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Comparing deliantra/server/server/time.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.95 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->set_speed (0.1); 77 tmp->set_speed (0.1f);
50 tmp->speed_left = -0.2; 78 tmp->speed_left = -0.2f;
51 } 79 }
80 }
52 81
53 if (op->other_arch) 82 if (op->other_arch)
54 { 83 {
55 tmp = arch_to_object (op->other_arch); 84 tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x; 85 tmp->x = op->x;
58 tmp->map = op->map; 87 tmp->map = op->map;
59 tmp->level = op->level; 88 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
61 } 90 }
62 91
63 op->destroy (); 92 op->drop_and_destroy ();
64} 93}
65 94
66void 95void
67remove_door2 (object *op)
68{
69 int i;
70 object *tmp;
71
72 for (i = 1; i < 9; i += 2)
73 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
77 tmp->set_speed (0.1);
78 tmp->speed_left = -0.2;
79 }
80 }
81 if (op->other_arch)
82 {
83 tmp = arch_to_object (op->other_arch);
84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0);
89 }
90
91 op->destroy ();
92}
93
94/* Will generate a monster according to content
95 * of generator.
96 */
97void
98generate_monster_inv (object *gen) 96generate_monster (object *gen)
99{ 97{
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138}
139
140void
141generate_monster_arch (object *gen)
142{
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map) 98 if (!gen->map)
155 return; 99 return;
156 100
157 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))
158 if (i == -1)
159 return; 102 return;
160 103
161 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);
162 { 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
163 op = arch_to_object (at); 140 op = arch_to_object (gen->other_arch);
164 op->x = gen->x + freearr_x[i] + at->clone.x; 141 }
165 op->y = gen->y + freearr_y[i] + at->clone.y; 142 else
143 return;
166 144
167 if (head) 145 op->expand_tail ();
168 op->head = head, prev->more = op;
169 146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
170 if (rndm (0, 9)) 151 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
172 153
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ()) 154 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
179 156
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186}
187
188void
189generate_monster (object *gen)
190{
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return; 157 return;
158 }
194 159
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 160 op->destroy ();
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200} 161}
201 162
202void 163void
203remove_force (object *op) 164remove_force (object *op)
204{ 165{
227 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
228 return; 189 return;
229 190
230 CLEAR_FLAG (op, FLAG_APPLIED); 191 CLEAR_FLAG (op, FLAG_APPLIED);
231 192
232 if (op->env != NULL) 193 if (op->env)
233 { 194 {
234 change_abil (op->env, op); 195 change_abil (op->env, op);
235 op->env->update_stats (); 196 op->env->update_stats ();
236 } 197 }
237 198
247 return; 208 return;
248 } 209 }
249 210
250 if (op->stats.food == 1) 211 if (op->stats.food == 1)
251 { 212 {
252 /* 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
253 * will not do anything. 214 * will not do anything.
254 */ 215 */
255 if (op->env->type == PLAYER) 216 if (op->env->type == PLAYER)
256 { 217 {
257 CLEAR_FLAG (op, FLAG_APPLIED); 218 CLEAR_FLAG (op, FLAG_APPLIED);
266 if (op->env->type == PLAYER) 227 if (op->env->type == PLAYER)
267 { 228 {
268 op->env->stats.food--; 229 op->env->stats.food--;
269 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...");
270 } 231 }
232
271 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
272} 234}
273 235
274 236
275void 237void
276move_gate (object *op) 238move_gate (object *op)
277{ /* 1 = going down, 0 = goind up */ 239{ /* 1 = going down, 0 = going up */
278 object *tmp; 240 object *tmp;
279 241
280 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))
281 { 243 {
282 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));
287 if (op->value) 249 if (op->value)
288 { 250 {
289 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
291 op->stats.wc = 0; 253 op->stats.wc = 0;
292 if (op->arch->clone.speed) 254 if (op->arch->speed)
293 op->value = 0; 255 op->value = 0;
294 else 256 else
295 op->set_speed (0); 257 op->set_speed (0);
296 } 258 }
297 259
317 * 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,
318 * otherwise, we fall through to the code below which should lower 280 * otherwise, we fall through to the code below which should lower
319 * the gate slightly. 281 * the gate slightly.
320 */ 282 */
321 283
322 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 284 for (tmp = op->above; tmp; tmp = tmp->above)
323 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
324 break; 286 break;
325 287
326 if (tmp == NULL) 288 if (!tmp)
327 { 289 {
328 if (op->arch->clone.speed) 290 if (op->arch->speed)
329 op->value = 1; 291 op->value = 1;
330 else 292 else
331 op->set_speed (0); 293 op->set_speed (0);
332 294
333 return; 295 return;
344 } 306 }
345 else 307 else
346 { /* The gate is still going up */ 308 { /* The gate is still going up */
347 op->stats.wc++; 309 op->stats.wc++;
348 310
349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
351 313
352 /* 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.
353 * 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
354 */ 316 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 { 318 {
357 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
360 323
361 if (tmp != NULL) 324 if (tmp)
362 { 325 {
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 { 327 {
365 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
366 if (tmp->type == PLAYER) 331 if (tmp->type == PLAYER)
367 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);
368 } 333 }
369 else
370 /* If the object is not alive, and the object either can 334 /* If the object is not alive, and the object either can
371 * be picked up or the object rolls, move the object 335 * be picked up or the object rolls, move the object
372 * off the gate. 336 * off the gate.
373 */ 337 */
374 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)))
375 { 339 {
376 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
377 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);
378 342
379 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
380 if (i != -1) 344 if (i > 0)
381 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
382 tmp->remove (); 349 tmp->move_to (pos);
383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
384 insert_ob_in_map (tmp, op->map, op, 0);
385 } 350 }
386 } 351 }
387 } 352 }
388 353
389 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
390 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 355 for (tmp = op->above; tmp; tmp = tmp->above)
391 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
392 break; 357 break;
393 358
394 /* IF there is, start putting the gate down */ 359 /* IF there is, start putting the gate down */
395 if (tmp) 360 if (tmp)
396 {
397 op->stats.food = 1; 361 op->stats.food = 1;
398 }
399 else 362 else
400 { 363 {
401 op->move_block = MOVE_ALL; 364 op->move_block = MOVE_ALL;
365
402 if (!op->arch->clone.stats.ac) 366 if (!op->arch->stats.ac)
403 SET_FLAG (op, FLAG_BLOCKSVIEW); 367 SET_FLAG (op, FLAG_BLOCKSVIEW);
404 update_all_los (op->map, op->x, op->y); 368 update_all_los (op->map, op->x, op->y);
405 } 369 }
406 } /* gate is halfway up */ 370 } /* gate is halfway up */
407 371
420 int v = op->value; 384 int v = op->value;
421 385
422 if (op->stats.sp) 386 if (op->stats.sp)
423 { 387 {
424 move_gate (op); 388 move_gate (op);
389
425 if (op->value != v) /* change direction ? */ 390 if (op->value != v) /* change direction ? */
426 op->stats.sp = 0; 391 op->stats.sp = 0;
427 return; 392 return;
428 } 393 }
394
429 if (--op->stats.hp <= 0) 395 if (--op->stats.hp <= 0)
430 { /* keep gate down */ 396 { /* keep gate down */
431 move_gate (op); 397 move_gate (op);
398
432 if (op->value != v) 399 if (op->value != v)
433 op->set_speed (0); 400 op->set_speed (0);
434 } 401 }
435} 402}
436 403
448 int last = op->value; 415 int last = op->value;
449 int detected; 416 int detected;
450 417
451 detected = 0; 418 detected = 0;
452 419
453 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)
454 { 421 {
455 object *tmp2; 422 object *tmp2;
456 423
457 if (op->stats.hp) 424 if (op->stats.hp)
458 { 425 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 { 427 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name)) 428 if (op->slaying && op->slaying == tmp->name)
462 detected = 1; 429 detected = 1;
430
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1; 432 detected = 1;
465 } 433 }
466 } 434 }
435
467 if (op->slaying && !strcmp (op->slaying, tmp->name)) 436 if (op->slaying && op->slaying == tmp->name)
468 {
469 detected = 1; 437 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1; 439 detected = 1;
473 } 440 }
474 441
475 /* the detector sets the button if detection is found */ 442 /* the detector sets the button if detection is found */
476 if (op->stats.sp == 1) 443 if (op->stats.sp == 1)
477 { 444 {
478 if (detected && last == 0) 445 if (detected && last == 0)
479 { 446 {
480 op->value = 1; 447 op->value = 1;
481 push_button (op); 448 push_button (op, tmp);
482 } 449 }
450
483 if (!detected && last == 1) 451 if (!detected && last == 1)
484 { 452 {
485 op->value = 0; 453 op->value = 0;
486 push_button (op); 454 push_button (op, tmp);
487 } 455 }
488 } 456 }
489 else 457 else
490 { /* in this case, we unset buttons */ 458 { /* in this case, we unset buttons */
491 if (detected && last == 1) 459 if (detected && last == 1)
492 { 460 {
493 op->value = 0; 461 op->value = 0;
494 push_button (op); 462 push_button (op, tmp);
495 } 463 }
464
496 if (!detected && last == 0) 465 if (!detected && last == 0)
497 { 466 {
498 op->value = 1; 467 op->value = 1;
499 push_button (op); 468 push_button (op, tmp);
500 } 469 }
501 } 470 }
502} 471}
503
504 472
505void 473void
506animate_trigger (object *op) 474animate_trigger (object *op)
507{ 475{
508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
518} 486}
519 487
520void 488void
521move_hole (object *op) 489move_hole (object *op)
522{ /* 1 = opening, 0 = closing */ 490{ /* 1 = opening, 0 = closing */
523 object *next, *tmp;
524
525 if (op->value) 491 if (op->value)
526 { /* We're opening */ 492 { /* We're opening */
527 if (--op->stats.wc <= 0) 493 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */ 494 { /* Opened, let's stop */
529 op->stats.wc = 0; 495 op->stats.wc = 0;
530 op->set_speed (0); 496 op->set_speed (0);
531 497
532 /* Hard coding this makes sense for holes I suppose */ 498 /* Hard coding this makes sense for holes I suppose */
533 op->move_on = MOVE_WALK; 499 op->move_on = MOVE_WALK;
534 for (tmp = op->above; tmp != NULL; tmp = next) 500 for (object *next, *tmp = op->above; tmp; tmp = next)
535 { 501 {
536 next = tmp->above; 502 next = tmp->above;
537 move_apply (op, tmp, tmp); 503 move_apply (op, tmp, tmp);
538 } 504 }
539 } 505 }
540 506
541 SET_ANIMATION (op, op->stats.wc); 507 SET_ANIMATION (op, op->stats.wc);
542 update_object (op, UP_OBJ_FACE); 508 update_object (op, UP_OBJ_FACE);
543 return; 509 return;
544 } 510 }
511
545 /* We're closing */ 512 /* We're closing */
546 op->move_on = 0; 513 op->move_on = 0;
547 514
548 op->stats.wc++; 515 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
580 { 547 {
581 object *payload = op->inv; 548 object *payload = op->inv;
582 549
583 if (payload == NULL) 550 if (payload == NULL)
584 return NULL; 551 return NULL;
552
585 payload->remove (); 553 payload->remove ();
586 op->destroy (); 554 op->destroy ();
587 return payload; 555 return payload;
588 } 556 }
589 557
590 case ARROW: 558 case ARROW:
591 if (op->speed >= MIN_ACTIVE_SPEED) 559 if (op->has_active_speed ())
592 op = fix_stopped_arrow (op); 560 op = fix_stopped_arrow (op);
593 return op; 561 return op;
594 562
595 default: 563 default:
596 return op; 564 return op;
605void 573void
606fix_stopped_item (object *op, maptile *map, object *originator) 574fix_stopped_item (object *op, maptile *map, object *originator)
607{ 575{
608 if (map == NULL) 576 if (map == NULL)
609 return; 577 return;
578
610 if (QUERY_FLAG (op, FLAG_REMOVED)) 579 if (QUERY_FLAG (op, FLAG_REMOVED))
611 insert_ob_in_map (op, map, originator, 0); 580 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW) 581 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */ 582 merge_ob (op, NULL); /* only some arrows actually need this */
614} 583}
615 584
616
617object * 585object *
618fix_stopped_arrow (object *op) 586fix_stopped_arrow (object *op)
619{ 587{
620 if (rndm (0, 99) < op->stats.food) 588 if (rndm (0, 99) < op->stats.food)
621 { 589 {
624 return NULL; 592 return NULL;
625 } 593 }
626 594
627 op->set_speed (0); 595 op->set_speed (0);
628 op->direction = 0; 596 op->direction = 0;
629 op->move_on = 0; 597 op->move_on = 0;
630 op->move_type = 0; 598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
631 op->stats.wc = op->stats.sp; 602 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp; 603 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace; 604 op->attacktype = op->stats.grace;
634 op->slaying = 0; 605 op->slaying = op->custom_name;
635 op->skill = 0;
636 606
637 if (op->spellarg != NULL)
638 {
639 op->slaying = op->spellarg;
640 free (op->spellarg);
641 op->spellarg = NULL;
642 }
643 else
644 op->slaying = NULL;
645
646 /* 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 */
647 op->spellarg = NULL; 608 op->custom_name = 0;
648 op->stats.sp = 0; 609 op->stats.sp = 0;
649 op->stats.hp = 0; 610 op->stats.hp = 0;
650 op->stats.grace = 0; 611 op->stats.grace = 0;
651 op->level = 0; 612 op->level = 0;
652 op->face = op->arch->clone.face; 613 op->face = op->arch->face;
653 op->owner = NULL; /* So that stopped arrows will be saved */ 614 op->owner = 0;
615
654 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_CHANGE);
617
655 return op; 618 return op;
656} 619}
657 620
658/* stop_arrow() - what to do when a non-living flying object 621/* stop_arrow() - what to do when a non-living flying object
659 * 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
660 * here too. -b.t. 623 * here too. -b.t.
661 * 624 *
662 * 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
663 * from maps or inventories), or NULL if was destroyed. 626 * from maps or inventories), or NULL if was destroyed.
664 */ 627 */
665
666static void 628static void
667stop_arrow (object *op) 629stop_arrow (object *op)
668{ 630{
669 if (INVOKE_OBJECT (STOP, op)) 631 if (INVOKE_OBJECT (STOP, op))
670 return; 632 return;
671 633
672 if (op->inv) 634 if (op->inv)
673 { 635 {
636 // replace this by straightforward drop to ground?
674 object *payload = op->inv; 637 object *payload = op->inv;
675 638
676 payload->remove ();
677 payload->owner = 0; 639 payload->owner = 0;
678 insert_ob_in_map (payload, op->map, payload, 0); 640 insert_ob_in_map (payload, op->map, payload, 0);
679 op->destroy (); 641 op->destroy ();
680 } 642 }
681 else 643 else
682 { 644 {
683 op = fix_stopped_arrow (op); 645 op = fix_stopped_arrow (op);
646
684 if (op) 647 if (op)
685 merge_ob (op, NULL); 648 merge_ob (op, 0);
686 } 649 }
687} 650}
688 651
689/* 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.
690 */ 653 */
691
692void 654void
693move_arrow (object *op) 655move_arrow (object *op)
694{ 656{
695 object *tmp;
696 sint16 new_x, new_y;
697 int was_reflected, mflags; 657 int was_reflected;
698 maptile *m;
699 658
700 if (op->map == NULL) 659 if (!op->map)
701 { 660 {
702 LOG (llevError, "BUG: Arrow had no map.\n"); 661 LOG (llevError, "BUG: Arrow had no map.\n");
703 op->destroy (); 662 op->destroy ();
704 return; 663 return;
705 } 664 }
713 * 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,
714 * 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
715 * 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,
716 * and it is easy enough to clean it up here. 675 * and it is easy enough to clean it up here.
717 */ 676 */
718 if (op->inv == NULL) 677 if (!op->inv)
719 { 678 {
720 op->destroy (); 679 op->destroy ();
721 return; 680 return;
722 } 681 }
723 682
735 stop_arrow (op); 694 stop_arrow (op);
736 return; 695 return;
737 } 696 }
738 697
739 /* Calculate target map square */ 698 /* Calculate target map square */
740 new_x = op->x + DIRX (op);
741 new_y = op->y + DIRY (op);
742 was_reflected = 0; 699 was_reflected = 0;
743 700
744 m = op->map; 701 mapxy pos (op); pos.move (op->direction);
745 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
746 702
747 if (mflags & P_OUT_OF_MAP) 703 if (!pos.normalise ())
748 { 704 {
749 stop_arrow (op); 705 stop_arrow (op);
750 return; 706 return;
751 } 707 }
752 708
753 /* 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 */
754 if (mflags & P_IS_ALIVE) 710 if (pos->flags () & P_IS_ALIVE)
755 { 711 {
756 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)
757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
758 break; 716 break;
759 717
760 /* Not really fair, but don't let monsters hit themselves with 718 /* Not really fair, but don't let monsters hit themselves with
761 * their own arrow - this can be because they fire it then 719 * their own arrow - this can be because they fire it then
767 * as below. (Note that for living creatures there is a small 725 * as below. (Note that for living creatures there is a small
768 * chance that reflect_missile fails.) 726 * chance that reflect_missile fails.)
769 */ 727 */
770 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))
771 { 729 {
772 int number = op->face->number; 730 int number = op->face;
773 731
774 op->direction = absdir (op->direction + 4); 732 op->direction = absdir (op->direction + 4);
775 op->state = 0; 733 update_turn_face (op);
776
777 if (GET_ANIM_ID (op))
778 {
779 number += 4;
780
781 if (number > GET_ANIMATION (op, 8))
782 number -= 8;
783
784 op->face = &new_faces[number];
785 }
786
787 was_reflected = 1; /* skip normal movement calculations */ 734 was_reflected = 1; /* skip normal movement calculations */
788 } 735 }
789 else 736 else
790 { 737 {
791 /* Attack the object. */ 738 /* Attack the object. */
795 return; 742 return;
796 } 743 }
797 } /* if this is not hitting its owner */ 744 } /* if this is not hitting its owner */
798 } /* if there is something alive on this space */ 745 } /* if there is something alive on this space */
799 746
800 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))
801 { 748 {
802 int retry = 0; 749 int retry = 0;
803 750
804 /* if the object doesn't reflect, stop the arrow from moving 751 /* if the object doesn't reflect, stop the arrow from moving
805 * 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
818 if (op->direction & 1) 765 if (op->direction & 1)
819 { 766 {
820 op->direction = absdir (op->direction + 4); 767 op->direction = absdir (op->direction + 4);
821 retry = 1; 768 retry = 1;
822 } 769 }
770
823 /* There were two blocks with identical code - 771 /* There were two blocks with identical code -
824 * use this retry here to make this one block 772 * use this retry here to make this one block
825 * that did the same thing. 773 * that did the same thing.
826 */ 774 */
827 while (retry < 2) 775 while (retry < 2)
828 { 776 {
829 int left, right, mflags;
830 maptile *m1;
831 sint16 x1, y1;
832
833 retry++; 777 retry++;
834 778
835 /* 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
836 * over a corner in a tiled map, it is possible that 780 * over a corner in a tiled map, it is possible that
837 * op->direction is within an adjacent map but either 781 * op->direction is within an adjacent map but either
838 * op->direction-1 or op->direction+1 does not exist. 782 * op->direction-1 or op->direction+1 does not exist.
839 */ 783 */
840 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));
841 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
842 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
843 786
844 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));
845 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
846 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
847 789
848 if (left == right) 790 if (left == right)
849 op->direction = absdir (op->direction + 4); 791 op->direction = absdir (op->direction + 4);
850 else if (left) 792 else if (left)
851 op->direction = absdir (op->direction + 2); 793 op->direction = absdir (op->direction + 2);
852 else if (right) 794 else if (right)
853 op->direction = absdir (op->direction - 2); 795 op->direction = absdir (op->direction - 2);
854 796
855 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
856
857 /* If this space is not out of the map and not blocked, valid space - 797 /* If this space is not out of the map and not blocked, valid space -
858 * don't need to retry again. 798 * don't need to retry again.
859 */ 799 */
860 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))
861 break; 802 break;
862
863 } 803 }
804
864 /* Couldn't find a direction to move the arrow to - just 805 /* Couldn't find a direction to move the arrow to - just
865 * top it from moving. 806 * stop it from moving.
866 */ 807 */
867 if (retry == 2) 808 if (retry == 2)
868 { 809 {
869 stop_arrow (op); 810 stop_arrow (op);
870 return; 811 return;
871 } 812 }
813
872 /* update object image for new facing */ 814 /* update object image for new facing */
873 /* many thrown objects *don't* have more than one face */ 815 /* many thrown objects *don't* have more than one face */
874 if (GET_ANIM_ID (op)) 816 if (op->has_anim ())
875 SET_ANIMATION (op, op->direction); 817 op->set_anim_frame (op->direction);
876 } /* object is reflected */ 818 } /* object is reflected */
877 } /* object ran into a wall */ 819 } /* object ran into a wall */
878
879 /* Move the arrow. */
880 op->remove ();
881 op->x = new_x;
882 op->y = new_y;
883 820
884 /* 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
885 * about 17 squares. Tune as needed. 822 * about 17 squares. Tune as needed.
886 */ 823 */
887 op->speed -= 0.05; 824 op->speed -= 0.05;
888 insert_ob_in_map (op, m, op, 0);
889}
890 825
891/* This routine doesnt seem to work for "inanimate" objects that 826 /* Move the arrow. */
892 * are being carried, ie a held torch leaps from your hands!. 827 op->move_to (pos);
893 * Modified this routine to allow held objects. b.t. */ 828}
894 829
895void 830void
896change_object (object *op) 831change_object (object *op)
897{ /* Doesn`t handle linked objs yet */ 832{ /* Doesn`t handle linked objs yet */
898 int i, j; 833 int i, j;
899 834
900 if (op->other_arch == NULL) 835 if (!op->other_arch)
901 { 836 {
902 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 ());
903 return; 838 return;
904 } 839 }
905 840
906 /* In non-living items only change when food value is 0 */ 841 /* In non-living items only change when food value is 0 */
907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 842 if (!QUERY_FLAG (op, FLAG_ALIVE))
908 { 843 {
909 if (op->stats.food-- > 0) 844 if (op->stats.food-- > 0)
910 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);
911 else 861 else
912 op->stats.food = 1; /* so 1 other_arch is made */
913 }
914
915 object *pl = op->in_player ();
916 object *env = op->env;
917
918 op->remove ();
919 for (i = 0; i < NROFNEWOBJS (op); i++)
920 {
921 object *tmp = arch_to_object (op->other_arch);
922
923 if (op->type == LAMP)
924 tmp->stats.food = op->stats.food - 1;
925
926 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
927 if (env)
928 {
929 tmp->x = env->x, tmp->y = env->y;
930 tmp = insert_ob_in_ob (tmp, env);
931
932 /* If this object is the players inventory, we need to tell the
933 * client of the change. Insert_ob_in_map takes care of the
934 * updating the client, so we don't need to do that below.
935 */
936 if (pl)
937 {
938 esrv_del_item (pl->contr, op->count);
939 esrv_send_item (pl, tmp);
940 }
941 }
942 else
943 { 862 {
944 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);
945 if (j == -1) /* No free spot */ 864 if (j < 0) /* No free spot */
946 tmp->destroy (); 865 tmp->destroy ();
947 else 866 else
948 { 867 {
949 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 868 mapxy pos (op); pos.move (j);
950 insert_ob_in_map (tmp, op->map, op, 0); 869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
951 } 872 }
952 } 873 }
953 } 874 }
954 875
955 op->destroy (); 876 op->destroy ();
965 * there is an old multipart teleporter in which the other parts 886 * there is an old multipart teleporter in which the other parts
966 * have speed, we don't really want to call it twice for the same 887 * have speed, we don't really want to call it twice for the same
967 * function - in fact, as written below, part N would get called 888 * function - in fact, as written below, part N would get called
968 * N times without the speed check. 889 * N times without the speed check.
969 */ 890 */
970 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 891 if (op->more && !op->more->has_active_speed ())
971 move_teleporter (op->more); 892 move_teleporter (op->more);
972 893
973 if (op->head) 894 if (op->head)
974 head = op->head; 895 head = op->head;
975 896
976 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 897 for (tmp = op->above; tmp; tmp = tmp->above)
977 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
978 break; 899 break;
979 900
980 /* If nothing above us to move, nothing to do */ 901 /* If nothing above us to move, nothing to do */
981 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
986 if (tmp->type == PLAYER) 907 if (tmp->type == PLAYER)
987 { 908 {
988 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
989 return; 910 return;
990 911
991 enter_exit (tmp, head); 912 tmp->enter_exit (head);
992 } 913 }
993 else 914 else
994 /* Currently only players can transfer maps */ 915 /* Currently only players can transfer maps */
995 return; 916 return;
996 } 917 }
1011 else 932 else
1012 { 933 {
1013 /* Random teleporter */ 934 /* Random teleporter */
1014 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1015 return; 936 return;
937
1016 teleport (head, TELEPORTER, tmp); 938 teleport (head, TELEPORTER, tmp);
1017 } 939 }
1018} 940}
1019
1020 941
1021/* This object will teleport someone to a different map 942/* This object will teleport someone to a different map
1022 and will also apply changes to the player from its inventory. 943 and will also apply changes to the player from its inventory.
1023 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
1024 can't be generalized. 945 can't be generalized.
1025*/ 946*/
1026
1027void 947void
1028move_player_changer (object *op) 948move_player_changer (object *op)
1029{ 949{
1030 object *player; 950 object *player;
1031 object *walk; 951 object *walk;
1032 char c;
1033 952
1034 if (!op->above || !EXIT_PATH (op)) 953 if (!op->above || !EXIT_PATH (op))
1035 return; 954 return;
1036 955
1037 /* This isn't all that great - means that the player_mover 956 /* This isn't all that great - means that the player_mover
1038 * needs to be on top. 957 * needs to be on top.
1039 */ 958 */
1040 if (op->above->type == PLAYER) 959 if (op->above->type == PLAYER)
1041 { 960 {
1042 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1043 return; 962 return;
963
1044 player = op->above; 964 player = op->above;
1045 965
1046 for (walk = op->inv; walk != NULL; walk = walk->below) 966 for (walk = op->inv; walk; walk = walk->below)
1047 apply_changes_to_player (player, walk); 967 apply_changes_to_player (player, walk);
1048 968
1049 player->update_stats (); 969 player->update_stats ();
1050 970
1051 esrv_send_inventory (op->above, op->above); 971 esrv_send_inventory (op->above, op->above);
1052 esrv_update_item (UPD_FACE, op->above, op->above); 972 esrv_update_item (UPD_FACE, op->above, op->above);
1053 973
1054 /* update players death & WoR home-position */ 974 /* update players death & WoR home-position */
1055 sscanf (EXIT_PATH (op), "%c", &c); 975 if (*EXIT_PATH (op) == '/')
1056 if (c == '/')
1057 { 976 {
1058 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 977 player->contr->savebed_map = EXIT_PATH (op);
1059 player->contr->bed_x = EXIT_X (op); 978 player->contr->bed_x = EXIT_X (op);
1060 player->contr->bed_y = EXIT_Y (op); 979 player->contr->bed_y = EXIT_Y (op);
1061 } 980 }
1062 else 981 else
1063 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));
1064 983
1065 enter_exit (op->above, op); 984 op->above->enter_exit (op);
1066 player->contr->save ();
1067 } 985 }
1068} 986}
1069 987
1070/* firewalls fire other spells. 988/* firewalls fire other spells.
1071 * The direction of the wall is stored in op->stats.sp. 989 * The direction of the wall is stored in op->stats.sp.
1080 return; /* dm has created a firewall in his inventory */ 998 return; /* dm has created a firewall in his inventory */
1081 999
1082 spell = op->inv; 1000 spell = op->inv;
1083 1001
1084 if (!spell || spell->type != SPELL) 1002 if (!spell || spell->type != SPELL)
1085 spell = &op->other_arch->clone; 1003 spell = op->other_arch;
1086 1004
1087 if (!spell) 1005 if (!spell)
1088 { 1006 {
1089 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);
1090 return; 1008 return;
1091 } 1009 }
1092 1010
1093 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);
1094} 1012}
1103 * it'll paralyze the victim for hp*his speed/op->speed 1021 * it'll paralyze the victim for hp*his speed/op->speed
1104 */ 1022 */
1105void 1023void
1106move_player_mover (object *op) 1024move_player_mover (object *op)
1107{ 1025{
1108 object *victim, *nextmover;
1109 int dir = op->stats.sp; 1026 int dir = op->stats.sp;
1110 sint16 nx, ny; 1027 sint16 nx, ny;
1111 maptile *m; 1028 maptile *m;
1112 1029
1113 /* 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 */
1114 if (!dir) 1031 if (!dir)
1115 dir = rndm (1, 8); 1032 dir = rndm (1, 8);
1116 1033
1117 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)
1118 { 1035 {
1119 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1120 (victim->move_type & op->move_type || !victim->move_type)) 1037 (victim->move_type & op->move_type || !victim->move_type))
1121 { 1038 {
1122 1039
1132 nx = op->x + freearr_x[dir]; 1049 nx = op->x + freearr_x[dir];
1133 ny = op->y + freearr_y[dir]; 1050 ny = op->y + freearr_y[dir];
1134 m = op->map; 1051 m = op->map;
1135 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)
1136 { 1053 {
1137 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);
1138 return; 1055 return;
1139 } 1056 }
1140 1057
1141 if (should_director_abort (op, victim)) 1058 if (should_director_abort (op, victim))
1142 return; 1059 return;
1143 1060
1144 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)
1145 { 1062 {
1146 if (nextmover->type == PLAYERMOVER) 1063 if (nextmover->type == PLAYERMOVER)
1147 nextmover->speed_left = -.99; 1064 nextmover->speed_left = -.99f;
1065
1148 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1149 {
1150 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 */
1151 }
1152 } 1068 }
1153 1069
1154 if (victim->type == PLAYER) 1070 if (victim->type == PLAYER)
1155 { 1071 {
1156 /* only level >=1 movers move people */ 1072 /* only level >=1 movers move people */
1160 * is cleared, otherwise the player will get stuck in 1076 * is cleared, otherwise the player will get stuck in
1161 * place. This can happen if the player used a spell to 1077 * place. This can happen if the player used a spell to
1162 * get to this space. 1078 * get to this space.
1163 */ 1079 */
1164 victim->contr->fire_on = 0; 1080 victim->contr->fire_on = 0;
1165 victim->speed_left = -FABS (victim->speed); 1081 victim->speed_left = 1.f;
1166 move_player (victim, dir); 1082 move_player (victim, dir);
1167 } 1083 }
1168 else 1084 else
1169 return; 1085 return;
1170 } 1086 }
1174 if (!op->stats.maxsp && op->attacktype) 1090 if (!op->stats.maxsp && op->attacktype)
1175 op->stats.maxsp = 2; 1091 op->stats.maxsp = 2;
1176 1092
1177 if (op->attacktype) 1093 if (op->attacktype)
1178 { /* flag to paralyze the player */ 1094 { /* flag to paralyze the player */
1179
1180 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));
1181 /* Not sure why, but for some chars on metalforge, they
1182 * would sometimes get -inf speed_left, and from the
1183 * description, it could only happen here, so just put
1184 * a lower sanity limit. My only guess is that the
1185 * mover has 0 speed.
1186 */
1187 if (victim->speed_left < -5.0)
1188 victim->speed_left = -5.0;
1189 } 1096 }
1190 } 1097 }
1191 } 1098 }
1192} 1099}
1193 1100
1203{ 1110{
1204 object *tmp; 1111 object *tmp;
1205 1112
1206 if (!op->other_arch) 1113 if (!op->other_arch)
1207 { 1114 {
1208 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");
1209 return; 1116 return;
1210 } 1117 }
1211 1118
1212 if (op->above == NULL) 1119 if (op->above == NULL)
1213 return; 1120 return;
1121
1214 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1122 for (tmp = op->above; tmp; tmp = tmp->above)
1215 { 1123 {
1216 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1124 if (op->other_arch->archname == tmp->arch->archname)
1217 { 1125 {
1218 if (op->level <= 0) 1126 if (op->level <= 0)
1219 tmp->destroy (); 1127 tmp->destroy ();
1220 else 1128 else
1221 { 1129 {
1243 * 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.
1244 * 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
1245 * more concern with large objects, most notably a part being placed 1153 * more concern with large objects, most notably a part being placed
1246 * outside of the map which would cause the server to crash 1154 * outside of the map which would cause the server to crash
1247*/ 1155*/
1248
1249void 1156void
1250move_creator (object *creator) 1157move_creator (object *creator)
1251{ 1158{
1252 object *new_ob; 1159 object *new_ob;
1253 1160
1255 { 1162 {
1256 creator->stats.hp = -1; 1163 creator->stats.hp = -1;
1257 return; 1164 return;
1258 } 1165 }
1259 1166
1260 if (creator->inv != NULL) 1167 if (creator->inv)
1261 { 1168 {
1262 object *ob; 1169 object *ob;
1263 int i; 1170 int i;
1264 object *ob_to_copy; 1171 object *ob_to_copy;
1265 1172
1270 if (rndm (0, i) == 0) 1177 if (rndm (0, i) == 0)
1271 { 1178 {
1272 ob_to_copy = ob; 1179 ob_to_copy = ob;
1273 } 1180 }
1274 } 1181 }
1275 new_ob = object_create_clone (ob_to_copy); 1182 new_ob = ob_to_copy->deep_clone ();
1276 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1277 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1278 } 1185 }
1279 else 1186 else
1280 { 1187 {
1281 if (creator->other_arch == NULL) 1188 if (!creator->other_arch)
1282 { 1189 {
1283 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",
1284 creator->x, creator->y); 1191 &creator->name, &creator->map->path, creator->x, creator->y);
1285 return; 1192 return;
1286 } 1193 }
1287 1194
1288 new_ob = object_create_arch (creator->other_arch); 1195 new_ob = object_create_arch (creator->other_arch);
1289 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1290 } 1197 }
1291 1198
1292 /* Make sure this multipart object fits */ 1199 /* Make sure this multipart object fits */
1293 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))
1294 { 1201 {
1295 new_ob->destroy (); 1202 new_ob->destroy ();
1296 return; 1203 return;
1297 } 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);
1298 1209
1299 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);
1300 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1301 return; 1212 return;
1302 1213
1303 if (creator->slaying) 1214 if (creator->slaying)
1304 {
1305 new_ob->name = new_ob->title = creator->slaying; 1215 new_ob->name = new_ob->title = creator->slaying;
1306 }
1307} 1216}
1308 1217
1309/* move_marker --peterm@soda.csua.berkeley.edu 1218/* move_marker --peterm@soda.csua.berkeley.edu
1310 when moved, a marker will search for a player sitting above 1219 when moved, a marker will search for a player sitting above
1311 it, and insert an invisible, weightless force into him 1220 it, and insert an invisible, weightless force into him
1312 with a specific code as the slaying field. 1221 with a specific code as the slaying field.
1313 At that time, it writes the contents of its own message 1222 At that time, it writes the contents of its own message
1314 field to the player. The marker will decrement hp to 1223 field to the player. The marker will decrement hp to
1315 0 and then delete itself every time it grants a mark. 1224 0 and then delete itself every time it grants a mark.
1316 unless hp was zero to start with, in which case it is infinite.*/ 1225 unless hp was zero to start with, in which case it is infinite.*/
1317
1318void 1226void
1319move_marker (object *op) 1227move_marker (object *op)
1320{ 1228{
1321 if (object *tmp = op->ms ().player ()) 1229 if (object *tmp = op->ms ().player ())
1322 { 1230 {
1323 object *tmp2;
1324
1325 /* remove an old force with a slaying field == op->name */ 1231 /* remove an old force with a slaying field == op->name */
1326 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1232 if (object *force = tmp->force_find (op->name))
1327 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1328 { 1236 {
1329 tmp2->destroy (); 1237 tmp->force_add (op->slaying, op->stats.food);
1330 break;
1331 }
1332 1238
1333 /* cycle through his inventory to look for the MARK we want to
1334 * place
1335 */
1336 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1337 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1338 break;
1339
1340 /* if we didn't find our own MARK */
1341 if (tmp2 == NULL)
1342 {
1343 object *force = get_archetype (FORCE_NAME);
1344
1345 if (op->stats.food)
1346 {
1347 force->set_speed (0.01);
1348 force->speed_left = -op->stats.food;
1349 }
1350 else
1351 force->set_speed (0);
1352
1353 /* put in the lock code */
1354 force->slaying = op->slaying;
1355
1356 if (op->lore)
1357 force->lore = op->lore;
1358
1359 insert_ob_in_ob (force, tmp);
1360 if (op->msg) 1239 if (op->msg)
1361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1362 1241
1363 if (op->stats.hp > 0) 1242 if (op->stats.hp > 0)
1364 { 1243 {
1365 op->stats.hp--; 1244 op->stats.hp--;
1245
1366 if (op->stats.hp == 0) 1246 if (op->stats.hp == 0)
1367 { 1247 {
1368 /* marker expires--granted mark number limit */ 1248 /* marker expires--granted mark number limit */
1369 op->destroy (); 1249 op->destroy ();
1370 return; 1250 return;
1372 } 1252 }
1373 } 1253 }
1374 } 1254 }
1375} 1255}
1376 1256
1377int 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
1378process_object (object *op) 1303process_object (object *op)
1379{ 1304{
1380 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1381 return 0; 1306 return;
1382 1307
1383 if (INVOKE_OBJECT (TICK, op)) 1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1384 return 0; 1309 return;
1385 1310
1386 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1387 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1388 return 1; 1313 return;
1389 1314
1390 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1391 { 1316 {
1392 if (op->type == PLAYER)
1393 animate_object (op, op->facing);
1394 else
1395 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1396 1318
1397 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1398 make_sure_seen (op); 1320 make_sure_seen (op);
1399 } 1321 }
1400 1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1401 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1402 { 1330 {
1403 change_object (op); 1331 change_object (op);
1404 return 1; 1332 return;
1405 } 1333 }
1406 1334
1407 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1408 generate_monster (op); 1336 generate_monster (op);
1409 1337
1410 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)
1411 { 1339 {
1412 if (QUERY_FLAG (op, FLAG_APPLIED)) 1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1413 remove_force (op); 1341 remove_force (op);
1414 else 1342 else
1415 { 1343 {
1416 /* IF necessary, delete the item from the players inventory */ 1344 op->remove (); // TODO: really necessary?
1417 object *pl = op->in_player ();
1418 1345
1419 if (pl)
1420 esrv_del_item (pl->contr, op->count);
1421
1422 op->remove ();
1423
1424 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1425 make_sure_not_seen (op); 1347 make_sure_not_seen (op);
1426 1348
1427 op->destroy (); 1349 op->drop_and_destroy ();
1428 } 1350 }
1429 1351
1430 return 1; 1352 return;
1353 }
1431 } 1354 }
1432 1355
1433 switch (op->type) 1356 switch (op->type)
1434 { 1357 {
1435 case SPELL_EFFECT: 1358 case SPELL_EFFECT:
1436 move_spell_effect (op); 1359 move_spell_effect (op);
1437 return 1; 1360 break;
1438 1361
1439 case ROD: 1362 case ROD:
1440 case HORN: 1363 case HORN:
1441 regenerate_rod (op); 1364 regenerate_rod (op);
1442 return 1; 1365 break;
1443 1366
1444 case FORCE: 1367 case FORCE:
1445 case POTION_EFFECT: 1368 case POTION_EFFECT:
1446 remove_force (op); 1369 remove_force (op);
1447 return 1; 1370 break;
1448 1371
1449 case BLINDNESS: 1372 case BLINDNESS:
1450 remove_blindness (op); 1373 remove_blindness (op);
1451 return 0; 1374 break;
1452 1375
1453 case POISONING: 1376 case POISONING:
1454 poison_more (op); 1377 poison_more (op);
1455 return 0; 1378 break;
1456 1379
1457 case DISEASE: 1380 case DISEASE:
1458 move_disease (op); 1381 move_disease (op);
1459 return 0; 1382 break;
1460 1383
1461 case SYMPTOM: 1384 case SYMPTOM:
1462 move_symptom (op); 1385 move_symptom (op);
1463 return 0; 1386 break;
1464 1387
1465 case THROWN_OBJ: 1388 case THROWN_OBJ:
1466 case ARROW: 1389 case ARROW:
1467 move_arrow (op); 1390 move_arrow (op);
1468 return 0; 1391 break;
1469 1392
1470 case DOOR: 1393 case DOOR:
1471 remove_door (op); 1394 remove_door (op);
1472 return 0; 1395 break;
1473 1396
1474 case LOCKED_DOOR: 1397 case LOCKED_DOOR:
1475 remove_door2 (op); 1398 remove_door2 (op);
1476 return 0; 1399 break;
1477 1400
1478 case TELEPORTER: 1401 case TELEPORTER:
1479 move_teleporter (op); 1402 move_teleporter (op);
1480 return 0; 1403 break;
1481 1404
1482 case GOLEM: 1405 case GOLEM:
1483 move_golem (op); 1406 move_golem (op);
1484 return 0; 1407 break;
1485 1408
1486 case EARTHWALL: 1409 case EARTHWALL:
1487 hit_player (op, 2, op, AT_PHYSICAL, 1); 1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1488 return 0; 1411 break;
1489 1412
1490 case FIREWALL: 1413 case FIREWALL:
1491 move_firewall (op); 1414 move_firewall (op);
1492 if (op->stats.maxsp) 1415 if (op->stats.maxsp)
1493 animate_turning (op); 1416 animate_turning (op);
1494 return 0; 1417 break;
1495 1418
1496 case MOOD_FLOOR: 1419 case MOOD_FLOOR:
1497 do_mood_floor (op); 1420 do_mood_floor (op);
1498 return 0; 1421 break;
1499 1422
1500 case GATE: 1423 case GATE:
1501 move_gate (op); 1424 move_gate (op);
1502 return 0; 1425 break;
1503 1426
1504 case TIMED_GATE: 1427 case TIMED_GATE:
1505 move_timed_gate (op); 1428 move_timed_gate (op);
1506 return 0; 1429 break;
1507 1430
1508 case TRIGGER: 1431 case TRIGGER:
1509 case TRIGGER_BUTTON: 1432 case TRIGGER_BUTTON:
1510 case TRIGGER_PEDESTAL: 1433 case TRIGGER_PEDESTAL:
1511 case TRIGGER_ALTAR: 1434 case TRIGGER_ALTAR:
1512 animate_trigger (op); 1435 animate_trigger (op);
1513 return 0; 1436 break;
1514 1437
1515 case DETECTOR: 1438 case DETECTOR:
1516 move_detector (op); 1439 move_detector (op);
1517 1440
1518 case DIRECTOR: 1441 case DIRECTOR:
1519 if (op->stats.maxsp) 1442 if (op->stats.maxsp)
1520 animate_turning (op); 1443 animate_turning (op);
1521 return 0; 1444 break;
1522 1445
1523 case HOLE: 1446 case HOLE:
1524 move_hole (op); 1447 move_hole (op);
1525 return 0; 1448 break;
1526 1449
1527 case DEEP_SWAMP: 1450 case DEEP_SWAMP:
1528 move_deep_swamp (op); 1451 move_deep_swamp (op);
1529 return 0; 1452 break;
1530 1453
1531 case RUNE: 1454 case RUNE:
1532 case TRAP: 1455 case TRAP:
1533 move_rune (op); 1456 move_rune (op);
1534 return 0; 1457 break;
1535 1458
1536 case PLAYERMOVER: 1459 case PLAYERMOVER:
1537 move_player_mover (op); 1460 move_player_mover (op);
1538 return 0; 1461 break;
1539 1462
1540 case CREATOR: 1463 case CREATOR:
1541 move_creator (op); 1464 move_creator (op);
1542 return 0; 1465 break;
1543 1466
1544 case MARKER: 1467 case MARKER:
1545 move_marker (op); 1468 move_marker (op);
1546 return 0; 1469 break;
1547 1470
1548 case PLAYER_CHANGER: 1471 case PLAYER_CHANGER:
1549 move_player_changer (op); 1472 move_player_changer (op);
1550 return 0; 1473 break;
1551 1474
1552 case PEACEMAKER: 1475 case PEACEMAKER:
1553 move_peacemaker (op); 1476 move_peacemaker (op);
1554 return 0; 1477 break;
1555 }
1556 1478
1557 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 }
1558} 1493}
1494

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