detected = 0; 417 detected = 0;
452 418
453 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)
454 { 420 {
455 object *tmp2; 421 object *tmp2;
456 422
457 if (op->stats.hp) 423 if (op->stats.hp)
458 { 424 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 { 426 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name)) 427 if (op->slaying && op->slaying == tmp->name)
462 detected = 1; 428 detected = 1;
429
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1; 431 detected = 1;
465 } 432 }
466 } 433 }
434
467 if (op->slaying && !strcmp (op->slaying, tmp->name)) 435 if (op->slaying && op->slaying == tmp->name)
468 {
469 detected = 1; 436 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1; 438 detected = 1;
473 } 439 }
474 440
475 /* the detector sets the button if detection is found */ 441 /* the detector sets the button if detection is found */
476 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
477 { 443 {
478 if (detected && last == 0) 444 if (detected && last == 0)
479 { 445 {
480 op->value = 1; 446 op->value = 1;
481 push_button (op); 447 push_button (op, tmp);
482 } 448 }
449
483 if (!detected && last == 1) 450 if (!detected && last == 1)
484 { 451 {
485 op->value = 0; 452 op->value = 0;
486 push_button (op); 453 push_button (op, tmp);
487 } 454 }
488 } 455 }
489 else 456 else
490 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
491 if (detected && last == 1) 458 if (detected && last == 1)
492 { 459 {
493 op->value = 0; 460 op->value = 0;
494 push_button (op); 461 push_button (op, tmp);
495 } 462 }
463
496 if (!detected && last == 0) 464 if (!detected && last == 0)
497 { 465 {
498 op->value = 1; 466 op->value = 1;
499 push_button (op); 467 push_button (op, tmp);
500 } 468 }
501 } 469 }
502} 470}
503
504 471
505void 472void
506animate_trigger (object *op) 473animate_trigger (object *op)
507{ 474{
508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
518} 485}
519 486
520void 487void
521move_hole (object *op) 488move_hole (object *op)
522{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
523 object *next, *tmp;
524
525 if (op->value) 490 if (op->value)
526 { /* We're opening */ 491 { /* We're opening */
527 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
529 op->stats.wc = 0; 494 op->stats.wc = 0;
530 op->set_speed (0); 495 op->set_speed (0);
531 496
532 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
533 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
534 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
535 { 500 {
536 next = tmp->above; 501 next = tmp->above;
537 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
538 } 503 }
539 } 504 }
540 505
541 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
542 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
543 return; 508 return;
544 } 509 }
510
545 /* We're closing */ 511 /* We're closing */
546 op->move_on = 0; 512 op->move_on = 0;
547 513
548 op->stats.wc++; 514 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
580 { 546 {
581 object *payload = op->inv; 547 object *payload = op->inv;
582 548
583 if (payload == NULL) 549 if (payload == NULL)
584 return NULL; 550 return NULL;
551
585 payload->remove (); 552 payload->remove ();
586 op->destroy (); 553 op->destroy ();
587 return payload; 554 return payload;
588 } 555 }
589 556
590 case ARROW: 557 case ARROW:
591 if (op->speed >= MIN_ACTIVE_SPEED) 558 if (op->has_active_speed ())
592 op = fix_stopped_arrow (op); 559 op = fix_stopped_arrow (op);
593 return op; 560 return op;
594 561
595 default: 562 default:
596 return op; 563 return op;
605void 572void
606fix_stopped_item (object *op, maptile *map, object *originator) 573fix_stopped_item (object *op, maptile *map, object *originator)
607{ 574{
608 if (map == NULL) 575 if (map == NULL)
609 return; 576 return;
577
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 578 if (QUERY_FLAG (op, FLAG_REMOVED))
611 insert_ob_in_map (op, map, originator, 0); 579 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 580 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 581 merge_ob (op, NULL); /* only some arrows actually need this */
614} 582}
615 583
616
617object * 584object *
618fix_stopped_arrow (object *op) 585fix_stopped_arrow (object *op)
619{ 586{
620 if (rndm (0, 99) < op->stats.food) 587 if (rndm (0, 99) < op->stats.food)
621 { 588 {
624 return NULL; 591 return NULL;
625 } 592 }
626 593
627 op->set_speed (0); 594 op->set_speed (0);
628 op->direction = 0; 595 op->direction = 0;
629 op->move_on = 0; 596 op->move_on = 0;
630 op->move_type = 0; 597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
631 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
634 op->slaying = 0;
635 op->skill = 0;
636 604
637 if (op->spellarg != NULL) 605 if (op->spellarg)
638 { 606 {
639 op->slaying = op->spellarg; 607 op->slaying = op->spellarg;
640 free (op->spellarg); 608 free (op->spellarg);
641 op->spellarg = NULL; 609 op->spellarg = 0;
642 } 610 }
643 else 611 else
644 op->slaying = NULL; 612 op->slaying = 0;
645 613
646 /* 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 */
647 op->spellarg = NULL; 615 op->spellarg = NULL;
648 op->stats.sp = 0; 616 op->stats.sp = 0;
649 op->stats.hp = 0; 617 op->stats.hp = 0;
650 op->stats.grace = 0; 618 op->stats.grace = 0;
651 op->level = 0; 619 op->level = 0;
652 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
653 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
654 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_CHANGE);
655 return op; 623 return op;
656} 624}
657 625
658/* stop_arrow() - what to do when a non-living flying object 626/* stop_arrow() - what to do when a non-living flying object
659 * 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
660 * here too. -b.t. 628 * here too. -b.t.
661 * 629 *
662 * 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
663 * from maps or inventories), or NULL if was destroyed. 631 * from maps or inventories), or NULL if was destroyed.
664 */ 632 */
665
666static void 633static void
667stop_arrow (object *op) 634stop_arrow (object *op)
668{ 635{
669 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
670 return; 637 return;
671 638
672 if (op->inv) 639 if (op->inv)
673 { 640 {
641 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 642 object *payload = op->inv;
675 643
676 payload->remove ();
677 payload->owner = 0; 644 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 646 op->destroy ();
680 } 647 }
681 else 648 else
682 { 649 {
683 op = fix_stopped_arrow (op); 650 op = fix_stopped_arrow (op);
651
684 if (op) 652 if (op)
685 merge_ob (op, NULL); 653 merge_ob (op, 0);
686 } 654 }
687} 655}
688 656
689/* 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.
690 */ 658 */
691
692void 659void
693move_arrow (object *op) 660move_arrow (object *op)
694{ 661{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 662 int was_reflected;
698 maptile *m;
699 663
700 if (op->map == NULL) 664 if (!op->map)
701 { 665 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
703 op->destroy (); 667 op->destroy ();
704 return; 668 return;
705 } 669 }
713 * 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,
714 * 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
715 * 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,
716 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
717 */ 681 */
718 if (op->inv == NULL) 682 if (!op->inv)
719 { 683 {
720 op->destroy (); 684 op->destroy ();
721 return; 685 return;
722 } 686 }
723 687
735 stop_arrow (op); 699 stop_arrow (op);
736 return; 700 return;
737 } 701 }
738 702
739 /* Calculate target map square */ 703 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 704 was_reflected = 0;
743 705
744 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 707
747 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
748 { 709 {
749 stop_arrow (op); 710 stop_arrow (op);
750 return; 711 return;
751 } 712 }
752 713
753 /* 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 */
754 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
755 { 716 {
756 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)
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break; 721 break;
759 722
760 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
767 * as below. (Note that for living creatures there is a small 730 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 731 * chance that reflect_missile fails.)
769 */ 732 */
770 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))
771 { 734 {
772 int number = op->face->number; 735 int number = op->face;
773 736
774 op->direction = absdir (op->direction + 4); 737 op->direction = absdir (op->direction + 4);
775 op->state = 0; 738 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 739 was_reflected = 1; /* skip normal movement calculations */
788 } 740 }
789 else 741 else
790 { 742 {
791 /* Attack the object. */ 743 /* Attack the object. */
795 return; 747 return;
796 } 748 }
797 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
799 751
800 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))
801 { 753 {
802 int retry = 0; 754 int retry = 0;
803 755
804 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
805 * 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
818 if (op->direction & 1) 770 if (op->direction & 1)
819 { 771 {
820 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
821 retry = 1; 773 retry = 1;
822 } 774 }
775
823 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
824 * use this retry here to make this one block 777 * use this retry here to make this one block
825 * that did the same thing. 778 * that did the same thing.
826 */ 779 */
827 while (retry < 2) 780 while (retry < 2)
828 { 781 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 782 retry++;
834 783
835 /* 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
836 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
839 */ 788 */
840 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));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
843 791
844 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));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
847 794
848 if (left == right) 795 if (left == right)
849 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
850 else if (left) 797 else if (left)
851 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
852 else if (right) 799 else if (right)
853 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
854 801
855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
856
857 /* 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 -
858 * don't need to retry again. 803 * don't need to retry again.
859 */ 804 */
860 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))
861 break; 807 break;
862
863 } 808 }
809
864 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 811 * stop it from moving.
866 */ 812 */
867 if (retry == 2) 813 if (retry == 2)
868 { 814 {
869 stop_arrow (op); 815 stop_arrow (op);
870 return; 816 return;
871 } 817 }
818
872 /* update object image for new facing */ 819 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
875 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
876 } /* object is reflected */ 823 } /* object is reflected */
877 } /* object ran into a wall */ 824 } /* object ran into a wall */
878 825
879 /* Move the arrow. */
880 op->remove ();
881 op->x = new_x;
882 op->y = new_y;
883
884 /* 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
885 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
886 */ 828 */
887 op->speed -= 0.05; 829 op->speed -= 0.05;
888 insert_ob_in_map (op, m, op, 0);
889}
890 830
891/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
892 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
893 * Modified this routine to allow held objects. b.t. */ 833}
894 834
895void 835void
896change_object (object *op) 836change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
898 int i, j; 838 int i, j;
899 839
900 if (op->other_arch == NULL) 840 if (!op->other_arch)
901 { 841 {
902 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 ());
903 return; 843 return;
904 } 844 }
905 845
906 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
908 { 848 {
909 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
910 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);
911 else 866 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 }
942 else
943 { 867 {
944 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);
945 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
946 tmp->destroy (); 870 tmp->destroy ();
947 else 871 else
948 { 872 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
951 } 877 }
952 } 878 }
953 } 879 }
954 880
955 op->destroy (); 881 op->destroy ();
965 * there is an old multipart teleporter in which the other parts 891 * there is an old multipart teleporter in which the other parts
966 * 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
967 * function - in fact, as written below, part N would get called 893 * function - in fact, as written below, part N would get called
968 * N times without the speed check. 894 * N times without the speed check.
969 */ 895 */
970 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 896 if (op->more && !op->more->has_active_speed ())
971 move_teleporter (op->more); 897 move_teleporter (op->more);
972 898
973 if (op->head) 899 if (op->head)
974 head = op->head; 900 head = op->head;
975 901
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
978 break; 904 break;
979 905
980 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
986 if (tmp->type == PLAYER) 912 if (tmp->type == PLAYER)
987 { 913 {
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
989 return; 915 return;
990 916
991 enter_exit (tmp, head); 917 tmp->enter_exit (head);
992 } 918 }
993 else 919 else
994 /* Currently only players can transfer maps */ 920 /* Currently only players can transfer maps */
995 return; 921 return;
996 } 922 }
1011 else 937 else
1012 { 938 {
1013 /* Random teleporter */ 939 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 941 return;
942
1016 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
1017 } 944 }
1018} 945}
1019
1020 946
1021/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
1023 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
1024 can't be generalized. 950 can't be generalized.
1025*/ 951*/
1026
1027void 952void
1028move_player_changer (object *op) 953move_player_changer (object *op)
1029{ 954{
1030 object *player; 955 object *player;
1031 object *walk; 956 object *walk;
1032 char c;
1033 957
1034 if (!op->above || !EXIT_PATH (op)) 958 if (!op->above || !EXIT_PATH (op))
1035 return; 959 return;
1036 960
1037 /* This isn't all that great - means that the player_mover 961 /* This isn't all that great - means that the player_mover
1038 * needs to be on top. 962 * needs to be on top.
1039 */ 963 */
1040 if (op->above->type == PLAYER) 964 if (op->above->type == PLAYER)
1041 { 965 {
1042 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1043 return; 967 return;
968
1044 player = op->above; 969 player = op->above;
1045 970
1046 for (walk = op->inv; walk != NULL; walk = walk->below) 971 for (walk = op->inv; walk; walk = walk->below)
1047 apply_changes_to_player (player, walk); 972 apply_changes_to_player (player, walk);
1048 973
1049 player->update_stats (); 974 player->update_stats ();
1050 975
1051 esrv_send_inventory (op->above, op->above); 976 esrv_send_inventory (op->above, op->above);
1052 esrv_update_item (UPD_FACE, op->above, op->above); 977 esrv_update_item (UPD_FACE, op->above, op->above);
1053 978
1054 /* update players death & WoR home-position */ 979 /* update players death & WoR home-position */
1055 sscanf (EXIT_PATH (op), "%c", &c); 980 if (*EXIT_PATH (op) == '/')
1056 if (c == '/')
1057 { 981 {
1058 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 982 player->contr->savebed_map = EXIT_PATH (op);
1059 player->contr->bed_x = EXIT_X (op); 983 player->contr->bed_x = EXIT_X (op);
1060 player->contr->bed_y = EXIT_Y (op); 984 player->contr->bed_y = EXIT_Y (op);
1061 } 985 }
1062 else 986 else
1063 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));
1064 988
1065 enter_exit (op->above, op); 989 op->above->enter_exit (op);
1066 player->contr->save ();
1067 } 990 }
1068} 991}
1069 992
1070/* firewalls fire other spells. 993/* firewalls fire other spells.
1071 * The direction of the wall is stored in op->stats.sp. 994 * The direction of the wall is stored in op->stats.sp.
1080 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1081 1004
1082 spell = op->inv; 1005 spell = op->inv;
1083 1006
1084 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1085 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1086 1009
1087 if (!spell) 1010 if (!spell)
1088 { 1011 {
1089 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);
1090 return; 1013 return;
1091 } 1014 }
1092 1015
1093 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);
1094} 1017}
1103 * it'll paralyze the victim for hp*his speed/op->speed 1026 * it'll paralyze the victim for hp*his speed/op->speed
1104 */ 1027 */
1105void 1028void
1106move_player_mover (object *op) 1029move_player_mover (object *op)
1107{ 1030{
1108 object *victim, *nextmover;
1109 int dir = op->stats.sp; 1031 int dir = op->stats.sp;
1110 sint16 nx, ny; 1032 sint16 nx, ny;
1111 maptile *m; 1033 maptile *m;
1112 1034
1113 /* 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 */
1114 if (!dir) 1036 if (!dir)
1115 dir = rndm (1, 8); 1037 dir = rndm (1, 8);
1116 1038
1117 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)
1118 { 1040 {
1119 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1120 (victim->move_type & op->move_type || !victim->move_type)) 1042 (victim->move_type & op->move_type || !victim->move_type))
1121 { 1043 {
1122 1044
1132 nx = op->x + freearr_x[dir]; 1054 nx = op->x + freearr_x[dir];
1133 ny = op->y + freearr_y[dir]; 1055 ny = op->y + freearr_y[dir];
1134 m = op->map; 1056 m = op->map;
1135 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)
1136 { 1058 {
1137 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);
1138 return; 1060 return;
1139 } 1061 }
1140 1062
1141 if (should_director_abort (op, victim)) 1063 if (should_director_abort (op, victim))
1142 return; 1064 return;
1143 1065
1144 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)
1145 { 1067 {
1146 if (nextmover->type == PLAYERMOVER) 1068 if (nextmover->type == PLAYERMOVER)
1147 nextmover->speed_left = -.99; 1069 nextmover->speed_left = -.99f;
1070
1148 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1149 {
1150 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 */
1151 }
1152 } 1073 }
1153 1074
1154 if (victim->type == PLAYER) 1075 if (victim->type == PLAYER)
1155 { 1076 {
1156 /* only level >=1 movers move people */ 1077 /* only level >=1 movers move people */
1160 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1161 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1162 * get to this space. 1083 * get to this space.
1163 */ 1084 */
1164 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1165 victim->speed_left = -FABS (victim->speed); 1086 victim->speed_left = 1.f;
1166 move_player (victim, dir); 1087 move_player (victim, dir);
1167 } 1088 }
1168 else 1089 else
1169 return; 1090 return;
1170 } 1091 }
1174 if (!op->stats.maxsp && op->attacktype) 1095 if (!op->stats.maxsp && op->attacktype)
1175 op->stats.maxsp = 2; 1096 op->stats.maxsp = 2;
1176 1097
1177 if (op->attacktype) 1098 if (op->attacktype)
1178 { /* flag to paralyze the player */ 1099 { /* flag to paralyze the player */
1179
1180 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));
1181 /* Not sure why, but for some chars on metalforge, they
1182 * would sometimes get -inf speed_left, and from the
1183 * description, it could only happen here, so just put
1184 * a lower sanity limit. My only guess is that the
1185 * mover has 0 speed.
1186 */
1187 if (victim->speed_left < -5.0)
1188 victim->speed_left = -5.0;
1189 } 1101 }
1190 } 1102 }
1191 } 1103 }
1192} 1104}
1193 1105
1203{ 1115{
1204 object *tmp; 1116 object *tmp;
1205 1117
1206 if (!op->other_arch) 1118 if (!op->other_arch)
1207 { 1119 {
1208 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");
1209 return; 1121 return;
1210 } 1122 }
1211 1123
1212 if (op->above == NULL) 1124 if (op->above == NULL)
1213 return; 1125 return;
1126
1214 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1215 { 1128 {
1216 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1129 if (op->other_arch->archname == tmp->arch->archname)
1217 { 1130 {
1218 if (op->level <= 0) 1131 if (op->level <= 0)
1219 tmp->destroy (); 1132 tmp->destroy ();
1220 else 1133 else
1221 { 1134 {
1243 * 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.
1244 * 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
1245 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1246 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1247*/ 1160*/
1248
1249void 1161void
1250move_creator (object *creator) 1162move_creator (object *creator)
1251{ 1163{
1252 object *new_ob; 1164 object *new_ob;
1253 1165
1255 { 1167 {
1256 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1257 return; 1169 return;
1258 } 1170 }
1259 1171
1260 if (creator->inv != NULL) 1172 if (creator->inv)
1261 { 1173 {
1262 object *ob; 1174 object *ob;
1263 int i; 1175 int i;
1264 object *ob_to_copy; 1176 object *ob_to_copy;
1265 1177
1270 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1271 { 1183 {
1272 ob_to_copy = ob; 1184 ob_to_copy = ob;
1273 } 1185 }
1274 } 1186 }
1275 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1276 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1277 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1278 } 1190 }
1279 else 1191 else
1280 { 1192 {
1281 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1282 { 1194 {
1283 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",
1284 creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1285 return; 1197 return;
1286 } 1198 }
1287 1199
1288 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1289 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1290 } 1202 }
1291 1203
1292 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1293 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))
1294 { 1206 {
1295 new_ob->destroy (); 1207 new_ob->destroy ();
1296 return; 1208 return;
1297 } 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);
1298 1214
1299 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);
1300 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1301 return; 1217 return;
1302 1218
1303 if (creator->slaying) 1219 if (creator->slaying)
1304 {
1305 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1306 }
1307} 1221}
1308 1222
1309/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1310 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1311 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1312 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1313 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1314 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1315 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1316 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.*/
1317
1318void 1231void
1319move_marker (object *op) 1232move_marker (object *op)
1320{ 1233{
1321 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1322 { 1235 {
1323 object *tmp2;
1324
1325 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1326 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1327 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1328 { 1241 {
1329 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1330 break;
1331 }
1332 1243
1333 /* cycle through his inventory to look for the MARK we want to
1334 * place
1335 */
1336 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1337 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1338 break;
1339
1340 /* if we didn't find our own MARK */
1341 if (tmp2 == NULL)
1342 {
1343 object *force = get_archetype (FORCE_NAME);
1344
1345 if (op->stats.food)
1346 {
1347 force->set_speed (0.01);
1348 force->speed_left = -op->stats.food;
1349 }
1350 else
1351 force->set_speed (0);
1352
1353 /* put in the lock code */
1354 force->slaying = op->slaying;
1355
1356 if (op->lore)
1357 force->lore = op->lore;
1358
1359 insert_ob_in_ob (force, tmp);
1360 if (op->msg) 1244 if (op->msg)
1361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1362 1246
1363 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1364 { 1248 {
1365 op->stats.hp--; 1249 op->stats.hp--;
1250
1366 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1367 { 1252 {
1368 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1369 op->destroy (); 1254 op->destroy ();
1370 return; 1255 return;
1372 } 1257 }
1373 } 1258 }
1374 } 1259 }
1375} 1260}
1376 1261
1377int 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
1378process_object (object *op) 1307process_object (object *op)
1379{ 1308{
1380 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1381 return 0; 1310 return;
1382 1311
1383 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1384 return 0; 1313 return;
1385 1314
1386 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1387 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1388 return 1; 1317 return;
1389 1318
1390 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1391 { 1320 {
1392 if (op->type == PLAYER)
1393 animate_object (op, op->facing);
1394 else
1395 animate_object (op, op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1396 1322
1397 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1398 make_sure_seen (op); 1324 make_sure_seen (op);
1399 } 1325 }
1400 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1401 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1402 { 1334 {
1403 change_object (op); 1335 change_object (op);
1404 return 1; 1336 return;
1405 } 1337 }
1406 1338
1407 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1408 generate_monster (op); 1340 generate_monster (op);
1409 1341
1410 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)
1411 { 1343 {
1412 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1413 remove_force (op); 1345 remove_force (op);
1414 else 1346 else
1415 { 1347 {
1416 /* IF necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1417 object *pl = op->in_player ();
1418 1349
1419 if (pl)
1420 esrv_del_item (pl->contr, op->count);
1421
1422 op->remove ();
1423
1424 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1425 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1426 1352
1427 op->destroy (); 1353 op->drop_and_destroy ();
1428 } 1354 }
1429 1355
1430 return 1; 1356 return;
1357 }
1431 } 1358 }
1432 1359
1433 switch (op->type) 1360 switch (op->type)
1434 { 1361 {
1435 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1436 move_spell_effect (op); 1363 move_spell_effect (op);
1437 return 1; 1364 break;
1438 1365
1439 case ROD: 1366 case ROD:
1440 case HORN: 1367 case HORN:
1441 regenerate_rod (op); 1368 regenerate_rod (op);
1442 return 1; 1369 break;
1443 1370
1444 case FORCE: 1371 case FORCE:
1445 case POTION_EFFECT: 1372 case POTION_EFFECT:
1446 remove_force (op); 1373 remove_force (op);
1447 return 1; 1374 break;
1448 1375
1449 case BLINDNESS: 1376 case BLINDNESS:
1450 remove_blindness (op); 1377 remove_blindness (op);
1451 return 0; 1378 break;
1452 1379
1453 case POISONING: 1380 case POISONING:
1454 poison_more (op); 1381 poison_more (op);
1455 return 0; 1382 break;
1456 1383
1457 case DISEASE: 1384 case DISEASE:
1458 move_disease (op); 1385 move_disease (op);
1459 return 0; 1386 break;
1460 1387
1461 case SYMPTOM: 1388 case SYMPTOM:
1462 move_symptom (op); 1389 move_symptom (op);
1463 return 0; 1390 break;
1464 1391
1465 case THROWN_OBJ: 1392 case THROWN_OBJ:
1466 case ARROW: 1393 case ARROW:
1467 move_arrow (op); 1394 move_arrow (op);
1468 return 0; 1395 break;
1469 1396
1470 case DOOR: 1397 case DOOR:
1471 remove_door (op); 1398 remove_door (op);
1472 return 0; 1399 break;
1473 1400
1474 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1475 remove_door2 (op); 1402 remove_door2 (op);
1476 return 0; 1403 break;
1477 1404
1478 case TELEPORTER: 1405 case TELEPORTER:
1479 move_teleporter (op); 1406 move_teleporter (op);
1480 return 0; 1407 break;
1481 1408
1482 case GOLEM: 1409 case GOLEM:
1483 move_golem (op); 1410 move_golem (op);
1484 return 0; 1411 break;
1485 1412
1486 case EARTHWALL: 1413 case EARTHWALL:
1487 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1488 return 0; 1415 break;
1489 1416
1490 case FIREWALL: 1417 case FIREWALL:
1491 move_firewall (op); 1418 move_firewall (op);
1492 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1493 animate_turning (op); 1420 animate_turning (op);
1494 return 0; 1421 break;
1495 1422
1496 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1497 do_mood_floor (op); 1424 do_mood_floor (op);
1498 return 0; 1425 break;
1499 1426
1500 case GATE: 1427 case GATE:
1501 move_gate (op); 1428 move_gate (op);
1502 return 0; 1429 break;
1503 1430
1504 case TIMED_GATE: 1431 case TIMED_GATE:
1505 move_timed_gate (op); 1432 move_timed_gate (op);
1506 return 0; 1433 break;
1507 1434
1508 case TRIGGER: 1435 case TRIGGER:
1509 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1510 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1511 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1512 animate_trigger (op); 1439 animate_trigger (op);
1513 return 0; 1440 break;
1514 1441
1515 case DETECTOR: 1442 case DETECTOR:
1516 move_detector (op); 1443 move_detector (op);
1517 1444
1518 case DIRECTOR: 1445 case DIRECTOR:
1519 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1520 animate_turning (op); 1447 animate_turning (op);
1521 return 0; 1448 break;
1522 1449
1523 case HOLE: 1450 case HOLE:
1524 move_hole (op); 1451 move_hole (op);
1525 return 0; 1452 break;
1526 1453
1527 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1528 move_deep_swamp (op); 1455 move_deep_swamp (op);
1529 return 0; 1456 break;
1530 1457
1531 case RUNE: 1458 case RUNE:
1532 case TRAP: 1459 case TRAP:
1533 move_rune (op); 1460 move_rune (op);
1534 return 0; 1461 break;
1535 1462
1536 case PLAYERMOVER: 1463 case PLAYERMOVER:
1537 move_player_mover (op); 1464 move_player_mover (op);
1538 return 0; 1465 break;
1539 1466
1540 case CREATOR: 1467 case CREATOR:
1541 move_creator (op); 1468 move_creator (op);
1542 return 0; 1469 break;
1543 1470
1544 case MARKER: 1471 case MARKER:
1545 move_marker (op); 1472 move_marker (op);
1546 return 0; 1473 break;
1547 1474
1548 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1549 move_player_changer (op); 1476 move_player_changer (op);
1550 return 0; 1477 break;
1551 1478
1552 case PEACEMAKER: 1479 case PEACEMAKER:
1553 move_peacemaker (op); 1480 move_peacemaker (op);
1554 return 0; 1481 break;
1555 }
1556 1482
1557 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 }
1558} 1497}
1498

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