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Comparing deliantra/server/server/time.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.95 by root, Mon Oct 26 11:31:39 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* 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 34 * 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.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
39{
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64}
65
66void
67remove_door2 (object *op)
42{ 68{
43 int i; 69 int i;
44 object *tmp; 70 object *tmp;
45 71
46 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
49 tmp->speed = 0.1; 77 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
52 } 79 }
80 }
53 81
54 if (op->other_arch) 82 if (op->other_arch)
55 { 83 {
56 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 85 tmp->x = op->x;
59 tmp->map = op->map; 87 tmp->map = op->map;
60 tmp->level = op->level; 88 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
62 } 90 }
63 91
64 op->destroy (); 92 op->drop_and_destroy ();
65} 93}
66 94
67void 95void
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92
93 op->destroy ();
94}
95
96/* Will generate a monster according to content
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 96generate_monster (object *gen)
101{ 97{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 98 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 99 return;
130 head = object_create_clone (op); 100
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 102 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 103
142void 104 // sleeping generators won't generate, this will make monsters like
143generate_monster_arch (object *gen) 105 // centipedes not generate more centipedes when being asleep.
144{ 106 if (gen->flag [FLAG_SLEEP])
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return; 107 return;
166 while (at != NULL) 108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
167 { 132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
168 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
169 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
170 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
171 144
172 if (head != NULL) 145 op->expand_tail ();
173 op->head = head, prev->more = op;
174 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
175 if (rndm (0, 9)) 151 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 153
178 if (QUERY_FLAG (op, FLAG_FREED)) 154 if (op->has_random_items ())
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 156
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 157 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 158 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 159
160 op->destroy ();
200} 161}
201 162
202void 163void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
205 if (--op->duration > 0) 166 if (--op->duration > 0)
206 return; 167 return;
207 168
169 if (op->env)
208 switch (op->subtype) 170 switch (op->subtype)
209 { 171 {
210 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 175
217 default: 176 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 178 change_abil (op->env, op);
222 fix_player (op->env); 179 op->env->update_stats ();
223 }
224 } 180 }
225 181
226 op->destroy (); 182 op->destroy ();
227} 183}
228 184
229void 185void
232 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
233 return; 189 return;
234 190
235 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
236 192
237 if (op->env != NULL) 193 if (op->env)
238 { 194 {
239 change_abil (op->env, op); 195 change_abil (op->env, op);
240 fix_player (op->env); 196 op->env->update_stats ();
241 } 197 }
242 198
243 op->destroy (); 199 op->destroy ();
244} 200}
245 201
252 return; 208 return;
253 } 209 }
254 210
255 if (op->stats.food == 1) 211 if (op->stats.food == 1)
256 { 212 {
257 /* need to remove the object before fix_player is called, else fix_player 213 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 214 * will not do anything.
259 */ 215 */
260 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
261 { 217 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 219 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 221 }
266 222
267 op->destroy (); 223 op->destroy ();
268 return; 224 return;
271 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
272 { 228 {
273 op->env->stats.food--; 229 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 231 }
232
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 234}
278 235
279 236
280void 237void
281move_gate (object *op) 238move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
283 object *tmp; 240 object *tmp;
284 241
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 243 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 249 if (op->value)
293 { 250 {
294 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 253 op->stats.wc = 0;
297 if (op->arch->clone.speed) 254 if (op->arch->speed)
298 op->value = 0; 255 op->value = 0;
299 else 256 else
300 {
301 op->speed = 0; 257 op->set_speed (0);
302 update_ob_speed (op);
303 } 258 }
304 } 259
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 261 {
307 op->move_block = 0; 262 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
310 } 265 }
266
311 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
313 return; 269 return;
314 } 270 }
315 271
323 * objects are above the gate. If so, we finish closing the gate, 279 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 281 * the gate slightly.
326 */ 282 */
327 283
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 286 break;
331 287
332 if (tmp == NULL) 288 if (!tmp)
333 { 289 {
334 if (op->arch->clone.speed) 290 if (op->arch->speed)
335 op->value = 1; 291 op->value = 1;
336 else 292 else
337 {
338 op->speed = 0; 293 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 294
340 }
341 return; 295 return;
342 } 296 }
343 } 297 }
344 298
345 if (op->stats.food) 299 if (op->stats.food)
352 } 306 }
353 else 307 else
354 { /* The gate is still going up */ 308 { /* The gate is still going up */
355 op->stats.wc++; 309 op->stats.wc++;
356 310
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 313
360 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
362 */ 316 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 318 {
365 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
368 323
369 if (tmp != NULL) 324 if (tmp)
370 { 325 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 327 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
374 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 333 }
377 else
378 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
380 * off the gate. 336 * off the gate.
381 */ 337 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 339 {
384 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 342
387 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
388 if (i != -1) 344 if (i > 0)
389 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
390 tmp->remove (); 349 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 350 }
394 } 351 }
395 } 352 }
396 353
397 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 357 break;
401 358
402 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
403 if (tmp) 360 if (tmp)
404 {
405 op->stats.food = 1; 361 op->stats.food = 1;
406 }
407 else 362 else
408 { 363 {
409 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
410 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
413 } 369 }
414 } /* gate is halfway up */ 370 } /* gate is halfway up */
415 371
428 int v = op->value; 384 int v = op->value;
429 385
430 if (op->stats.sp) 386 if (op->stats.sp)
431 { 387 {
432 move_gate (op); 388 move_gate (op);
389
433 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 391 op->stats.sp = 0;
435 return; 392 return;
436 } 393 }
394
437 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 396 { /* keep gate down */
439 move_gate (op); 397 move_gate (op);
398
440 if (op->value != v) 399 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 400 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 401 }
446} 402}
447 403
448/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
459 int last = op->value; 415 int last = op->value;
460 int detected; 416 int detected;
461 417
462 detected = 0; 418 detected = 0;
463 419
464 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 421 {
466 object *tmp2; 422 object *tmp2;
467 423
468 if (op->stats.hp) 424 if (op->stats.hp)
469 { 425 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 427 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 429 detected = 1;
430
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 432 detected = 1;
476 } 433 }
477 } 434 }
435
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 437 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 439 detected = 1;
484 } 440 }
485 441
486 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
488 { 444 {
489 if (detected && last == 0) 445 if (detected && last == 0)
490 { 446 {
491 op->value = 1; 447 op->value = 1;
492 push_button (op); 448 push_button (op, tmp);
493 } 449 }
450
494 if (!detected && last == 1) 451 if (!detected && last == 1)
495 { 452 {
496 op->value = 0; 453 op->value = 0;
497 push_button (op); 454 push_button (op, tmp);
498 } 455 }
499 } 456 }
500 else 457 else
501 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
502 if (detected && last == 1) 459 if (detected && last == 1)
503 { 460 {
504 op->value = 0; 461 op->value = 0;
505 push_button (op); 462 push_button (op, tmp);
506 } 463 }
464
507 if (!detected && last == 0) 465 if (!detected && last == 0)
508 { 466 {
509 op->value = 1; 467 op->value = 1;
510 push_button (op); 468 push_button (op, tmp);
511 } 469 }
512 } 470 }
513} 471}
514
515 472
516void 473void
517animate_trigger (object *op) 474animate_trigger (object *op)
518{ 475{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
529} 486}
530 487
531void 488void
532move_hole (object *op) 489move_hole (object *op)
533{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value) 491 if (op->value)
537 { /* We're opening */ 492 { /* We're opening */
538 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
540 op->stats.wc = 0; 495 op->stats.wc = 0;
541 op->speed = 0; 496 op->set_speed (0);
542 update_ob_speed (op);
543 497
544 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
547 { 501 {
548 next = tmp->above; 502 next = tmp->above;
549 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
550 } 504 }
551 } 505 }
506
552 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
554 return; 509 return;
555 } 510 }
511
556 /* We're closing */ 512 /* We're closing */
557 op->move_on = 0; 513 op->move_on = 0;
558 514
559 op->stats.wc++; 515 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
562 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 523}
571 524
572 525
573/* stop_item() returns a pointer to the stopped object. The stopped object 526/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 527 * may or may not have been removed from maps or inventories. It will not
594 { 547 {
595 object *payload = op->inv; 548 object *payload = op->inv;
596 549
597 if (payload == NULL) 550 if (payload == NULL)
598 return NULL; 551 return NULL;
552
599 payload->remove (); 553 payload->remove ();
600 op->destroy (); 554 op->destroy ();
601 return payload; 555 return payload;
602 } 556 }
603 557
604 case ARROW: 558 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
607 return op; 561 return op;
608 562
609 default: 563 default:
610 return op; 564 return op;
619void 573void
620fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
621{ 575{
622 if (map == NULL) 576 if (map == NULL)
623 return; 577 return;
578
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 581 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
628} 583}
629 584
630
631object * 585object *
632fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
633{ 587{
634 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
635 { 589 {
636 /* Small chance of breaking */ 590 /* Small chance of breaking */
637 op->destroy (); 591 op->destroy ();
638 return NULL; 592 return NULL;
639 } 593 }
640 594
595 op->set_speed (0);
641 op->direction = 0; 596 op->direction = 0;
642 op->move_on = 0; 597 op->move_on = 0;
643 op->move_type = 0; 598 op->move_type = 0;
644 op->speed = 0; 599 op->skill = 0; // really?
645 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
649 op->slaying = 0; 605 op->slaying = op->custom_name;
650 op->skill = 0;
651 606
652 if (op->spellarg != NULL)
653 {
654 op->slaying = op->spellarg;
655 free (op->spellarg);
656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that CAN_MERGE will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
662 op->spellarg = NULL; 608 op->custom_name = 0;
663 op->stats.sp = 0; 609 op->stats.sp = 0;
664 op->stats.hp = 0; 610 op->stats.hp = 0;
665 op->stats.grace = 0; 611 op->stats.grace = 0;
666 op->level = 0; 612 op->level = 0;
667 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
669 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
670 return op; 618 return op;
671} 619}
672 620
673/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 622 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 623 * here too. -b.t.
676 * 624 *
677 * Returns a pointer to the stopped object (which will have been removed 625 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
679 */ 627 */
680
681static void 628static void
682stop_arrow (object *op) 629stop_arrow (object *op)
683{ 630{
684 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
685 return; 632 return;
686 633
687 if (op->inv) 634 if (op->inv)
688 { 635 {
636 // replace this by straightforward drop to ground?
689 object *payload = op->inv; 637 object *payload = op->inv;
690 638
691 payload->remove (); 639 payload->owner = 0;
692 clear_owner (payload);
693 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy (); 641 op->destroy ();
695 } 642 }
696 else 643 else
697 { 644 {
698 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
699 if (op) 647 if (op)
700 merge_ob (op, NULL); 648 merge_ob (op, 0);
701 } 649 }
702} 650}
703 651
704/* Move an arrow along its course. op is the arrow or thrown object. 652/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 653 */
706
707void 654void
708move_arrow (object *op) 655move_arrow (object *op)
709{ 656{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 657 int was_reflected;
713 maptile *m;
714 658
715 if (op->map == NULL) 659 if (!op->map)
716 { 660 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 662 op->destroy ();
719 return; 663 return;
720 } 664 }
728 * is if the player throws a bomb - the bomb explodes on its own, 672 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the 673 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen, 674 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
732 */ 676 */
733 if (op->inv == NULL) 677 if (!op->inv)
734 { 678 {
735 op->destroy (); 679 op->destroy ();
736 return; 680 return;
737 } 681 }
738 682
750 stop_arrow (op); 694 stop_arrow (op);
751 return; 695 return;
752 } 696 }
753 697
754 /* Calculate target map square */ 698 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 699 was_reflected = 0;
758 700
759 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 702
762 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
763 { 704 {
764 stop_arrow (op); 705 stop_arrow (op);
765 return; 706 return;
766 } 707 }
767 708
768 /* only need to look for living creatures if this flag is set */ 709 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
770 { 711 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 716 break;
774 717
775 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
784 */ 727 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 729 {
787 int number = op->face->number; 730 int number = op->face;
788 731
789 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
790 op->state = 0; 733 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
803 } 735 }
804 else 736 else
805 { 737 {
806 /* Attack the object. */ 738 /* Attack the object. */
810 return; 742 return;
811 } 743 }
812 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
814 746
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 748 {
817 int retry = 0; 749 int retry = 0;
818 750
819 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 752 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 765 if (op->direction & 1)
834 { 766 {
835 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
836 retry = 1; 768 retry = 1;
837 } 769 }
770
838 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
839 * use this retry here to make this one block 772 * use this retry here to make this one block
840 * that did the same thing. 773 * that did the same thing.
841 */ 774 */
842 while (retry < 2) 775 while (retry < 2)
843 { 776 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 777 retry++;
849 778
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
854 */ 783 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 786
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 789
863 if (left == right) 790 if (left == right)
864 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
865 else if (left) 792 else if (left)
866 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
867 else if (right) 794 else if (right)
868 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
869 796
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 798 * don't need to retry again.
874 */ 799 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 802 break;
877
878 } 803 }
804
879 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 806 * stop it from moving.
881 */ 807 */
882 if (retry == 2) 808 if (retry == 2)
883 { 809 {
884 stop_arrow (op); 810 stop_arrow (op);
885 return; 811 return;
886 } 812 }
813
887 /* update object image for new facing */ 814 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
890 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
891 } /* object is reflected */ 818 } /* object is reflected */
892 } /* object ran into a wall */ 819 } /* object ran into a wall */
893
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898 820
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
901 */ 823 */
902 op->speed -= 0.05; 824 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 825
906/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 828}
909 829
910void 830void
911change_object (object *op) 831change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j; 833 int i, j;
915 834
916 if (op->other_arch == NULL) 835 if (!op->other_arch)
917 { 836 {
918 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
919 return; 838 return;
920 } 839 }
921 840
922 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
923 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
924 { 843 {
925 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
926 return; 845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
927 else 861 else
928 op->stats.food = 1; /* so 1 other_arch is made */
929 }
930 env = op->env;
931 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++)
933 {
934 tmp = arch_to_object (op->other_arch);
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env)
939 {
940 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env);
942 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below.
945 */
946 if ((pl = is_player_inv (env)) != NULL)
947 {
948 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp);
950 }
951 }
952 else
953 { 862 {
954 j = find_first_free_spot (tmp, op->map, op->x, op->y); 863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
955 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
956 tmp->destroy (); 865 tmp->destroy ();
957 else 866 else
958 { 867 {
959 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
960 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
961 } 872 }
962 } 873 }
963 } 874 }
964 875
965 op->destroy (); 876 op->destroy ();
975 * there is an old multipart teleporter in which the other parts 886 * there is an old multipart teleporter in which the other parts
976 * have speed, we don't really want to call it twice for the same 887 * have speed, we don't really want to call it twice for the same
977 * function - in fact, as written below, part N would get called 888 * function - in fact, as written below, part N would get called
978 * N times without the speed check. 889 * N times without the speed check.
979 */ 890 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
981 move_teleporter (op->more); 892 move_teleporter (op->more);
982 893
983 if (op->head) 894 if (op->head)
984 head = op->head; 895 head = op->head;
985 896
986 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
987 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
988 break; 899 break;
989 900
990 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
991 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
996 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
997 { 908 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return; 910 return;
1000 911
1001 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1002 } 913 }
1003 else 914 else
1004 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1005 return; 916 return;
1006 } 917 }
1021 else 932 else
1022 { 933 {
1023 /* Random teleporter */ 934 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return; 936 return;
937
1026 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1027 } 939 }
1028} 940}
1029
1030 941
1031/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 944 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 945 can't be generalized.
1035*/ 946*/
1036
1037void 947void
1038move_player_changer (object *op) 948move_player_changer (object *op)
1039{ 949{
1040 object *player; 950 object *player;
1041 object *walk; 951 object *walk;
1042 char c;
1043 952
1044 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1045 return; 954 return;
1046 955
1047 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 957 * needs to be on top.
1049 */ 958 */
1050 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1051 { 960 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 962 return;
963
1054 player = op->above; 964 player = op->above;
1055 965
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1058 968
1059 fix_player (player); 969 player->update_stats ();
1060 970
1061 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1063 973
1064 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 976 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1071 } 980 }
1072 else 981 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 983
1075 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 985 }
1078} 986}
1079 987
1080/* firewalls fire other spells. 988/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1088 996
1089 if (!op->map) 997 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1091 999
1092 spell = op->inv; 1000 spell = op->inv;
1001
1093 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1004
1095 if (!spell) 1005 if (!spell)
1096 { 1006 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1008 return;
1099 } 1009 }
1100 1010
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1012}
1103
1104 1013
1105/* move_player_mover: this function takes a "player mover" as an 1014/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1015 * argument, and performs the function of a player mover, which is:
1107 * 1016 *
1108 * a player mover finds any players that are sitting on it. It 1017 * a player mover finds any players that are sitting on it. It
1112 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1113 */ 1022 */
1114void 1023void
1115move_player_mover (object *op) 1024move_player_mover (object *op)
1116{ 1025{
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1119 sint16 nx, ny; 1027 sint16 nx, ny;
1120 maptile *m; 1028 maptile *m;
1121 1029
1122 /* Determine direction now for random movers so we do the right thing */ 1030 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1031 if (!dir)
1124 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1125 1033
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1127 { 1035 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1038 {
1131 1039
1141 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1143 m = op->map; 1051 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1053 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1055 return;
1148 } 1056 }
1149 1057
1150 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1151 return; 1059 return;
1152 1060
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1154 { 1062 {
1155 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1160 }
1161 } 1068 }
1162 1069
1163 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1164 { 1071 {
1165 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1169 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1171 * get to this space. 1078 * get to this space.
1172 */ 1079 */
1173 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1175 move_player (victim, dir); 1082 move_player (victim, dir);
1176 } 1083 }
1177 else 1084 else
1178 return; 1085 return;
1179 } 1086 }
1183 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1185 1092
1186 if (op->attacktype) 1093 if (op->attacktype)
1187 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1095 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 } 1096 }
1199 } 1097 }
1200 } 1098 }
1201} 1099}
1202 1100
1212{ 1110{
1213 object *tmp; 1111 object *tmp;
1214 1112
1215 if (!op->other_arch) 1113 if (!op->other_arch)
1216 { 1114 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1115 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1116 return;
1219 } 1117 }
1220 1118
1221 if (op->above == NULL) 1119 if (op->above == NULL)
1222 return; 1120 return;
1121
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1123 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1226 { 1125 {
1227 if (op->level <= 0) 1126 if (op->level <= 0)
1228 tmp->destroy (); 1127 tmp->destroy ();
1229 else 1128 else
1230 { 1129 {
1252 * has to make sure that there is in fact space for the object. 1151 * has to make sure that there is in fact space for the object.
1253 * It should really do this for small objects also, but there is 1152 * It should really do this for small objects also, but there is
1254 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1255 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1256*/ 1155*/
1257
1258void 1156void
1259move_creator (object *creator) 1157move_creator (object *creator)
1260{ 1158{
1261 object *new_ob; 1159 object *new_ob;
1262 1160
1264 { 1162 {
1265 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1266 return; 1164 return;
1267 } 1165 }
1268 1166
1269 if (creator->inv != NULL) 1167 if (creator->inv)
1270 { 1168 {
1271 object *ob; 1169 object *ob;
1272 int i; 1170 int i;
1273 object *ob_to_copy; 1171 object *ob_to_copy;
1274 1172
1279 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1280 { 1178 {
1281 ob_to_copy = ob; 1179 ob_to_copy = ob;
1282 } 1180 }
1283 } 1181 }
1284 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1285 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1286 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1287 } 1185 }
1288 else 1186 else
1289 { 1187 {
1290 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1291 { 1189 {
1292 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1293 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1294 return; 1192 return;
1295 } 1193 }
1296 1194
1297 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1299 } 1197 }
1300 1198
1301 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1302 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1303 { 1201 {
1304 new_ob->destroy (); 1202 new_ob->destroy ();
1305 return; 1203 return;
1306 } 1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1307 1209
1308 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1309 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1310 return; 1212 return;
1311 1213
1312 if (creator->slaying) 1214 if (creator->slaying)
1313 {
1314 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1315 }
1316} 1216}
1317 1217
1318/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1319 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1320 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1321 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1322 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1323 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1324 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1325 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1326
1327void 1226void
1328move_marker (object *op) 1227move_marker (object *op)
1329{ 1228{
1330 object *tmp, *tmp2; 1229 if (object *tmp = op->ms ().player ())
1331
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 { 1230 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1339 { 1236 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1237 tmp->force_add (op->slaying, op->stats.food);
1341 break; 1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1342 } 1243 {
1244 op->stats.hp--;
1343 1245
1344 if (tmp2)
1345 tmp2->destroy ();
1346
1347 /* cycle through his inventory to look for the MARK we want to
1348 * place
1349 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1353 break;
1354 }
1355
1356 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL)
1358 {
1359 object *force = get_archetype (FORCE_NAME);
1360
1361 force->speed = 0;
1362 if (op->stats.food) 1246 if (op->stats.hp == 0)
1363 { 1247 {
1364 force->speed = 0.01; 1248 /* marker expires--granted mark number limit */
1365 force->speed_left = -op->stats.food; 1249 op->destroy ();
1250 return;
1366 } 1251 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 } 1252 }
1388 } /* if tmp2 == NULL */ 1253 }
1389 } /* if tmp->type == PLAYER */ 1254 }
1390 } /* For all objects on this space */
1391} 1255}
1392 1256
1393int 1257// mapscript objects activate themselves (only) then their timer fires
1258// TODO: maybe they should simply trigger the link like any other object?
1259void
1260move_mapscript (object *op)
1261{
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264}
1265
1266void move_lamp (object *op)
1267{
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300}
1301
1302void
1394process_object (object *op) 1303process_object (object *op)
1395{ 1304{
1396 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1397 return 0; 1306 return;
1398 1307
1399 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1400 return 0; 1309 return;
1401 1310
1402 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1403 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1404 return 1; 1313 return;
1405 1314
1406 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1407 { 1316 {
1408 if (op->type == PLAYER)
1409 animate_object (op, op->facing);
1410 else
1411 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1412 1318
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_seen (op); 1320 make_sure_seen (op);
1415 } 1321 }
1416 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1417 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1418 { 1330 {
1419 change_object (op); 1331 change_object (op);
1420 return 1; 1332 return;
1421 } 1333 }
1422 1334
1423 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1424 generate_monster (op); 1336 generate_monster (op);
1425 1337
1426 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1427 { 1339 {
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1429 remove_force (op); 1341 remove_force (op);
1430 else 1342 else
1431 { 1343 {
1432 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1433 object *pl = is_player_inv (op);
1434 1345
1435 if (pl)
1436 esrv_del_item (pl->contr, op->count);
1437
1438 op->remove ();
1439
1440 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1441 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1442 1348
1443 op->destroy (); 1349 op->drop_and_destroy ();
1444 } 1350 }
1445 1351
1446 return 1; 1352 return;
1353 }
1447 } 1354 }
1448 1355
1449 switch (op->type) 1356 switch (op->type)
1450 { 1357 {
1451 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1452 move_spell_effect (op); 1359 move_spell_effect (op);
1453 return 1; 1360 break;
1454 1361
1455 case ROD: 1362 case ROD:
1456 case HORN: 1363 case HORN:
1457 regenerate_rod (op); 1364 regenerate_rod (op);
1458 return 1; 1365 break;
1459 1366
1460 case FORCE: 1367 case FORCE:
1461 case POTION_EFFECT: 1368 case POTION_EFFECT:
1462 remove_force (op); 1369 remove_force (op);
1463 return 1; 1370 break;
1464 1371
1465 case BLINDNESS: 1372 case BLINDNESS:
1466 remove_blindness (op); 1373 remove_blindness (op);
1467 return 0; 1374 break;
1468 1375
1469 case POISONING: 1376 case POISONING:
1470 poison_more (op); 1377 poison_more (op);
1471 return 0; 1378 break;
1472 1379
1473 case DISEASE: 1380 case DISEASE:
1474 move_disease (op); 1381 move_disease (op);
1475 return 0; 1382 break;
1476 1383
1477 case SYMPTOM: 1384 case SYMPTOM:
1478 move_symptom (op); 1385 move_symptom (op);
1479 return 0; 1386 break;
1480 1387
1481 case THROWN_OBJ: 1388 case THROWN_OBJ:
1482 case ARROW: 1389 case ARROW:
1483 move_arrow (op); 1390 move_arrow (op);
1484 return 0; 1391 break;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0;
1489 1392
1490 case DOOR: 1393 case DOOR:
1491 remove_door (op); 1394 remove_door (op);
1492 return 0; 1395 break;
1493 1396
1494 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1495 remove_door2 (op); 1398 remove_door2 (op);
1496 return 0; 1399 break;
1497 1400
1498 case TELEPORTER: 1401 case TELEPORTER:
1499 move_teleporter (op); 1402 move_teleporter (op);
1500 return 0; 1403 break;
1501 1404
1502 case GOLEM: 1405 case GOLEM:
1503 move_golem (op); 1406 move_golem (op);
1504 return 0; 1407 break;
1505 1408
1506 case EARTHWALL: 1409 case EARTHWALL:
1507 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1508 return 0; 1411 break;
1509 1412
1510 case FIREWALL: 1413 case FIREWALL:
1511 move_firewall (op); 1414 move_firewall (op);
1512 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1513 animate_turning (op); 1416 animate_turning (op);
1514 return 0; 1417 break;
1515 1418
1516 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1517 do_mood_floor (op); 1420 do_mood_floor (op);
1518 return 0; 1421 break;
1519 1422
1520 case GATE: 1423 case GATE:
1521 move_gate (op); 1424 move_gate (op);
1522 return 0; 1425 break;
1523 1426
1524 case TIMED_GATE: 1427 case TIMED_GATE:
1525 move_timed_gate (op); 1428 move_timed_gate (op);
1526 return 0; 1429 break;
1527 1430
1528 case TRIGGER: 1431 case TRIGGER:
1529 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1530 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1531 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1532 animate_trigger (op); 1435 animate_trigger (op);
1533 return 0; 1436 break;
1534 1437
1535 case DETECTOR: 1438 case DETECTOR:
1536 move_detector (op); 1439 move_detector (op);
1537 1440
1538 case DIRECTOR: 1441 case DIRECTOR:
1539 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1540 animate_turning (op); 1443 animate_turning (op);
1541 return 0; 1444 break;
1542 1445
1543 case HOLE: 1446 case HOLE:
1544 move_hole (op); 1447 move_hole (op);
1545 return 0; 1448 break;
1546 1449
1547 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1548 move_deep_swamp (op); 1451 move_deep_swamp (op);
1549 return 0; 1452 break;
1550 1453
1551 case RUNE: 1454 case RUNE:
1552 case TRAP: 1455 case TRAP:
1553 move_rune (op); 1456 move_rune (op);
1554 return 0; 1457 break;
1555 1458
1556 case PLAYERMOVER: 1459 case PLAYERMOVER:
1557 move_player_mover (op); 1460 move_player_mover (op);
1558 return 0; 1461 break;
1559 1462
1560 case CREATOR: 1463 case CREATOR:
1561 move_creator (op); 1464 move_creator (op);
1562 return 0; 1465 break;
1563 1466
1564 case MARKER: 1467 case MARKER:
1565 move_marker (op); 1468 move_marker (op);
1566 return 0; 1469 break;
1567 1470
1568 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1569 move_player_changer (op); 1472 move_player_changer (op);
1570 return 0; 1473 break;
1571 1474
1572 case PEACEMAKER: 1475 case PEACEMAKER:
1573 move_peacemaker (op); 1476 move_peacemaker (op);
1574 return 0; 1477 break;
1575 }
1576 1478
1577 return 0; 1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1578} 1493}
1494

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