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Comparing deliantra/server/server/time.C (file contents):
Revision 1.24 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.95 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)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (!gen->other_arch)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map) 98 if (!gen->map)
157 return; 99 return;
158 100
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
160 if (i == -1)
161 return; 102 return;
162 103
163 while (at) 104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
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);
164 { 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
165 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
166 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
167 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
168 144
169 if (head) 145 op->expand_tail ();
170 op->head = head, prev->more = op;
171 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
172 if (rndm (0, 9)) 151 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
174 153
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ()) 154 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
181 156
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188}
189
190void
191generate_monster (object *gen)
192{
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return; 157 return;
158 }
196 159
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
198 generate_monster_inv (gen);
199 else
200 generate_monster_arch (gen);
201
202} 161}
203 162
204void 163void
205remove_force (object *op) 164remove_force (object *op)
206{ 165{
207 if (--op->duration > 0) 166 if (--op->duration > 0)
208 return; 167 return;
209 168
169 if (op->env)
210 switch (op->subtype) 170 switch (op->subtype)
211 { 171 {
212 case FORCE_CONFUSION: 172 case FORCE_CONFUSION:
213 if (op->env != NULL)
214 {
215 CLEAR_FLAG (op->env, FLAG_CONFUSED); 173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
216 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");
217 }
218 175
219 default: 176 default:
220 if (op->env != NULL)
221 {
222 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
223 change_abil (op->env, op); 178 change_abil (op->env, op);
224 op->env->update_stats (); 179 op->env->update_stats ();
225 }
226 } 180 }
227 181
228 op->destroy (); 182 op->destroy ();
229} 183}
230 184
231void 185void
234 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
235 return; 189 return;
236 190
237 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
238 192
239 if (op->env != NULL) 193 if (op->env)
240 { 194 {
241 change_abil (op->env, op); 195 change_abil (op->env, op);
242 op->env->update_stats (); 196 op->env->update_stats ();
243 } 197 }
244 198
254 return; 208 return;
255 } 209 }
256 210
257 if (op->stats.food == 1) 211 if (op->stats.food == 1)
258 { 212 {
259 /* 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
260 * will not do anything. 214 * will not do anything.
261 */ 215 */
262 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
263 { 217 {
264 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
273 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
274 { 228 {
275 op->env->stats.food--; 229 op->env->stats.food--;
276 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...");
277 } 231 }
232
278 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
279} 234}
280 235
281 236
282void 237void
283move_gate (object *op) 238move_gate (object *op)
284{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
285 object *tmp; 240 object *tmp;
286 241
287 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))
288 { 243 {
289 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));
294 if (op->value) 249 if (op->value)
295 { 250 {
296 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
297 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
298 op->stats.wc = 0; 253 op->stats.wc = 0;
299 if (op->arch->clone.speed) 254 if (op->arch->speed)
300 op->value = 0; 255 op->value = 0;
301 else 256 else
302 {
303 op->speed = 0; 257 op->set_speed (0);
304 update_ob_speed (op);
305 } 258 }
306 } 259
307 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
308 { 261 {
309 op->move_block = 0; 262 op->move_block = 0;
310 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
311 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
312 } 265 }
266
313 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
314 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
315 return; 269 return;
316 } 270 }
317 271
325 * 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,
326 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
327 * the gate slightly. 281 * the gate slightly.
328 */ 282 */
329 283
330 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
331 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
332 break; 286 break;
333 287
334 if (tmp == NULL) 288 if (!tmp)
335 { 289 {
336 if (op->arch->clone.speed) 290 if (op->arch->speed)
337 op->value = 1; 291 op->value = 1;
338 else 292 else
339 {
340 op->speed = 0; 293 op->set_speed (0);
341 update_ob_speed (op); /* Reached top, let's stop */ 294
342 }
343 return; 295 return;
344 } 296 }
345 } 297 }
346 298
347 if (op->stats.food) 299 if (op->stats.food)
354 } 306 }
355 else 307 else
356 { /* The gate is still going up */ 308 { /* The gate is still going up */
357 op->stats.wc++; 309 op->stats.wc++;
358 310
359 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
360 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
361 313
362 /* 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.
363 * 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
364 */ 316 */
365 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
366 { 318 {
367 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
368 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
369 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
370 323
371 if (tmp != NULL) 324 if (tmp)
372 { 325 {
373 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
374 { 327 {
375 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
376 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
377 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);
378 } 333 }
379 else
380 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
381 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
382 * off the gate. 336 * off the gate.
383 */ 337 */
384 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)))
385 { 339 {
386 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
387 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);
388 342
389 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
390 if (i != -1) 344 if (i > 0)
391 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
392 tmp->remove (); 349 tmp->move_to (pos);
393 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
394 insert_ob_in_map (tmp, op->map, op, 0);
395 } 350 }
396 } 351 }
397 } 352 }
398 353
399 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
400 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
401 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
402 break; 357 break;
403 358
404 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
405 if (tmp) 360 if (tmp)
406 {
407 op->stats.food = 1; 361 op->stats.food = 1;
408 }
409 else 362 else
410 { 363 {
411 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
412 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
413 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
414 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
415 } 369 }
416 } /* gate is halfway up */ 370 } /* gate is halfway up */
417 371
430 int v = op->value; 384 int v = op->value;
431 385
432 if (op->stats.sp) 386 if (op->stats.sp)
433 { 387 {
434 move_gate (op); 388 move_gate (op);
389
435 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
436 op->stats.sp = 0; 391 op->stats.sp = 0;
437 return; 392 return;
438 } 393 }
394
439 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
440 { /* keep gate down */ 396 { /* keep gate down */
441 move_gate (op); 397 move_gate (op);
398
442 if (op->value != v) 399 if (op->value != v)
443 { /* ready ? */
444 op->speed = 0; 400 op->set_speed (0);
445 update_ob_speed (op);
446 }
447 } 401 }
448} 402}
449 403
450/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
451 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
461 int last = op->value; 415 int last = op->value;
462 int detected; 416 int detected;
463 417
464 detected = 0; 418 detected = 0;
465 419
466 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)
467 { 421 {
468 object *tmp2; 422 object *tmp2;
469 423
470 if (op->stats.hp) 424 if (op->stats.hp)
471 { 425 {
472 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
473 { 427 {
474 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
475 detected = 1; 429 detected = 1;
430
476 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
477 detected = 1; 432 detected = 1;
478 } 433 }
479 } 434 }
435
480 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
481 {
482 detected = 1; 437 detected = 1;
483 }
484 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
485 detected = 1; 439 detected = 1;
486 } 440 }
487 441
488 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
489 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
490 { 444 {
491 if (detected && last == 0) 445 if (detected && last == 0)
492 { 446 {
493 op->value = 1; 447 op->value = 1;
494 push_button (op); 448 push_button (op, tmp);
495 } 449 }
450
496 if (!detected && last == 1) 451 if (!detected && last == 1)
497 { 452 {
498 op->value = 0; 453 op->value = 0;
499 push_button (op); 454 push_button (op, tmp);
500 } 455 }
501 } 456 }
502 else 457 else
503 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
504 if (detected && last == 1) 459 if (detected && last == 1)
505 { 460 {
506 op->value = 0; 461 op->value = 0;
507 push_button (op); 462 push_button (op, tmp);
508 } 463 }
464
509 if (!detected && last == 0) 465 if (!detected && last == 0)
510 { 466 {
511 op->value = 1; 467 op->value = 1;
512 push_button (op); 468 push_button (op, tmp);
513 } 469 }
514 } 470 }
515} 471}
516
517 472
518void 473void
519animate_trigger (object *op) 474animate_trigger (object *op)
520{ 475{
521 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
531} 486}
532 487
533void 488void
534move_hole (object *op) 489move_hole (object *op)
535{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
536 object *next, *tmp;
537
538 if (op->value) 491 if (op->value)
539 { /* We're opening */ 492 { /* We're opening */
540 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
541 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
542 op->stats.wc = 0; 495 op->stats.wc = 0;
543 op->speed = 0; 496 op->set_speed (0);
544 update_ob_speed (op);
545 497
546 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
547 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
548 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
549 { 501 {
550 next = tmp->above; 502 next = tmp->above;
551 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
552 } 504 }
553 } 505 }
506
554 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
555 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
556 return; 509 return;
557 } 510 }
511
558 /* We're closing */ 512 /* We're closing */
559 op->move_on = 0; 513 op->move_on = 0;
560 514
561 op->stats.wc++; 515 op->stats.wc++;
562 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
563 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
564 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
565 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
566 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
567 {
568 op->speed = 0;
569 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
570 return;
571 }
572} 523}
573 524
574 525
575/* 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
576 * 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
596 { 547 {
597 object *payload = op->inv; 548 object *payload = op->inv;
598 549
599 if (payload == NULL) 550 if (payload == NULL)
600 return NULL; 551 return NULL;
552
601 payload->remove (); 553 payload->remove ();
602 op->destroy (); 554 op->destroy ();
603 return payload; 555 return payload;
604 } 556 }
605 557
606 case ARROW: 558 case ARROW:
607 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
608 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
609 return op; 561 return op;
610 562
611 default: 563 default:
612 return op; 564 return op;
621void 573void
622fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
623{ 575{
624 if (map == NULL) 576 if (map == NULL)
625 return; 577 return;
578
626 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
627 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
628 else if (op->type == ARROW) 581 else if (op->type == ARROW)
629 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
630} 583}
631 584
632
633object * 585object *
634fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
635{ 587{
636 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
637 { 589 {
638 /* Small chance of breaking */ 590 /* Small chance of breaking */
639 op->destroy (); 591 op->destroy ();
640 return NULL; 592 return NULL;
641 } 593 }
642 594
595 op->set_speed (0);
643 op->direction = 0; 596 op->direction = 0;
644 op->move_on = 0; 597 op->move_on = 0;
645 op->move_type = 0; 598 op->move_type = 0;
646 op->speed = 0; 599 op->skill = 0; // really?
647 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
648 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
649 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
650 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
651 op->slaying = 0; 605 op->slaying = op->custom_name;
652 op->skill = 0;
653 606
654 if (op->spellarg != NULL)
655 {
656 op->slaying = op->spellarg;
657 free (op->spellarg);
658 op->spellarg = NULL;
659 }
660 else
661 op->slaying = NULL;
662
663 /* Reset these to zero, so that object::can_merge will work properly */ 607 /* Reset these to defaults, so that object::can_merge will work properly */
664 op->spellarg = NULL; 608 op->custom_name = 0;
665 op->stats.sp = 0; 609 op->stats.sp = 0;
666 op->stats.hp = 0; 610 op->stats.hp = 0;
667 op->stats.grace = 0; 611 op->stats.grace = 0;
668 op->level = 0; 612 op->level = 0;
669 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
670 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
671 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
672 return op; 618 return op;
673} 619}
674 620
675/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
676 * 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
677 * here too. -b.t. 623 * here too. -b.t.
678 * 624 *
679 * 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
680 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
681 */ 627 */
682
683static void 628static void
684stop_arrow (object *op) 629stop_arrow (object *op)
685{ 630{
686 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
687 return; 632 return;
688 633
689 if (op->inv) 634 if (op->inv)
690 { 635 {
636 // replace this by straightforward drop to ground?
691 object *payload = op->inv; 637 object *payload = op->inv;
692 638
693 payload->remove ();
694 payload->owner = 0; 639 payload->owner = 0;
695 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
696 op->destroy (); 641 op->destroy ();
697 } 642 }
698 else 643 else
699 { 644 {
700 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
701 if (op) 647 if (op)
702 merge_ob (op, NULL); 648 merge_ob (op, 0);
703 } 649 }
704} 650}
705 651
706/* 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.
707 */ 653 */
708
709void 654void
710move_arrow (object *op) 655move_arrow (object *op)
711{ 656{
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags; 657 int was_reflected;
715 maptile *m;
716 658
717 if (op->map == NULL) 659 if (!op->map)
718 { 660 {
719 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
720 op->destroy (); 662 op->destroy ();
721 return; 663 return;
722 } 664 }
730 * 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,
731 * 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
732 * 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,
733 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
734 */ 676 */
735 if (op->inv == NULL) 677 if (!op->inv)
736 { 678 {
737 op->destroy (); 679 op->destroy ();
738 return; 680 return;
739 } 681 }
740 682
752 stop_arrow (op); 694 stop_arrow (op);
753 return; 695 return;
754 } 696 }
755 697
756 /* Calculate target map square */ 698 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0; 699 was_reflected = 0;
760 700
761 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763 702
764 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
765 { 704 {
766 stop_arrow (op); 705 stop_arrow (op);
767 return; 706 return;
768 } 707 }
769 708
770 /* 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 */
771 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
772 { 711 {
773 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)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break; 716 break;
776 717
777 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
784 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
786 */ 727 */
787 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))
788 { 729 {
789 int number = op->face->number; 730 int number = op->face;
790 731
791 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
792 op->state = 0; 733 update_turn_face (op);
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
805 } 735 }
806 else 736 else
807 { 737 {
808 /* Attack the object. */ 738 /* Attack the object. */
812 return; 742 return;
813 } 743 }
814 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
816 746
817 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))
818 { 748 {
819 int retry = 0; 749 int retry = 0;
820 750
821 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
822 * 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
835 if (op->direction & 1) 765 if (op->direction & 1)
836 { 766 {
837 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
838 retry = 1; 768 retry = 1;
839 } 769 }
770
840 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
841 * use this retry here to make this one block 772 * use this retry here to make this one block
842 * that did the same thing. 773 * that did the same thing.
843 */ 774 */
844 while (retry < 2) 775 while (retry < 2)
845 { 776 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++; 777 retry++;
851 778
852 /* 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
853 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
856 */ 783 */
857 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));
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860 786
861 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));
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864 789
865 if (left == right) 790 if (left == right)
866 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
867 else if (left) 792 else if (left)
868 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
869 else if (right) 794 else if (right)
870 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
871 796
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
875 * don't need to retry again. 798 * don't need to retry again.
876 */ 799 */
877 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))
878 break; 802 break;
879
880 } 803 }
804
881 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving. 806 * stop it from moving.
883 */ 807 */
884 if (retry == 2) 808 if (retry == 2)
885 { 809 {
886 stop_arrow (op); 810 stop_arrow (op);
887 return; 811 return;
888 } 812 }
813
889 /* update object image for new facing */ 814 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
892 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
893 } /* object is reflected */ 818 } /* object is reflected */
894 } /* object ran into a wall */ 819 } /* object ran into a wall */
895
896 /* Move the arrow. */
897 op->remove ();
898 op->x = new_x;
899 op->y = new_y;
900 820
901 /* 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
902 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
903 */ 823 */
904 op->speed -= 0.05; 824 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906}
907 825
908/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
909 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
910 * Modified this routine to allow held objects. b.t. */ 828}
911 829
912void 830void
913change_object (object *op) 831change_object (object *op)
914{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
915 int i, j; 833 int i, j;
916 834
917 if (op->other_arch == NULL) 835 if (!op->other_arch)
918 { 836 {
919 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 ());
920 return; 838 return;
921 } 839 }
922 840
923 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
925 { 843 {
926 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
927 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);
928 else 861 else
929 op->stats.food = 1; /* so 1 other_arch is made */
930 }
931
932 object *pl = op->in_player ();
933 object *env = op->env;
934
935 op->remove ();
936 for (i = 0; i < NROFNEWOBJS (op); i++)
937 {
938 object *tmp = arch_to_object (op->other_arch);
939
940 if (op->type == LAMP)
941 tmp->stats.food = op->stats.food - 1;
942
943 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
944 if (env)
945 {
946 tmp->x = env->x, tmp->y = env->y;
947 tmp = insert_ob_in_ob (tmp, env);
948
949 /* If this object is the players inventory, we need to tell the
950 * client of the change. Insert_ob_in_map takes care of the
951 * updating the client, so we don't need to do that below.
952 */
953 if (pl)
954 {
955 esrv_del_item (pl->contr, op->count);
956 esrv_send_item (pl, tmp);
957 }
958 }
959 else
960 { 862 {
961 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);
962 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
963 tmp->destroy (); 865 tmp->destroy ();
964 else 866 else
965 { 867 {
966 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
967 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
968 } 872 }
969 } 873 }
970 } 874 }
971 875
972 op->destroy (); 876 op->destroy ();
982 * there is an old multipart teleporter in which the other parts 886 * there is an old multipart teleporter in which the other parts
983 * have speed, we don't really want to call it twice for the same 887 * have speed, we don't really want to call it twice for the same
984 * function - in fact, as written below, part N would get called 888 * function - in fact, as written below, part N would get called
985 * N times without the speed check. 889 * N times without the speed check.
986 */ 890 */
987 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
988 move_teleporter (op->more); 892 move_teleporter (op->more);
989 893
990 if (op->head) 894 if (op->head)
991 head = op->head; 895 head = op->head;
992 896
993 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
994 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
995 break; 899 break;
996 900
997 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
998 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1003 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
1004 { 908 {
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return; 910 return;
1007 911
1008 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1009 } 913 }
1010 else 914 else
1011 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1012 return; 916 return;
1013 } 917 }
1028 else 932 else
1029 { 933 {
1030 /* Random teleporter */ 934 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return; 936 return;
937
1033 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1034 } 939 }
1035} 940}
1036
1037 941
1038/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1040 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
1041 can't be generalized. 945 can't be generalized.
1042*/ 946*/
1043
1044void 947void
1045move_player_changer (object *op) 948move_player_changer (object *op)
1046{ 949{
1047 object *player; 950 object *player;
1048 object *walk; 951 object *walk;
1049 char c;
1050 952
1051 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1052 return; 954 return;
1053 955
1054 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1055 * needs to be on top. 957 * needs to be on top.
1056 */ 958 */
1057 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1058 { 960 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return; 962 return;
963
1061 player = op->above; 964 player = op->above;
1062 965
1063 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1064 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1065 968
1066 player->update_stats (); 969 player->update_stats ();
1067 970
1068 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1070 973
1071 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1073 if (c == '/')
1074 { 976 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1076 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1078 } 980 }
1079 else 981 else
1080 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));
1081 983
1082 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1083 player->contr->save ();
1084 } 985 }
1085} 986}
1086 987
1087/* firewalls fire other spells. 988/* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1097 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1098 999
1099 spell = op->inv; 1000 spell = op->inv;
1100 1001
1101 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1102 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1103 1004
1104 if (!spell) 1005 if (!spell)
1105 { 1006 {
1106 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);
1107 return; 1008 return;
1108 } 1009 }
1109 1010
1110 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);
1111} 1012}
1120 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1121 */ 1022 */
1122void 1023void
1123move_player_mover (object *op) 1024move_player_mover (object *op)
1124{ 1025{
1125 object *victim, *nextmover;
1126 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1127 sint16 nx, ny; 1027 sint16 nx, ny;
1128 maptile *m; 1028 maptile *m;
1129 1029
1130 /* 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 */
1131 if (!dir) 1031 if (!dir)
1132 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1133 1033
1134 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)
1135 { 1035 {
1136 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1137 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1138 { 1038 {
1139 1039
1149 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1150 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1151 m = op->map; 1051 m = op->map;
1152 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)
1153 { 1053 {
1154 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);
1155 return; 1055 return;
1156 } 1056 }
1157 1057
1158 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1159 return; 1059 return;
1160 1060
1161 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)
1162 { 1062 {
1163 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1164 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1165 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1166 {
1167 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 */
1168 }
1169 } 1068 }
1170 1069
1171 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1172 { 1071 {
1173 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1177 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1178 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1179 * get to this space. 1078 * get to this space.
1180 */ 1079 */
1181 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1182 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1183 move_player (victim, dir); 1082 move_player (victim, dir);
1184 } 1083 }
1185 else 1084 else
1186 return; 1085 return;
1187 } 1086 }
1191 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1192 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1193 1092
1194 if (op->attacktype) 1093 if (op->attacktype)
1195 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1196
1197 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));
1198 /* Not sure why, but for some chars on metalforge, they
1199 * would sometimes get -inf speed_left, and from the
1200 * description, it could only happen here, so just put
1201 * a lower sanity limit. My only guess is that the
1202 * mover has 0 speed.
1203 */
1204 if (victim->speed_left < -5.0)
1205 victim->speed_left = -5.0;
1206 } 1096 }
1207 } 1097 }
1208 } 1098 }
1209} 1099}
1210 1100
1220{ 1110{
1221 object *tmp; 1111 object *tmp;
1222 1112
1223 if (!op->other_arch) 1113 if (!op->other_arch)
1224 { 1114 {
1225 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");
1226 return; 1116 return;
1227 } 1117 }
1228 1118
1229 if (op->above == NULL) 1119 if (op->above == NULL)
1230 return; 1120 return;
1121
1231 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1232 { 1123 {
1233 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1234 { 1125 {
1235 if (op->level <= 0) 1126 if (op->level <= 0)
1236 tmp->destroy (); 1127 tmp->destroy ();
1237 else 1128 else
1238 { 1129 {
1260 * 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.
1261 * 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
1262 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1264*/ 1155*/
1265
1266void 1156void
1267move_creator (object *creator) 1157move_creator (object *creator)
1268{ 1158{
1269 object *new_ob; 1159 object *new_ob;
1270 1160
1272 { 1162 {
1273 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1274 return; 1164 return;
1275 } 1165 }
1276 1166
1277 if (creator->inv != NULL) 1167 if (creator->inv)
1278 { 1168 {
1279 object *ob; 1169 object *ob;
1280 int i; 1170 int i;
1281 object *ob_to_copy; 1171 object *ob_to_copy;
1282 1172
1287 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1288 { 1178 {
1289 ob_to_copy = ob; 1179 ob_to_copy = ob;
1290 } 1180 }
1291 } 1181 }
1292 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 } 1185 }
1296 else 1186 else
1297 { 1187 {
1298 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1299 { 1189 {
1300 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",
1301 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1302 return; 1192 return;
1303 } 1193 }
1304 1194
1305 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 } 1197 }
1308 1198
1309 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1310 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))
1311 { 1201 {
1312 new_ob->destroy (); 1202 new_ob->destroy ();
1313 return; 1203 return;
1314 } 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);
1315 1209
1316 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);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return; 1212 return;
1319 1213
1320 if (creator->slaying) 1214 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324} 1216}
1325 1217
1326/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1334
1335void 1226void
1336move_marker (object *op) 1227move_marker (object *op)
1337{ 1228{
1338 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1339 { 1230 {
1340 object *tmp2;
1341
1342 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1344 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1345 { 1236 {
1346 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1347 break;
1348 }
1349 1238
1350 /* cycle through his inventory to look for the MARK we want to
1351 * place
1352 */
1353 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1354 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1355 break;
1356
1357 /* if we didn't find our own MARK */
1358 if (tmp2 == NULL)
1359 {
1360 object *force = get_archetype (FORCE_NAME);
1361
1362 force->speed = 0;
1363 if (op->stats.food)
1364 {
1365 force->speed = 0.01;
1366 force->speed_left = -op->stats.food;
1367 }
1368 update_ob_speed (force);
1369 /* put in the lock code */
1370 force->slaying = op->slaying;
1371
1372 if (op->lore)
1373 force->lore = op->lore;
1374
1375 insert_ob_in_ob (force, tmp);
1376 if (op->msg) 1239 if (op->msg)
1377 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1378 1241
1379 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1380 { 1243 {
1381 op->stats.hp--; 1244 op->stats.hp--;
1245
1382 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1383 { 1247 {
1384 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1385 op->destroy (); 1249 op->destroy ();
1386 return; 1250 return;
1388 } 1252 }
1389 } 1253 }
1390 } 1254 }
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 = op->in_player ();
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 1392
1486 case DOOR: 1393 case DOOR:
1487 remove_door (op); 1394 remove_door (op);
1488 return 0; 1395 break;
1489 1396
1490 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1491 remove_door2 (op); 1398 remove_door2 (op);
1492 return 0; 1399 break;
1493 1400
1494 case TELEPORTER: 1401 case TELEPORTER:
1495 move_teleporter (op); 1402 move_teleporter (op);
1496 return 0; 1403 break;
1497 1404
1498 case GOLEM: 1405 case GOLEM:
1499 move_golem (op); 1406 move_golem (op);
1500 return 0; 1407 break;
1501 1408
1502 case EARTHWALL: 1409 case EARTHWALL:
1503 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1504 return 0; 1411 break;
1505 1412
1506 case FIREWALL: 1413 case FIREWALL:
1507 move_firewall (op); 1414 move_firewall (op);
1508 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1509 animate_turning (op); 1416 animate_turning (op);
1510 return 0; 1417 break;
1511 1418
1512 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1513 do_mood_floor (op); 1420 do_mood_floor (op);
1514 return 0; 1421 break;
1515 1422
1516 case GATE: 1423 case GATE:
1517 move_gate (op); 1424 move_gate (op);
1518 return 0; 1425 break;
1519 1426
1520 case TIMED_GATE: 1427 case TIMED_GATE:
1521 move_timed_gate (op); 1428 move_timed_gate (op);
1522 return 0; 1429 break;
1523 1430
1524 case TRIGGER: 1431 case TRIGGER:
1525 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1526 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1527 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1528 animate_trigger (op); 1435 animate_trigger (op);
1529 return 0; 1436 break;
1530 1437
1531 case DETECTOR: 1438 case DETECTOR:
1532 move_detector (op); 1439 move_detector (op);
1533 1440
1534 case DIRECTOR: 1441 case DIRECTOR:
1535 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1536 animate_turning (op); 1443 animate_turning (op);
1537 return 0; 1444 break;
1538 1445
1539 case HOLE: 1446 case HOLE:
1540 move_hole (op); 1447 move_hole (op);
1541 return 0; 1448 break;
1542 1449
1543 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1544 move_deep_swamp (op); 1451 move_deep_swamp (op);
1545 return 0; 1452 break;
1546 1453
1547 case RUNE: 1454 case RUNE:
1548 case TRAP: 1455 case TRAP:
1549 move_rune (op); 1456 move_rune (op);
1550 return 0; 1457 break;
1551 1458
1552 case PLAYERMOVER: 1459 case PLAYERMOVER:
1553 move_player_mover (op); 1460 move_player_mover (op);
1554 return 0; 1461 break;
1555 1462
1556 case CREATOR: 1463 case CREATOR:
1557 move_creator (op); 1464 move_creator (op);
1558 return 0; 1465 break;
1559 1466
1560 case MARKER: 1467 case MARKER:
1561 move_marker (op); 1468 move_marker (op);
1562 return 0; 1469 break;
1563 1470
1564 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1565 move_player_changer (op); 1472 move_player_changer (op);
1566 return 0; 1473 break;
1567 1474
1568 case PEACEMAKER: 1475 case PEACEMAKER:
1569 move_peacemaker (op); 1476 move_peacemaker (op);
1570 return 0; 1477 break;
1571 }
1572 1478
1573 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 }
1574} 1493}
1494

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