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Comparing deliantra/server/server/time.C (file contents):
Revision 1.50 by root, Fri May 18 19:46:22 2007 UTC vs.
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
35 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
36 */ 35 */
37void 36void
38remove_door (object *op) 37remove_door (object *op)
39{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->drop_and_destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
40 int i; 68 int i;
41 object *tmp; 69 object *tmp;
42 70
43 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
45 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
46 tmp->set_speed (0.1f); 76 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2f; 77 tmp->speed_left = -0.2f;
48 } 78 }
79 }
49 80
50 if (op->other_arch) 81 if (op->other_arch)
51 { 82 {
52 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x; 84 tmp->x = op->x;
55 tmp->map = op->map; 86 tmp->map = op->map;
56 tmp->level = op->level; 87 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
58 } 89 }
59 90
60 op->destroy (); 91 op->drop_and_destroy ();
61}
62
63void
64remove_door2 (object *op)
65{
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2f;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90} 92}
91 93
92void 94void
93generate_monster (object *gen) 95generate_monster (object *gen)
94{ 96{
96 return; 98 return;
97 99
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 101 return;
100 102
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
101 object *op; 108 object *op;
109 int dir;
102 110
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 112 {
105 // either copy one item form the inventory... 113 // either copy one item from the inventory...
106 if (!gen->inv) 114 if (!gen->inv)
107 return; 115 return;
108 116
109 // first select one item from the inventory 117 // first select one item from the inventory
110 int index = 0; 118 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 120 if (!rndm (++index))
113 op = tmp; 121 op = tmp;
114 122
115 op = object_create_clone (op); 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 ();
116 128
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 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
139 op = arch_to_object (gen->other_arch);
140 }
120 else 141 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 142 return;
127 }
128 143
129 op->expand_tail (); 144 op->expand_tail ();
130 145
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 146 mapxy pos (gen); pos.move (dir);
132 if (i >= 0) 147
148 if (pos.insert (op, gen))
133 { 149 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9)) 150 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 151 generate_artifact (op, gen->map->difficulty);
138 152
139 if (op->has_random_items ()) 153 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 155
142 return; 156 return;
143 }
144 } 157 }
145 158
146 op->destroy (); 159 op->destroy ();
147} 160}
148 161
235 if (op->value) 248 if (op->value)
236 { 249 {
237 if (--op->stats.wc <= 0) 250 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 251 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 252 op->stats.wc = 0;
240 if (op->arch->clone.speed) 253 if (op->arch->speed)
241 op->value = 0; 254 op->value = 0;
242 else 255 else
243 op->set_speed (0); 256 op->set_speed (0);
244 } 257 }
245 258
265 * 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,
266 * otherwise, we fall through to the code below which should lower 279 * otherwise, we fall through to the code below which should lower
267 * the gate slightly. 280 * the gate slightly.
268 */ 281 */
269 282
270 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 283 for (tmp = op->above; tmp; tmp = tmp->above)
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 285 break;
273 286
274 if (tmp == NULL) 287 if (!tmp)
275 { 288 {
276 if (op->arch->clone.speed) 289 if (op->arch->speed)
277 op->value = 1; 290 op->value = 1;
278 else 291 else
279 op->set_speed (0); 292 op->set_speed (0);
280 293
281 return; 294 return;
292 } 305 }
293 else 306 else
294 { /* The gate is still going up */ 307 { /* The gate is still going up */
295 op->stats.wc++; 308 op->stats.wc++;
296 309
297 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 310 if (op->stats.wc >= NUM_ANIMATIONS (op))
298 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
299 312
300 /* 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.
301 * 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
302 */ 315 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 317 {
305 /* Halfway or further, check blocks */ 318 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 319 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ; 321 ;
310 if (tmp) 323 if (tmp)
311 { 324 {
312 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
313 { 326 {
314 hit_player (tmp, random_roll (0, 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"));
315 329
316 if (tmp->type == PLAYER) 330 if (tmp->type == PLAYER)
317 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);
318 } 332 }
319 else
320 /* If the object is not alive, and the object either can 333 /* If the object is not alive, and the object either can
321 * be picked up or the object rolls, move the object 334 * be picked up or the object rolls, move the object
322 * off the gate. 335 * off the gate.
323 */ 336 */
324 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)))
325 { 338 {
326 /* If it has speed, it should move itself, otherwise: */ 339 /* If it has speed, it should move itself, otherwise: */
327 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);
328 341
329 /* If there is a free spot, move the object someplace */ 342 /* If there is a free spot, move the object someplace */
330 if (i != -1) 343 if (i > 0)
331 { 344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
332 tmp->remove (); 348 tmp->move_to (pos);
333 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
334 insert_ob_in_map (tmp, op->map, op, 0);
335 } 349 }
336 } 350 }
337 } 351 }
338 352
339 /* See if there is still anything blocking the gate */ 353 /* See if there is still anything blocking the gate */
340 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 354 for (tmp = op->above; tmp; tmp = tmp->above)
341 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
342 break; 356 break;
343 357
344 /* IF there is, start putting the gate down */ 358 /* IF there is, start putting the gate down */
345 if (tmp) 359 if (tmp)
346 {
347 op->stats.food = 1; 360 op->stats.food = 1;
348 }
349 else 361 else
350 { 362 {
351 op->move_block = MOVE_ALL; 363 op->move_block = MOVE_ALL;
364
352 if (!op->arch->clone.stats.ac) 365 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 366 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 367 update_all_los (op->map, op->x, op->y);
355 } 368 }
356 } /* gate is halfway up */ 369 } /* gate is halfway up */
357 370
370 int v = op->value; 383 int v = op->value;
371 384
372 if (op->stats.sp) 385 if (op->stats.sp)
373 { 386 {
374 move_gate (op); 387 move_gate (op);
388
375 if (op->value != v) /* change direction ? */ 389 if (op->value != v) /* change direction ? */
376 op->stats.sp = 0; 390 op->stats.sp = 0;
377 return; 391 return;
378 } 392 }
393
379 if (--op->stats.hp <= 0) 394 if (--op->stats.hp <= 0)
380 { /* keep gate down */ 395 { /* keep gate down */
381 move_gate (op); 396 move_gate (op);
397
382 if (op->value != v) 398 if (op->value != v)
383 op->set_speed (0); 399 op->set_speed (0);
384 } 400 }
385} 401}
386 402
398 int last = op->value; 414 int last = op->value;
399 int detected; 415 int detected;
400 416
401 detected = 0; 417 detected = 0;
402 418
403 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)
404 { 420 {
405 object *tmp2; 421 object *tmp2;
406 422
407 if (op->stats.hp) 423 if (op->stats.hp)
408 { 424 {
426 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
427 { 443 {
428 if (detected && last == 0) 444 if (detected && last == 0)
429 { 445 {
430 op->value = 1; 446 op->value = 1;
431 push_button (op); 447 push_button (op, tmp);
432 } 448 }
449
433 if (!detected && last == 1) 450 if (!detected && last == 1)
434 { 451 {
435 op->value = 0; 452 op->value = 0;
436 push_button (op); 453 push_button (op, tmp);
437 } 454 }
438 } 455 }
439 else 456 else
440 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
441 if (detected && last == 1) 458 if (detected && last == 1)
442 { 459 {
443 op->value = 0; 460 op->value = 0;
444 push_button (op); 461 push_button (op, tmp);
445 } 462 }
463
446 if (!detected && last == 0) 464 if (!detected && last == 0)
447 { 465 {
448 op->value = 1; 466 op->value = 1;
449 push_button (op); 467 push_button (op, tmp);
450 } 468 }
451 } 469 }
452} 470}
453
454 471
455void 472void
456animate_trigger (object *op) 473animate_trigger (object *op)
457{ 474{
458 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
468} 485}
469 486
470void 487void
471move_hole (object *op) 488move_hole (object *op)
472{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
473 object *next, *tmp;
474
475 if (op->value) 490 if (op->value)
476 { /* We're opening */ 491 { /* We're opening */
477 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
478 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
479 op->stats.wc = 0; 494 op->stats.wc = 0;
480 op->set_speed (0); 495 op->set_speed (0);
481 496
482 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
483 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
484 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
485 { 500 {
486 next = tmp->above; 501 next = tmp->above;
487 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
488 } 503 }
489 } 504 }
490 505
491 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
492 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
493 return; 508 return;
494 } 509 }
510
495 /* We're closing */ 511 /* We're closing */
496 op->move_on = 0; 512 op->move_on = 0;
497 513
498 op->stats.wc++; 514 op->stats.wc++;
499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
530 { 546 {
531 object *payload = op->inv; 547 object *payload = op->inv;
532 548
533 if (payload == NULL) 549 if (payload == NULL)
534 return NULL; 550 return NULL;
551
535 payload->remove (); 552 payload->remove ();
536 op->destroy (); 553 op->destroy ();
537 return payload; 554 return payload;
538 } 555 }
539 556
598 op->spellarg = NULL; 615 op->spellarg = NULL;
599 op->stats.sp = 0; 616 op->stats.sp = 0;
600 op->stats.hp = 0; 617 op->stats.hp = 0;
601 op->stats.grace = 0; 618 op->stats.grace = 0;
602 op->level = 0; 619 op->level = 0;
603 op->face = op->arch->clone.face; 620 op->face = op->arch->face;
604 op->owner = NULL; /* So that stopped arrows will be saved */ 621 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE); 622 update_object (op, UP_OBJ_CHANGE);
606 return op; 623 return op;
607} 624}
608 625
619 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
620 return; 637 return;
621 638
622 if (op->inv) 639 if (op->inv)
623 { 640 {
641 // replace this by straightforward drop to ground?
624 object *payload = op->inv; 642 object *payload = op->inv;
625 643
626 payload->remove ();
627 payload->owner = 0; 644 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy (); 646 op->destroy ();
630 } 647 }
631 else 648 else
640/* 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.
641 */ 658 */
642void 659void
643move_arrow (object *op) 660move_arrow (object *op)
644{ 661{
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags; 662 int was_reflected;
648 maptile *m;
649 663
650 if (op->map == NULL) 664 if (!op->map)
651 { 665 {
652 LOG (llevError, "BUG: Arrow had no map.\n"); 666 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy (); 667 op->destroy ();
654 return; 668 return;
655 } 669 }
663 * 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,
664 * 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
665 * 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,
666 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
667 */ 681 */
668 if (op->inv == NULL) 682 if (!op->inv)
669 { 683 {
670 op->destroy (); 684 op->destroy ();
671 return; 685 return;
672 } 686 }
673 687
685 stop_arrow (op); 699 stop_arrow (op);
686 return; 700 return;
687 } 701 }
688 702
689 /* Calculate target map square */ 703 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0; 704 was_reflected = 0;
693 705
694 m = op->map; 706 mapxy pos (op); pos.move (op->direction);
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696 707
697 if (mflags & P_OUT_OF_MAP) 708 if (!pos.normalise ())
698 { 709 {
699 stop_arrow (op); 710 stop_arrow (op);
700 return; 711 return;
701 } 712 }
702 713
703 /* 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 */
704 if (mflags & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
705 { 716 {
706 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)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break; 721 break;
709 722
710 /* Not really fair, but don't let monsters hit themselves with 723 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then 724 * their own arrow - this can be because they fire it then
734 return; 747 return;
735 } 748 }
736 } /* if this is not hitting its owner */ 749 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */ 750 } /* if there is something alive on this space */
738 751
739 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))
740 { 753 {
741 int retry = 0; 754 int retry = 0;
742 755
743 /* if the object doesn't reflect, stop the arrow from moving 756 /* if the object doesn't reflect, stop the arrow from moving
744 * 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
757 if (op->direction & 1) 770 if (op->direction & 1)
758 { 771 {
759 op->direction = absdir (op->direction + 4); 772 op->direction = absdir (op->direction + 4);
760 retry = 1; 773 retry = 1;
761 } 774 }
775
762 /* There were two blocks with identical code - 776 /* There were two blocks with identical code -
763 * use this retry here to make this one block 777 * use this retry here to make this one block
764 * that did the same thing. 778 * that did the same thing.
765 */ 779 */
766 while (retry < 2) 780 while (retry < 2)
767 { 781 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++; 782 retry++;
773 783
774 /* 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
775 * over a corner in a tiled map, it is possible that 785 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either 786 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist. 787 * op->direction-1 or op->direction+1 does not exist.
778 */ 788 */
779 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));
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782 791
783 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));
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786 794
787 if (left == right) 795 if (left == right)
788 op->direction = absdir (op->direction + 4); 796 op->direction = absdir (op->direction + 4);
789 else if (left) 797 else if (left)
790 op->direction = absdir (op->direction + 2); 798 op->direction = absdir (op->direction + 2);
791 else if (right) 799 else if (right)
792 op->direction = absdir (op->direction - 2); 800 op->direction = absdir (op->direction - 2);
793 801
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space - 802 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again. 803 * don't need to retry again.
798 */ 804 */
799 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))
800 break; 807 break;
801
802 } 808 }
809
803 /* Couldn't find a direction to move the arrow to - just 810 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving. 811 * stop it from moving.
805 */ 812 */
806 if (retry == 2) 813 if (retry == 2)
807 { 814 {
808 stop_arrow (op); 815 stop_arrow (op);
809 return; 816 return;
810 } 817 }
818
811 /* update object image for new facing */ 819 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */ 820 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op)) 821 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction); 822 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */ 823 } /* object is reflected */
816 } /* object ran into a wall */ 824 } /* object ran into a wall */
817 825
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed. 827 * about 17 squares. Tune as needed.
825 */ 828 */
826 op->speed -= 0.05; 829 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828}
829 830
830/* This routine doesnt seem to work for "inanimate" objects that 831 /* Move the arrow. */
831 * are being carried, ie a held torch leaps from your hands!. 832 op->move_to (pos);
832 * Modified this routine to allow held objects. b.t. */ 833}
833 834
834void 835void
835change_object (object *op) 836change_object (object *op)
836{ /* Doesn`t handle linked objs yet */ 837{ /* Doesn`t handle linked objs yet */
837 int i, j; 838 int i, j;
838 839
839 if (op->other_arch == NULL) 840 if (!op->other_arch)
840 { 841 {
841 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 ());
842 return; 843 return;
843 } 844 }
844 845
845 /* In non-living items only change when food value is 0 */ 846 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE)) 847 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 { 848 {
848 if (op->stats.food-- > 0) 849 if (op->stats.food-- > 0)
849 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);
850 else 866 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 { 867 {
883 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);
884 if (j == -1) /* No free spot */ 869 if (j < 0) /* No free spot */
885 tmp->destroy (); 870 tmp->destroy ();
886 else 871 else
887 { 872 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 873 mapxy pos (op); pos.move (j);
889 insert_ob_in_map (tmp, op->map, op, 0); 874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
890 } 877 }
891 } 878 }
892 } 879 }
893 880
894 op->destroy (); 881 op->destroy ();
910 move_teleporter (op->more); 897 move_teleporter (op->more);
911 898
912 if (op->head) 899 if (op->head)
913 head = op->head; 900 head = op->head;
914 901
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 902 for (tmp = op->above; tmp; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break; 904 break;
918 905
919 /* If nothing above us to move, nothing to do */ 906 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
950 else 937 else
951 { 938 {
952 /* Random teleporter */ 939 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return; 941 return;
942
955 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
956 } 944 }
957} 945}
958
959 946
960/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 948 and will also apply changes to the player from its inventory.
962 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
963 can't be generalized. 950 can't be generalized.
1016 return; /* dm has created a firewall in his inventory */ 1003 return; /* dm has created a firewall in his inventory */
1017 1004
1018 spell = op->inv; 1005 spell = op->inv;
1019 1006
1020 if (!spell || spell->type != SPELL) 1007 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone; 1008 spell = op->other_arch;
1022 1009
1023 if (!spell) 1010 if (!spell)
1024 { 1011 {
1025 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);
1026 return; 1013 return;
1094 * is cleared, otherwise the player will get stuck in 1081 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1082 * place. This can happen if the player used a spell to
1096 * get to this space. 1083 * get to this space.
1097 */ 1084 */
1098 victim->contr->fire_on = 0; 1085 victim->contr->fire_on = 0;
1099 victim->speed_left = 0.f; 1086 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1087 move_player (victim, dir);
1101 } 1088 }
1102 else 1089 else
1103 return; 1090 return;
1104 } 1091 }
1137 if (op->above == NULL) 1124 if (op->above == NULL)
1138 return; 1125 return;
1139 1126
1140 for (tmp = op->above; tmp; tmp = tmp->above) 1127 for (tmp = op->above; tmp; tmp = tmp->above)
1141 { 1128 {
1142 if (op->other_arch->name == tmp->arch->name) 1129 if (op->other_arch->archname == tmp->arch->archname)
1143 { 1130 {
1144 if (op->level <= 0) 1131 if (op->level <= 0)
1145 tmp->destroy (); 1132 tmp->destroy ();
1146 else 1133 else
1147 { 1134 {
1169 * 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.
1170 * 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
1171 * more concern with large objects, most notably a part being placed 1158 * more concern with large objects, most notably a part being placed
1172 * outside of the map which would cause the server to crash 1159 * outside of the map which would cause the server to crash
1173*/ 1160*/
1174
1175void 1161void
1176move_creator (object *creator) 1162move_creator (object *creator)
1177{ 1163{
1178 object *new_ob; 1164 object *new_ob;
1179 1165
1181 { 1167 {
1182 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1183 return; 1169 return;
1184 } 1170 }
1185 1171
1186 if (creator->inv != NULL) 1172 if (creator->inv)
1187 { 1173 {
1188 object *ob; 1174 object *ob;
1189 int i; 1175 int i;
1190 object *ob_to_copy; 1176 object *ob_to_copy;
1191 1177
1196 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1197 { 1183 {
1198 ob_to_copy = ob; 1184 ob_to_copy = ob;
1199 } 1185 }
1200 } 1186 }
1201 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1202 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1203 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1204 } 1190 }
1205 else 1191 else
1206 { 1192 {
1207 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1208 { 1194 {
1209 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1210 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1211 return; 1197 return;
1212 } 1198 }
1214 new_ob = object_create_arch (creator->other_arch); 1200 new_ob = object_create_arch (creator->other_arch);
1215 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1216 } 1202 }
1217 1203
1218 /* Make sure this multipart object fits */ 1204 /* Make sure this multipart object fits */
1219 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))
1220 { 1206 {
1221 new_ob->destroy (); 1207 new_ob->destroy ();
1222 return; 1208 return;
1223 } 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);
1224 1214
1225 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);
1226 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1227 return; 1217 return;
1228 1218
1229 if (creator->slaying) 1219 if (creator->slaying)
1230 {
1231 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1232 }
1233} 1221}
1234 1222
1235/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1236 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1237 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1243void 1231void
1244move_marker (object *op) 1232move_marker (object *op)
1245{ 1233{
1246 if (object *tmp = op->ms ().player ()) 1234 if (object *tmp = op->ms ().player ())
1247 { 1235 {
1248 object *tmp2;
1249
1250 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1253 { 1241 {
1254 tmp2->destroy (); 1242 tmp->force_add (op->slaying, op->stats.food);
1255 break;
1256 }
1257 1243
1258 /* cycle through his inventory to look for the MARK we want to
1259 * place
1260 */
1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1263 break;
1264
1265 /* if we didn't find our own MARK */
1266 if (!tmp2)
1267 {
1268 object *force = get_archetype (FORCE_NAME);
1269
1270 if (op->stats.food)
1271 {
1272 force->set_speed (0.01);
1273 force->speed_left = -op->stats.food;
1274 }
1275 else
1276 force->set_speed (0);
1277
1278 /* put in the lock code */
1279 force->slaying = op->slaying;
1280
1281 if (op->lore)
1282 force->lore = op->lore;
1283
1284 insert_ob_in_ob (force, tmp);
1285 if (op->msg) 1244 if (op->msg)
1286 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1287 1246
1288 if (op->stats.hp > 0) 1247 if (op->stats.hp > 0)
1289 { 1248 {
1290 op->stats.hp--; 1249 op->stats.hp--;
1250
1291 if (op->stats.hp == 0) 1251 if (op->stats.hp == 0)
1292 { 1252 {
1293 /* marker expires--granted mark number limit */ 1253 /* marker expires--granted mark number limit */
1294 op->destroy (); 1254 op->destroy ();
1295 return; 1255 return;
1297 } 1257 }
1298 } 1258 }
1299 } 1259 }
1300} 1260}
1301 1261
1302int 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
1303process_object (object *op) 1307process_object (object *op)
1304{ 1308{
1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return 0; 1310 return;
1307 1311
1308 if (INVOKE_OBJECT (TICK, op)) 1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return 0; 1313 return;
1310 1314
1311 if (QUERY_FLAG (op, FLAG_MONSTER)) 1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1313 return 1; 1317 return;
1314 1318
1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1316 { 1320 {
1317 animate_object (op, op->contr ? op->facing : op->direction); 1321 animate_object (op, op->contr ? op->facing : op->direction);
1318 1322
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1320 make_sure_seen (op); 1324 make_sure_seen (op);
1321 } 1325 }
1322 1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1323 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1324 { 1334 {
1325 change_object (op); 1335 change_object (op);
1326 return 1; 1336 return;
1327 } 1337 }
1328 1338
1329 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1330 generate_monster (op); 1340 generate_monster (op);
1331 1341
1332 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)
1333 { 1343 {
1334 if (QUERY_FLAG (op, FLAG_APPLIED)) 1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1335 remove_force (op); 1345 remove_force (op);
1336 else 1346 else
1337 { 1347 {
1338 /* If necessary, delete the item from the players inventory */ 1348 op->remove (); // TODO: really necessary?
1339 object *pl = op->in_player ();
1340 1349
1341 if (pl)
1342 esrv_del_item (pl->contr, op->count);
1343
1344 op->remove ();
1345
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1347 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1348 1352
1349 op->destroy (); 1353 op->drop_and_destroy ();
1350 } 1354 }
1351 1355
1352 return 1; 1356 return;
1357 }
1353 } 1358 }
1354 1359
1355 switch (op->type) 1360 switch (op->type)
1356 { 1361 {
1357 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1358 move_spell_effect (op); 1363 move_spell_effect (op);
1359 return 1; 1364 break;
1360 1365
1361 case ROD: 1366 case ROD:
1362 case HORN: 1367 case HORN:
1363 regenerate_rod (op); 1368 regenerate_rod (op);
1364 return 1; 1369 break;
1365 1370
1366 case FORCE: 1371 case FORCE:
1367 case POTION_EFFECT: 1372 case POTION_EFFECT:
1368 remove_force (op); 1373 remove_force (op);
1369 return 1; 1374 break;
1370 1375
1371 case BLINDNESS: 1376 case BLINDNESS:
1372 remove_blindness (op); 1377 remove_blindness (op);
1373 return 0; 1378 break;
1374 1379
1375 case POISONING: 1380 case POISONING:
1376 poison_more (op); 1381 poison_more (op);
1377 return 0; 1382 break;
1378 1383
1379 case DISEASE: 1384 case DISEASE:
1380 move_disease (op); 1385 move_disease (op);
1381 return 0; 1386 break;
1382 1387
1383 case SYMPTOM: 1388 case SYMPTOM:
1384 move_symptom (op); 1389 move_symptom (op);
1385 return 0; 1390 break;
1386 1391
1387 case THROWN_OBJ: 1392 case THROWN_OBJ:
1388 case ARROW: 1393 case ARROW:
1389 move_arrow (op); 1394 move_arrow (op);
1390 return 0; 1395 break;
1391 1396
1392 case DOOR: 1397 case DOOR:
1393 remove_door (op); 1398 remove_door (op);
1394 return 0; 1399 break;
1395 1400
1396 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1397 remove_door2 (op); 1402 remove_door2 (op);
1398 return 0; 1403 break;
1399 1404
1400 case TELEPORTER: 1405 case TELEPORTER:
1401 move_teleporter (op); 1406 move_teleporter (op);
1402 return 0; 1407 break;
1403 1408
1404 case GOLEM: 1409 case GOLEM:
1405 move_golem (op); 1410 move_golem (op);
1406 return 0; 1411 break;
1407 1412
1408 case EARTHWALL: 1413 case EARTHWALL:
1409 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1410 return 0; 1415 break;
1411 1416
1412 case FIREWALL: 1417 case FIREWALL:
1413 move_firewall (op); 1418 move_firewall (op);
1414 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1415 animate_turning (op); 1420 animate_turning (op);
1416 return 0; 1421 break;
1417 1422
1418 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1419 do_mood_floor (op); 1424 do_mood_floor (op);
1420 return 0; 1425 break;
1421 1426
1422 case GATE: 1427 case GATE:
1423 move_gate (op); 1428 move_gate (op);
1424 return 0; 1429 break;
1425 1430
1426 case TIMED_GATE: 1431 case TIMED_GATE:
1427 move_timed_gate (op); 1432 move_timed_gate (op);
1428 return 0; 1433 break;
1429 1434
1430 case TRIGGER: 1435 case TRIGGER:
1431 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1432 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1433 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1434 animate_trigger (op); 1439 animate_trigger (op);
1435 return 0; 1440 break;
1436 1441
1437 case DETECTOR: 1442 case DETECTOR:
1438 move_detector (op); 1443 move_detector (op);
1439 1444
1440 case DIRECTOR: 1445 case DIRECTOR:
1441 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1442 animate_turning (op); 1447 animate_turning (op);
1443 return 0; 1448 break;
1444 1449
1445 case HOLE: 1450 case HOLE:
1446 move_hole (op); 1451 move_hole (op);
1447 return 0; 1452 break;
1448 1453
1449 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1450 move_deep_swamp (op); 1455 move_deep_swamp (op);
1451 return 0; 1456 break;
1452 1457
1453 case RUNE: 1458 case RUNE:
1454 case TRAP: 1459 case TRAP:
1455 move_rune (op); 1460 move_rune (op);
1456 return 0; 1461 break;
1457 1462
1458 case PLAYERMOVER: 1463 case PLAYERMOVER:
1459 move_player_mover (op); 1464 move_player_mover (op);
1460 return 0; 1465 break;
1461 1466
1462 case CREATOR: 1467 case CREATOR:
1463 move_creator (op); 1468 move_creator (op);
1464 return 0; 1469 break;
1465 1470
1466 case MARKER: 1471 case MARKER:
1467 move_marker (op); 1472 move_marker (op);
1468 return 0; 1473 break;
1469 1474
1470 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1471 move_player_changer (op); 1476 move_player_changer (op);
1472 return 0; 1477 break;
1473 1478
1474 case PEACEMAKER: 1479 case PEACEMAKER:
1475 move_peacemaker (op); 1480 move_peacemaker (op);
1476 return 0; 1481 break;
1477 }
1478 1482
1479 return 0; 1483 case PLAYER:
1480} 1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1481 1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1497}
1498

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