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Comparing deliantra/server/server/time.C (file contents):
Revision 1.25 by root, Tue Dec 26 08:17:59 2006 UTC vs.
Revision 1.95 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{
229 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
230 return; 189 return;
231 190
232 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
233 192
234 if (op->env != NULL) 193 if (op->env)
235 { 194 {
236 change_abil (op->env, op); 195 change_abil (op->env, op);
237 op->env->update_stats (); 196 op->env->update_stats ();
238 } 197 }
239 198
249 return; 208 return;
250 } 209 }
251 210
252 if (op->stats.food == 1) 211 if (op->stats.food == 1)
253 { 212 {
254 /* 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
255 * will not do anything. 214 * will not do anything.
256 */ 215 */
257 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
258 { 217 {
259 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
268 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
269 { 228 {
270 op->env->stats.food--; 229 op->env->stats.food--;
271 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...");
272 } 231 }
232
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274} 234}
275 235
276 236
277void 237void
278move_gate (object *op) 238move_gate (object *op)
279{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
280 object *tmp; 240 object *tmp;
281 241
282 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))
283 { 243 {
284 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));
289 if (op->value) 249 if (op->value)
290 { 250 {
291 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
293 op->stats.wc = 0; 253 op->stats.wc = 0;
294 if (op->arch->clone.speed) 254 if (op->arch->speed)
295 op->value = 0; 255 op->value = 0;
296 else 256 else
297 {
298 op->speed = 0; 257 op->set_speed (0);
299 update_ob_speed (op);
300 } 258 }
301 } 259
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 { 261 {
304 op->move_block = 0; 262 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y); 264 update_all_los (op->map, op->x, op->y);
307 } 265 }
266
308 SET_ANIMATION (op, op->stats.wc); 267 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE); 268 update_object (op, UP_OBJ_CHANGE);
310 return; 269 return;
311 } 270 }
312 271
320 * 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,
321 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
322 * the gate slightly. 281 * the gate slightly.
323 */ 282 */
324 283
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
326 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327 break; 286 break;
328 287
329 if (tmp == NULL) 288 if (!tmp)
330 { 289 {
331 if (op->arch->clone.speed) 290 if (op->arch->speed)
332 op->value = 1; 291 op->value = 1;
333 else 292 else
334 {
335 op->speed = 0; 293 op->set_speed (0);
336 update_ob_speed (op); /* Reached top, let's stop */ 294
337 }
338 return; 295 return;
339 } 296 }
340 } 297 }
341 298
342 if (op->stats.food) 299 if (op->stats.food)
349 } 306 }
350 else 307 else
351 { /* The gate is still going up */ 308 { /* The gate is still going up */
352 op->stats.wc++; 309 op->stats.wc++;
353 310
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
356 313
357 /* 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.
358 * 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
359 */ 316 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 318 {
362 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
365 323
366 if (tmp != NULL) 324 if (tmp)
367 { 325 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 327 {
370 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
371 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
372 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);
373 } 333 }
374 else
375 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
377 * off the gate. 336 * off the gate.
378 */ 337 */
379 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)))
380 { 339 {
381 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
382 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);
383 342
384 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
385 if (i != -1) 344 if (i > 0)
386 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
387 tmp->remove (); 349 tmp->move_to (pos);
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 } 350 }
391 } 351 }
392 } 352 }
393 353
394 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397 break; 357 break;
398 358
399 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
400 if (tmp) 360 if (tmp)
401 {
402 op->stats.food = 1; 361 op->stats.food = 1;
403 }
404 else 362 else
405 { 363 {
406 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
407 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
410 } 369 }
411 } /* gate is halfway up */ 370 } /* gate is halfway up */
412 371
425 int v = op->value; 384 int v = op->value;
426 385
427 if (op->stats.sp) 386 if (op->stats.sp)
428 { 387 {
429 move_gate (op); 388 move_gate (op);
389
430 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0; 391 op->stats.sp = 0;
432 return; 392 return;
433 } 393 }
394
434 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
435 { /* keep gate down */ 396 { /* keep gate down */
436 move_gate (op); 397 move_gate (op);
398
437 if (op->value != v) 399 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0; 400 op->set_speed (0);
440 update_ob_speed (op);
441 }
442 } 401 }
443} 402}
444 403
445/* slaying: name of the thing the detector is to look for 404/* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
456 int last = op->value; 415 int last = op->value;
457 int detected; 416 int detected;
458 417
459 detected = 0; 418 detected = 0;
460 419
461 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)
462 { 421 {
463 object *tmp2; 422 object *tmp2;
464 423
465 if (op->stats.hp) 424 if (op->stats.hp)
466 { 425 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 { 427 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
470 detected = 1; 429 detected = 1;
430
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
472 detected = 1; 432 detected = 1;
473 } 433 }
474 } 434 }
435
475 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
476 {
477 detected = 1; 437 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1; 439 detected = 1;
481 } 440 }
482 441
483 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
485 { 444 {
486 if (detected && last == 0) 445 if (detected && last == 0)
487 { 446 {
488 op->value = 1; 447 op->value = 1;
489 push_button (op); 448 push_button (op, tmp);
490 } 449 }
450
491 if (!detected && last == 1) 451 if (!detected && last == 1)
492 { 452 {
493 op->value = 0; 453 op->value = 0;
494 push_button (op); 454 push_button (op, tmp);
495 } 455 }
496 } 456 }
497 else 457 else
498 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
499 if (detected && last == 1) 459 if (detected && last == 1)
500 { 460 {
501 op->value = 0; 461 op->value = 0;
502 push_button (op); 462 push_button (op, tmp);
503 } 463 }
464
504 if (!detected && last == 0) 465 if (!detected && last == 0)
505 { 466 {
506 op->value = 1; 467 op->value = 1;
507 push_button (op); 468 push_button (op, tmp);
508 } 469 }
509 } 470 }
510} 471}
511
512 472
513void 473void
514animate_trigger (object *op) 474animate_trigger (object *op)
515{ 475{
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
526} 486}
527 487
528void 488void
529move_hole (object *op) 489move_hole (object *op)
530{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value) 491 if (op->value)
534 { /* We're opening */ 492 { /* We're opening */
535 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
537 op->stats.wc = 0; 495 op->stats.wc = 0;
538 op->speed = 0; 496 op->set_speed (0);
539 update_ob_speed (op);
540 497
541 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
544 { 501 {
545 next = tmp->above; 502 next = tmp->above;
546 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
547 } 504 }
548 } 505 }
506
549 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
551 return; 509 return;
552 } 510 }
511
553 /* We're closing */ 512 /* We're closing */
554 op->move_on = 0; 513 op->move_on = 0;
555 514
556 op->stats.wc++; 515 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1; 517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
559 SET_ANIMATION (op, op->stats.wc); 519 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE); 520 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */ 522 op->set_speed (0); /* closed, let's stop */
565 return;
566 }
567} 523}
568 524
569 525
570/* 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
571 * 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
591 { 547 {
592 object *payload = op->inv; 548 object *payload = op->inv;
593 549
594 if (payload == NULL) 550 if (payload == NULL)
595 return NULL; 551 return NULL;
552
596 payload->remove (); 553 payload->remove ();
597 op->destroy (); 554 op->destroy ();
598 return payload; 555 return payload;
599 } 556 }
600 557
601 case ARROW: 558 case ARROW:
602 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
603 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
604 return op; 561 return op;
605 562
606 default: 563 default:
607 return op; 564 return op;
616void 573void
617fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
618{ 575{
619 if (map == NULL) 576 if (map == NULL)
620 return; 577 return;
578
621 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
622 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
623 else if (op->type == ARROW) 581 else if (op->type == ARROW)
624 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
625} 583}
626 584
627
628object * 585object *
629fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
630{ 587{
631 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
632 { 589 {
633 /* Small chance of breaking */ 590 /* Small chance of breaking */
634 op->destroy (); 591 op->destroy ();
635 return NULL; 592 return NULL;
636 } 593 }
637 594
595 op->set_speed (0);
638 op->direction = 0; 596 op->direction = 0;
639 op->move_on = 0; 597 op->move_on = 0;
640 op->move_type = 0; 598 op->move_type = 0;
641 op->speed = 0; 599 op->skill = 0; // really?
642 update_ob_speed (op); 600
601 // restore original wc, dam, attacktype and slaying
643 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
644 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
645 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
646 op->slaying = 0; 605 op->slaying = op->custom_name;
647 op->skill = 0;
648 606
649 if (op->spellarg != NULL)
650 {
651 op->slaying = op->spellarg;
652 free (op->spellarg);
653 op->spellarg = NULL;
654 }
655 else
656 op->slaying = NULL;
657
658 /* 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 */
659 op->spellarg = NULL; 608 op->custom_name = 0;
660 op->stats.sp = 0; 609 op->stats.sp = 0;
661 op->stats.hp = 0; 610 op->stats.hp = 0;
662 op->stats.grace = 0; 611 op->stats.grace = 0;
663 op->level = 0; 612 op->level = 0;
664 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
665 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
666 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
667 return op; 618 return op;
668} 619}
669 620
670/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
671 * 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
672 * here too. -b.t. 623 * here too. -b.t.
673 * 624 *
674 * 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
675 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
676 */ 627 */
677
678static void 628static void
679stop_arrow (object *op) 629stop_arrow (object *op)
680{ 630{
681 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
682 return; 632 return;
683 633
684 if (op->inv) 634 if (op->inv)
685 { 635 {
636 // replace this by straightforward drop to ground?
686 object *payload = op->inv; 637 object *payload = op->inv;
687 638
688 payload->remove ();
689 payload->owner = 0; 639 payload->owner = 0;
690 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
691 op->destroy (); 641 op->destroy ();
692 } 642 }
693 else 643 else
694 { 644 {
695 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
696 if (op) 647 if (op)
697 merge_ob (op, NULL); 648 merge_ob (op, 0);
698 } 649 }
699} 650}
700 651
701/* 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.
702 */ 653 */
703
704void 654void
705move_arrow (object *op) 655move_arrow (object *op)
706{ 656{
707 object *tmp;
708 sint16 new_x, new_y;
709 int was_reflected, mflags; 657 int was_reflected;
710 maptile *m;
711 658
712 if (op->map == NULL) 659 if (!op->map)
713 { 660 {
714 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
715 op->destroy (); 662 op->destroy ();
716 return; 663 return;
717 } 664 }
725 * 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,
726 * 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
727 * 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,
728 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
729 */ 676 */
730 if (op->inv == NULL) 677 if (!op->inv)
731 { 678 {
732 op->destroy (); 679 op->destroy ();
733 return; 680 return;
734 } 681 }
735 682
747 stop_arrow (op); 694 stop_arrow (op);
748 return; 695 return;
749 } 696 }
750 697
751 /* Calculate target map square */ 698 /* Calculate target map square */
752 new_x = op->x + DIRX (op);
753 new_y = op->y + DIRY (op);
754 was_reflected = 0; 699 was_reflected = 0;
755 700
756 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
757 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
758 702
759 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
760 { 704 {
761 stop_arrow (op); 705 stop_arrow (op);
762 return; 706 return;
763 } 707 }
764 708
765 /* 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 */
766 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
767 { 711 {
768 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)
769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
770 break; 716 break;
771 717
772 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
773 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
779 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
780 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
781 */ 727 */
782 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))
783 { 729 {
784 int number = op->face->number; 730 int number = op->face;
785 731
786 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
787 op->state = 0; 733 update_turn_face (op);
788
789 if (GET_ANIM_ID (op))
790 {
791 number += 4;
792
793 if (number > GET_ANIMATION (op, 8))
794 number -= 8;
795
796 op->face = &new_faces[number];
797 }
798
799 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
800 } 735 }
801 else 736 else
802 { 737 {
803 /* Attack the object. */ 738 /* Attack the object. */
807 return; 742 return;
808 } 743 }
809 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
810 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
811 746
812 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))
813 { 748 {
814 int retry = 0; 749 int retry = 0;
815 750
816 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
817 * 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
830 if (op->direction & 1) 765 if (op->direction & 1)
831 { 766 {
832 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
833 retry = 1; 768 retry = 1;
834 } 769 }
770
835 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
836 * use this retry here to make this one block 772 * use this retry here to make this one block
837 * that did the same thing. 773 * that did the same thing.
838 */ 774 */
839 while (retry < 2) 775 while (retry < 2)
840 { 776 {
841 int left, right, mflags;
842 maptile *m1;
843 sint16 x1, y1;
844
845 retry++; 777 retry++;
846 778
847 /* 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
848 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
849 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
850 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
851 */ 783 */
852 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));
853 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
854 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
855 786
856 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));
857 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
858 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
859 789
860 if (left == right) 790 if (left == right)
861 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
862 else if (left) 792 else if (left)
863 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
864 else if (right) 794 else if (right)
865 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
866 796
867 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
868
869 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
870 * don't need to retry again. 798 * don't need to retry again.
871 */ 799 */
872 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))
873 break; 802 break;
874
875 } 803 }
804
876 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
877 * top it from moving. 806 * stop it from moving.
878 */ 807 */
879 if (retry == 2) 808 if (retry == 2)
880 { 809 {
881 stop_arrow (op); 810 stop_arrow (op);
882 return; 811 return;
883 } 812 }
813
884 /* update object image for new facing */ 814 /* update object image for new facing */
885 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
886 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
887 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
888 } /* object is reflected */ 818 } /* object is reflected */
889 } /* object ran into a wall */ 819 } /* object ran into a wall */
890
891 /* Move the arrow. */
892 op->remove ();
893 op->x = new_x;
894 op->y = new_y;
895 820
896 /* 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
897 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
898 */ 823 */
899 op->speed -= 0.05; 824 op->speed -= 0.05;
900 insert_ob_in_map (op, m, op, 0);
901}
902 825
903/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
904 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
905 * Modified this routine to allow held objects. b.t. */ 828}
906 829
907void 830void
908change_object (object *op) 831change_object (object *op)
909{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
910 int i, j; 833 int i, j;
911 834
912 if (op->other_arch == NULL) 835 if (!op->other_arch)
913 { 836 {
914 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 ());
915 return; 838 return;
916 } 839 }
917 840
918 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
919 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
920 { 843 {
921 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
922 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);
923 else 861 else
924 op->stats.food = 1; /* so 1 other_arch is made */
925 }
926
927 object *pl = op->in_player ();
928 object *env = op->env;
929
930 op->remove ();
931 for (i = 0; i < NROFNEWOBJS (op); i++)
932 {
933 object *tmp = arch_to_object (op->other_arch);
934
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937
938 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939 if (env)
940 {
941 tmp->x = env->x, tmp->y = env->y;
942 tmp = insert_ob_in_ob (tmp, env);
943
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if (pl)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 }
954 else
955 { 862 {
956 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);
957 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
958 tmp->destroy (); 865 tmp->destroy ();
959 else 866 else
960 { 867 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
962 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
963 } 872 }
964 } 873 }
965 } 874 }
966 875
967 op->destroy (); 876 op->destroy ();
977 * there is an old multipart teleporter in which the other parts 886 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same 887 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called 888 * function - in fact, as written below, part N would get called
980 * N times without the speed check. 889 * N times without the speed check.
981 */ 890 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
983 move_teleporter (op->more); 892 move_teleporter (op->more);
984 893
985 if (op->head) 894 if (op->head)
986 head = op->head; 895 head = op->head;
987 896
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break; 899 break;
991 900
992 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
998 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
999 { 908 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return; 910 return;
1002 911
1003 enter_exit (tmp, head); 912 tmp->enter_exit (head);
1004 } 913 }
1005 else 914 else
1006 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
1007 return; 916 return;
1008 } 917 }
1023 else 932 else
1024 { 933 {
1025 /* Random teleporter */ 934 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return; 936 return;
937
1028 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1029 } 939 }
1030} 940}
1031
1032 941
1033/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1034 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1035 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
1036 can't be generalized. 945 can't be generalized.
1037*/ 946*/
1038
1039void 947void
1040move_player_changer (object *op) 948move_player_changer (object *op)
1041{ 949{
1042 object *player; 950 object *player;
1043 object *walk; 951 object *walk;
1044 char c;
1045 952
1046 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1047 return; 954 return;
1048 955
1049 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1050 * needs to be on top. 957 * needs to be on top.
1051 */ 958 */
1052 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1053 { 960 {
1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055 return; 962 return;
963
1056 player = op->above; 964 player = op->above;
1057 965
1058 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1059 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1060 968
1061 player->update_stats (); 969 player->update_stats ();
1062 970
1063 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1064 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1065 973
1066 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1067 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1068 if (c == '/')
1069 { 976 {
1070 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1071 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1072 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1073 } 980 }
1074 else 981 else
1075 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));
1076 983
1077 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1078 player->contr->save ();
1079 } 985 }
1080} 986}
1081 987
1082/* firewalls fire other spells. 988/* firewalls fire other spells.
1083 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1092 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1093 999
1094 spell = op->inv; 1000 spell = op->inv;
1095 1001
1096 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1097 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1098 1004
1099 if (!spell) 1005 if (!spell)
1100 { 1006 {
1101 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);
1102 return; 1008 return;
1103 } 1009 }
1104 1010
1105 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);
1106} 1012}
1115 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1116 */ 1022 */
1117void 1023void
1118move_player_mover (object *op) 1024move_player_mover (object *op)
1119{ 1025{
1120 object *victim, *nextmover;
1121 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1122 sint16 nx, ny; 1027 sint16 nx, ny;
1123 maptile *m; 1028 maptile *m;
1124 1029
1125 /* 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 */
1126 if (!dir) 1031 if (!dir)
1127 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1128 1033
1129 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)
1130 { 1035 {
1131 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1132 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1133 { 1038 {
1134 1039
1144 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1145 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1146 m = op->map; 1051 m = op->map;
1147 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)
1148 { 1053 {
1149 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);
1150 return; 1055 return;
1151 } 1056 }
1152 1057
1153 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1154 return; 1059 return;
1155 1060
1156 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)
1157 { 1062 {
1158 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1159 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1160 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1161 {
1162 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 */
1163 }
1164 } 1068 }
1165 1069
1166 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1167 { 1071 {
1168 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1172 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1173 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1174 * get to this space. 1078 * get to this space.
1175 */ 1079 */
1176 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1177 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1178 move_player (victim, dir); 1082 move_player (victim, dir);
1179 } 1083 }
1180 else 1084 else
1181 return; 1085 return;
1182 } 1086 }
1186 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1187 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1188 1092
1189 if (op->attacktype) 1093 if (op->attacktype)
1190 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1191
1192 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));
1193 /* Not sure why, but for some chars on metalforge, they
1194 * would sometimes get -inf speed_left, and from the
1195 * description, it could only happen here, so just put
1196 * a lower sanity limit. My only guess is that the
1197 * mover has 0 speed.
1198 */
1199 if (victim->speed_left < -5.0)
1200 victim->speed_left = -5.0;
1201 } 1096 }
1202 } 1097 }
1203 } 1098 }
1204} 1099}
1205 1100
1215{ 1110{
1216 object *tmp; 1111 object *tmp;
1217 1112
1218 if (!op->other_arch) 1113 if (!op->other_arch)
1219 { 1114 {
1220 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");
1221 return; 1116 return;
1222 } 1117 }
1223 1118
1224 if (op->above == NULL) 1119 if (op->above == NULL)
1225 return; 1120 return;
1121
1226 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1227 { 1123 {
1228 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1229 { 1125 {
1230 if (op->level <= 0) 1126 if (op->level <= 0)
1231 tmp->destroy (); 1127 tmp->destroy ();
1232 else 1128 else
1233 { 1129 {
1255 * 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.
1256 * 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
1257 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1258 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1259*/ 1155*/
1260
1261void 1156void
1262move_creator (object *creator) 1157move_creator (object *creator)
1263{ 1158{
1264 object *new_ob; 1159 object *new_ob;
1265 1160
1267 { 1162 {
1268 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1269 return; 1164 return;
1270 } 1165 }
1271 1166
1272 if (creator->inv != NULL) 1167 if (creator->inv)
1273 { 1168 {
1274 object *ob; 1169 object *ob;
1275 int i; 1170 int i;
1276 object *ob_to_copy; 1171 object *ob_to_copy;
1277 1172
1282 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1283 { 1178 {
1284 ob_to_copy = ob; 1179 ob_to_copy = ob;
1285 } 1180 }
1286 } 1181 }
1287 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1288 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290 } 1185 }
1291 else 1186 else
1292 { 1187 {
1293 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1294 { 1189 {
1295 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",
1296 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1297 return; 1192 return;
1298 } 1193 }
1299 1194
1300 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 } 1197 }
1303 1198
1304 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1305 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))
1306 { 1201 {
1307 new_ob->destroy (); 1202 new_ob->destroy ();
1308 return; 1203 return;
1309 } 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);
1310 1209
1311 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);
1312 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1313 return; 1212 return;
1314 1213
1315 if (creator->slaying) 1214 if (creator->slaying)
1316 {
1317 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1318 }
1319} 1216}
1320 1217
1321/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1322 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1323 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1324 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1325 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1326 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1327 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1328 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1329
1330void 1226void
1331move_marker (object *op) 1227move_marker (object *op)
1332{ 1228{
1333 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1334 { 1230 {
1335 object *tmp2;
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; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1339 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1340 { 1236 {
1341 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1342 break;
1343 }
1344 1238
1345 /* cycle through his inventory to look for the MARK we want to
1346 * place
1347 */
1348 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1349 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1350 break;
1351
1352 /* if we didn't find our own MARK */
1353 if (tmp2 == NULL)
1354 {
1355 object *force = get_archetype (FORCE_NAME);
1356
1357 force->speed = 0;
1358 if (op->stats.food)
1359 {
1360 force->speed = 0.01;
1361 force->speed_left = -op->stats.food;
1362 }
1363 update_ob_speed (force);
1364 /* put in the lock code */
1365 force->slaying = op->slaying;
1366
1367 if (op->lore)
1368 force->lore = op->lore;
1369
1370 insert_ob_in_ob (force, tmp);
1371 if (op->msg) 1239 if (op->msg)
1372 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1373 1241
1374 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1375 { 1243 {
1376 op->stats.hp--; 1244 op->stats.hp--;
1245
1377 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1378 { 1247 {
1379 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1380 op->destroy (); 1249 op->destroy ();
1381 return; 1250 return;
1383 } 1252 }
1384 } 1253 }
1385 } 1254 }
1386} 1255}
1387 1256
1388int 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
1389process_object (object *op) 1303process_object (object *op)
1390{ 1304{
1391 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1392 return 0; 1306 return;
1393 1307
1394 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1395 return 0; 1309 return;
1396 1310
1397 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1398 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1399 return 1; 1313 return;
1400 1314
1401 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1402 { 1316 {
1403 if (op->type == PLAYER)
1404 animate_object (op, op->facing);
1405 else
1406 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1407 1318
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_seen (op); 1320 make_sure_seen (op);
1410 } 1321 }
1411 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1412 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1413 { 1330 {
1414 change_object (op); 1331 change_object (op);
1415 return 1; 1332 return;
1416 } 1333 }
1417 1334
1418 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1419 generate_monster (op); 1336 generate_monster (op);
1420 1337
1421 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)
1422 { 1339 {
1423 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1424 remove_force (op); 1341 remove_force (op);
1425 else 1342 else
1426 { 1343 {
1427 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1428 object *pl = op->in_player ();
1429 1345
1430 if (pl)
1431 esrv_del_item (pl->contr, op->count);
1432
1433 op->remove ();
1434
1435 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1437 1348
1438 op->destroy (); 1349 op->drop_and_destroy ();
1439 } 1350 }
1440 1351
1441 return 1; 1352 return;
1353 }
1442 } 1354 }
1443 1355
1444 switch (op->type) 1356 switch (op->type)
1445 { 1357 {
1446 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1447 move_spell_effect (op); 1359 move_spell_effect (op);
1448 return 1; 1360 break;
1449 1361
1450 case ROD: 1362 case ROD:
1451 case HORN: 1363 case HORN:
1452 regenerate_rod (op); 1364 regenerate_rod (op);
1453 return 1; 1365 break;
1454 1366
1455 case FORCE: 1367 case FORCE:
1456 case POTION_EFFECT: 1368 case POTION_EFFECT:
1457 remove_force (op); 1369 remove_force (op);
1458 return 1; 1370 break;
1459 1371
1460 case BLINDNESS: 1372 case BLINDNESS:
1461 remove_blindness (op); 1373 remove_blindness (op);
1462 return 0; 1374 break;
1463 1375
1464 case POISONING: 1376 case POISONING:
1465 poison_more (op); 1377 poison_more (op);
1466 return 0; 1378 break;
1467 1379
1468 case DISEASE: 1380 case DISEASE:
1469 move_disease (op); 1381 move_disease (op);
1470 return 0; 1382 break;
1471 1383
1472 case SYMPTOM: 1384 case SYMPTOM:
1473 move_symptom (op); 1385 move_symptom (op);
1474 return 0; 1386 break;
1475 1387
1476 case THROWN_OBJ: 1388 case THROWN_OBJ:
1477 case ARROW: 1389 case ARROW:
1478 move_arrow (op); 1390 move_arrow (op);
1479 return 0; 1391 break;
1480 1392
1481 case DOOR: 1393 case DOOR:
1482 remove_door (op); 1394 remove_door (op);
1483 return 0; 1395 break;
1484 1396
1485 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1486 remove_door2 (op); 1398 remove_door2 (op);
1487 return 0; 1399 break;
1488 1400
1489 case TELEPORTER: 1401 case TELEPORTER:
1490 move_teleporter (op); 1402 move_teleporter (op);
1491 return 0; 1403 break;
1492 1404
1493 case GOLEM: 1405 case GOLEM:
1494 move_golem (op); 1406 move_golem (op);
1495 return 0; 1407 break;
1496 1408
1497 case EARTHWALL: 1409 case EARTHWALL:
1498 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1499 return 0; 1411 break;
1500 1412
1501 case FIREWALL: 1413 case FIREWALL:
1502 move_firewall (op); 1414 move_firewall (op);
1503 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1504 animate_turning (op); 1416 animate_turning (op);
1505 return 0; 1417 break;
1506 1418
1507 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1508 do_mood_floor (op); 1420 do_mood_floor (op);
1509 return 0; 1421 break;
1510 1422
1511 case GATE: 1423 case GATE:
1512 move_gate (op); 1424 move_gate (op);
1513 return 0; 1425 break;
1514 1426
1515 case TIMED_GATE: 1427 case TIMED_GATE:
1516 move_timed_gate (op); 1428 move_timed_gate (op);
1517 return 0; 1429 break;
1518 1430
1519 case TRIGGER: 1431 case TRIGGER:
1520 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1521 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1522 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1523 animate_trigger (op); 1435 animate_trigger (op);
1524 return 0; 1436 break;
1525 1437
1526 case DETECTOR: 1438 case DETECTOR:
1527 move_detector (op); 1439 move_detector (op);
1528 1440
1529 case DIRECTOR: 1441 case DIRECTOR:
1530 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1531 animate_turning (op); 1443 animate_turning (op);
1532 return 0; 1444 break;
1533 1445
1534 case HOLE: 1446 case HOLE:
1535 move_hole (op); 1447 move_hole (op);
1536 return 0; 1448 break;
1537 1449
1538 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1539 move_deep_swamp (op); 1451 move_deep_swamp (op);
1540 return 0; 1452 break;
1541 1453
1542 case RUNE: 1454 case RUNE:
1543 case TRAP: 1455 case TRAP:
1544 move_rune (op); 1456 move_rune (op);
1545 return 0; 1457 break;
1546 1458
1547 case PLAYERMOVER: 1459 case PLAYERMOVER:
1548 move_player_mover (op); 1460 move_player_mover (op);
1549 return 0; 1461 break;
1550 1462
1551 case CREATOR: 1463 case CREATOR:
1552 move_creator (op); 1464 move_creator (op);
1553 return 0; 1465 break;
1554 1466
1555 case MARKER: 1467 case MARKER:
1556 move_marker (op); 1468 move_marker (op);
1557 return 0; 1469 break;
1558 1470
1559 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1560 move_player_changer (op); 1472 move_player_changer (op);
1561 return 0; 1473 break;
1562 1474
1563 case PEACEMAKER: 1475 case PEACEMAKER:
1564 move_peacemaker (op); 1476 move_peacemaker (op);
1565 return 0; 1477 break;
1566 }
1567 1478
1568 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 }
1569} 1493}
1494

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