예제 #1
0
파일: handler.c 프로젝트: Calebros/aol
void update_char_objects(struct char_data * ch)
{
  int i;

  if (GET_EQ(ch, WEAR_LIGHT) != NULL)
    if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
      if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2) > 0) {
	i = --GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2);
	if (i == 1) {
	  act("Your light begins to flicker and fade.", FALSE, ch, 0, 0, TO_CHAR);
	  act("$n's light begins to flicker and fade.", FALSE, ch, 0, 0, TO_ROOM);
	} else if (i == 0) {
	  act("Your light sputters out and dies.", FALSE, ch, 0, 0, TO_CHAR);
	  act("$n's light sputters out and dies.", FALSE, ch, 0, 0, TO_ROOM);
	  world[ch->in_room].light--;
	}
      }

  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i))
      update_object(GET_EQ(ch, i), 2);

  if (ch->carrying)
    update_object(ch->carrying, 1);
}
예제 #2
0
void update_game(Game *g) {
    --(g->swait);
    update_object(&(g->player));
    if(g->player.speed > 0.0)
        g->player.speed -= 0.01;
    for(Object *o = g->asteroids; o; o = o->next) {
        rotate(o, 0.05);
        update_object(o);
        if(check_collision(&g->player, o) || check_collision(o, &g->player))
            game_over(g);
    }
    for(Object **o = &(g->shot); *o; o = &(*o)->next) {
        update_object(*o);
        if((*o)->lifetime == 0) {
            Object *t = *o;
            *o = (*o)->next;
            free(t);
            if(!*o)
                return;
        }
        for(Object **p = &(g->asteroids); *p; p = &(*p)->next) {
            if(check_collision(*p, *o)) {
                Object *t = *o;
                *o = (*o)->next;
                free(t);
                
                (*p)->size *= 0.75;
                if((*p)->size < 0.5) {
                    t = *p;
                    *p = (*p)->next;
                    free(t);
                } else {
                    t = (*p)->next;
                    (*p)->next = memcpy(malloc(sizeof(Object)), *p, sizeof(Object));
                    (*p)->next->next = t;
                    (*p)->dir += ((float)(rand()%628))/100.0;
                    accelerate(g, *p, 0.5);
                    (*p)->next->dir += ((float)(rand()%628))/100.0;
                    accelerate(g, (*p)->next, 1.0);
                }

                if(!*o)
                    return;
                if(!*p)
                    break;
            }
        }
    }
    for(Object **o = &(g->particles); *o;) {
        update_object(*o);
        if((*o)->lifetime == 0) {
            Object *t = *o;
            *o = (*o)->next;
            free(t);
        } else {
            o = &(*o)->next;
        }
    }
}
예제 #3
0
파일: handler.c 프로젝트: okeuday/sillymud
void update_object( struct obj_data *obj, int use){
  
  if (obj->obj_flags.timer > 0)	obj->obj_flags.timer -= use;
  if (obj->contains) update_object(obj->contains, use);
  if (obj->next_content) 
    if (obj->next_content != obj)
      update_object(obj->next_content, use);
}
예제 #4
0
파일: handler.c 프로젝트: Calebros/aol
void update_object(struct obj_data * obj, int use)
{
  if (GET_OBJ_TIMER(obj) > 0)
    GET_OBJ_TIMER(obj) -= use;
  if (obj->contains)
    update_object(obj->contains, use);
  if (obj->next_content)
    update_object(obj->next_content, use);
}
예제 #5
0
파일: handler.c 프로젝트: Lundessa/raven3
static void update_object(struct obj_data *obj, int use)
{
  /* dont update objects with a timer trigger */
  if (!SCRIPT_CHECK(obj, OTRIG_TIMER) && (GET_OBJ_TIMER(obj) > 0))
    GET_OBJ_TIMER(obj) -= use;
  if (obj->contains)
    update_object(obj->contains, use);
  if (obj->next_content)
    update_object(obj->next_content, use);
}
예제 #6
0
파일: handler.c 프로젝트: okeuday/sillymud
void update_char_objects( struct char_data *ch )
{
  
  int i;
  
  if (ch->equipment[WEAR_LIGHT])
    if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
      if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2] > 0)
	(ch->equipment[WEAR_LIGHT]->obj_flags.value[2])--;
  
  for(i = 0;i < MAX_WEAR;i++) 
    if (ch->equipment[i])
      update_object(ch->equipment[i],2);
  
  if (ch->carrying) update_object(ch->carrying,1);
}
예제 #7
0
/**
 * Handles showing of a trap.
 * @param trap The trap.
 * @param where Where.
 * @return 1 if the trap was shown, 0 otherwise. */
int trap_show(object *trap, object *where)
{
	object *env;

	if (where == NULL)
	{
		return 0;
	}

	env = trap->env;
	/* We must remove and reinsert it.. */
	remove_ob(trap);
	CLEAR_FLAG(trap, FLAG_SYS_OBJECT);
	CLEAR_MULTI_FLAG(trap, FLAG_IS_INVISIBLE);
	trap->layer = LAYER_EFFECT;

	if (env && env->type != PLAYER && env->type != MONSTER && env->type != DOOR && !QUERY_FLAG(env, FLAG_NO_PASS))
	{
		SET_FLAG(env, FLAG_IS_TRAPPED);

		/* Env object is on map */
		if (!env->env)
		{
			update_object(env, UP_OBJ_FACE);
		}
		/* Somewhere else - if visible, update */
		else
		{
			if (env->env->type == PLAYER || env->env->type == CONTAINER)
			{
				esrv_update_item(UPD_FLAGS, env->env, env);
			}
		}

		insert_ob_in_ob(trap, env);

		if (env->type == PLAYER || env->type == CONTAINER)
		{
			esrv_update_item(UPD_LOCATION, env, trap);
		}
	}
	else
	{
		insert_ob_in_map(trap, where->map, NULL, 0);
	}

	return 1;
}
예제 #8
0
파일: main.c 프로젝트: karfair/doge
void handle_timer_interrupts(){ //Interrupt for when hardware timer counts to zero
	int i; for( i = 0 ;  i < OBJECT_SIZE ;i++ ) {
		update_object(&co,i);
		update_object(&box,i);
		update_object(&spikes, i);
		update_object(&box_3 , i);
		update_object(&box_1, i );
	}
	update_object(&flag,0);//update winning flag

	IOWR_16DIRECT(TIMER_0_BASE,0,0); //needed to show that interrupt finished executing
	IOWR_16DIRECT(TIMER_0_BASE,4,0x5); //restarts the hardware timer before exiting the isr
	return;
}
예제 #9
0
void orient_editor::OnOK()
{
	vec3d delta, pos;
	object *ptr;

	UpdateData(TRUE);
	pos.xyz.x = convert(m_position_x);
	pos.xyz.y = convert(m_position_y);
	pos.xyz.z = convert(m_position_z);

	if ((((CButton *) GetDlgItem(IDC_POINT_TO_OBJECT))->GetCheck() == 1) ||
		(((CButton *) GetDlgItem(IDC_POINT_TO_LOCATION))->GetCheck() == 1))
			set_modified();

	vm_vec_sub(&delta, &pos, &Objects[cur_object_index].pos);
	if (delta.xyz.x || delta.xyz.y || delta.xyz.z)
		set_modified();

	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if (ptr->flags & OF_MARKED) {
			vm_vec_add2(&ptr->pos, &delta);
			update_object(ptr);
		}

		ptr = GET_NEXT(ptr);
	}

	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if (ptr->flags & OF_MARKED)
			object_moved(ptr);

		ptr = GET_NEXT(ptr);
	}

	theApp.record_window_data(&Object_wnd_data, this);
	CDialog::OnOK();
}
예제 #10
0
/**
 * This function unblocks the exits. We blocked them to keep things from
 * being dumped on them during the other phases of random map generation.
 * @param map Map to alter.
 * @param maze Map layout.
 * @param RP Random map parameters. */
void unblock_exits(mapstruct *map, char **maze, RMParms *RP)
{
	int x, y;
	object *walk;

	for (x = 0; x < RP->Xsize; x++)
	{
		for (y = 0; y < RP->Ysize; y++)
		{
			if (maze[x][y] == '>' || maze[x][y] == '<')
			{
				for (walk = get_map_ob(map, x, y); walk != NULL; walk = walk->above)
				{
					if (QUERY_FLAG(walk, FLAG_NO_PASS) && walk->type != DOOR)
					{
						CLEAR_FLAG(walk, FLAG_NO_PASS);
						update_object(walk, UP_OBJ_FLAGS);
					}
				}
			}
		}
	}
}
예제 #11
0
파일: update.c 프로젝트: yin-nadie/wodox
/*----------------------------------------------------------------------------
 * Update all
 *----------------------------------------------------------------------------*/
void
game_update(void)
{
    struct static_circuit *s;
    struct dynamic_circuit *d;
    struct object *o;
    int i;

    for (s = game.static_circuits; s; s = s->next)
        update_static_circuit(s);

    for (d = game.dynamic_circuits; d; d = d->next)
        update_dynamic_circuit(d);

    for (i = SIZE_3 - 1; i >= 0; --i)
        if ((o = OBJ[i]) && (o->type & HEAVY))
            update_heavy_object(o);

    update_player_object();

    for (i = 0; i < game.object_count; ++i)
        update_object(&game.cs.objects[i]);
}
예제 #12
0
파일: apply.c 프로젝트: atrinik/dwc
/**
 * Main apply handler.
 *
 * Checks for unpaid items before applying.
 * @param op ::object causing tmp to be applied.
 * @param tmp ::object being applied.
 * @param aflag Special (always apply/unapply) flags. Nothing is done
 * with them in this function - they are passed to apply_special().
 * @retval 0 Player or monster can't apply objects of that type.
 * @retval 1 Has been applied, or there was an error applying the object.
 * @retval 2 Objects of that type can't be applied if not in
 * inventory. */
int manual_apply(object *op, object *tmp, int aflag)
{
	if (tmp->head)
	{
		tmp = tmp->head;
	}

	if (op->type == PLAYER)
	{
		CONTR(op)->praying = 0;
	}

	if (QUERY_FLAG(tmp, FLAG_UNPAID) && !QUERY_FLAG(tmp, FLAG_APPLIED))
	{
		if (op->type == PLAYER)
		{
			new_draw_info(NDI_UNIQUE, op, "You should pay for it first.");
			return 1;
		}
		/* Monsters just skip unpaid items */
		else
		{
			return 0;
		}
	}

	/* Monsters must not apply random chests, nor magic_mouths with a counter */
	if (op->type != PLAYER && tmp->type == TREASURE)
	{
		return 0;
	}

	/* Trigger the APPLY event */
	if (!(aflag & AP_NO_EVENT) && trigger_event(EVENT_APPLY, op, tmp, NULL, NULL, aflag, 0, 0, SCRIPT_FIX_ACTIVATOR))
	{
		return 1;
	}

	aflag &= ~AP_NO_EVENT;

	/* Control apply by controling a set exp object level or player exp level */
	if (tmp->item_level)
	{
		int tmp_lev;

		if (tmp->item_skill)
		{
			tmp_lev = find_skill_exp_level(op, tmp->item_skill);
		}
		else
		{
			tmp_lev = op->level;
		}

		if (tmp->item_level > tmp_lev)
		{
			new_draw_info(NDI_UNIQUE, op, "The item level is too high to apply.");
			return 1;
		}
	}

	switch (tmp->type)
	{
		case HOLY_ALTAR:
			new_draw_info_format(NDI_UNIQUE, op, "You touch the %s.", tmp->name);

			if (change_skill(op, SK_PRAYING))
			{
				pray_at_altar(op, tmp);
			}
			else
			{
				new_draw_info(NDI_UNIQUE, op, "Nothing happens. It seems you miss the right skill.");
			}

			return 1;
			break;

		case HANDLE:
			new_draw_info(NDI_UNIQUE, op, "You turn the handle.");
			play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE, SOUND_NORMAL);
			tmp->value = tmp->value ? 0 : 1;
			SET_ANIMATION(tmp, ((NUM_ANIMATIONS(tmp) / NUM_FACINGS(tmp)) * tmp->direction) + tmp->value);
			update_object(tmp, UP_OBJ_FACE);
			push_button(tmp);

			return 1;

		case TRIGGER:
			if (check_trigger(tmp, op))
			{
				new_draw_info(NDI_UNIQUE, op, "You turn the handle.");
				play_sound_map(tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE, SOUND_NORMAL);
			}
			else
			{
				new_draw_info(NDI_UNIQUE, op, "The handle doesn't move.");
			}

			return 1;

		case EXIT:
			if (op->type != PLAYER || !tmp->map)
			{
				return 0;
			}

			/* If no map path specified, we assume it is the map path of the exit. */
			if (!EXIT_PATH(tmp))
			{
				FREE_AND_ADD_REF_HASH(EXIT_PATH(tmp), tmp->map->path);
			}

			if (!EXIT_PATH(tmp) || !is_legal_2ways_exit(op, tmp) || (EXIT_Y(tmp) == -1 && EXIT_X(tmp) == -1))
			{
				new_draw_info_format(NDI_UNIQUE, op, "The %s is closed.", query_name(tmp, NULL));
			}
			else
			{
				/* Don't display messages for random maps. */
				if (tmp->msg && strncmp(EXIT_PATH(tmp), "/!", 2) && strncmp(EXIT_PATH(tmp), "/random/", 8))
				{
					new_draw_info(NDI_NAVY, op, tmp->msg);
				}

				enter_exit(op, tmp);
			}

			return 1;

		case SIGN:
			apply_sign(op, tmp);
			return 1;

		case BOOK:
			if (op->type == PLAYER)
			{
				apply_book(op, tmp);
				return 1;
			}

			return 0;

		case SKILLSCROLL:
			if (op->type == PLAYER)
			{
				apply_skillscroll(op, tmp);
				return 1;
			}

			return 0;

		case SPELLBOOK:
			if (op->type == PLAYER)
			{
				apply_spellbook(op, tmp);
				return 1;
			}

			return 0;

		case SCROLL:
			apply_scroll(op, tmp);
			return 1;

		case POTION:
			(void) apply_potion(op, tmp);
			return 1;

		case LIGHT_APPLY:
			apply_player_light(op, tmp);
			return 1;

		case LIGHT_REFILL:
			apply_player_light_refill(op, tmp);
			return 1;

		/* Eneq(@csd.uu.se): Handle apply on containers. */
		case CLOSE_CON:
			if (op->type == PLAYER)
			{
				(void) esrv_apply_container(op, tmp->env);
			}

			return 1;

		case CONTAINER:
			if (op->type == PLAYER)
			{
				(void) esrv_apply_container(op, tmp);
			}

			return 1;

		case TREASURE:
			apply_treasure(op, tmp);
			return 1;

		case WEAPON:
		case ARMOUR:
		case BOOTS:
		case GLOVES:
		case AMULET:
		case GIRDLE:
		case BRACERS:
		case SHIELD:
		case HELMET:
		case RING:
		case CLOAK:
		case WAND:
		case ROD:
		case HORN:
		case SKILL:
		case BOW:
		case SKILL_ITEM:
			/* Not in inventory */
			if (tmp->env != op)
			{
				return 2;
			}

			(void) apply_special(op, tmp, aflag);
			return 1;

		case DRINK:
		case FOOD:
		case FLESH:
			apply_food(op, tmp);
			return 1;

		case POISON:
			apply_poison(op, tmp);
			return 1;

		case SAVEBED:
			if (op->type == PLAYER)
			{
				apply_savebed(op);
				return 1;
			}

			return 0;

		case ARMOUR_IMPROVER:
			if (op->type == PLAYER)
			{
				apply_armour_improver(op, tmp);
				return 1;
			}

			return 0;

		case WEAPON_IMPROVER:
			apply_weapon_improver(op, tmp);
			return 1;

		case CLOCK:
			if (op->type == PLAYER)
			{
				timeofday_t tod;

				get_tod(&tod);
				new_draw_info_format(NDI_UNIQUE, op, "It is %d minute%s past %d o'clock %s", tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), ((tod.hour % (HOURS_PER_DAY / 2) == 0) ? (HOURS_PER_DAY / 2) : ((tod.hour) % (HOURS_PER_DAY / 2))), ((tod.hour >= (HOURS_PER_DAY / 2)) ? "pm" : "am"));
				return 1;
			}

			return 0;

		case POWER_CRYSTAL:
			apply_power_crystal(op, tmp);
			return 1;

		/* For lighting torches/lanterns/etc */
		case LIGHTER:
			if (op->type == PLAYER)
			{
				apply_lighter(op, tmp);
				return 1;
			}

			return 0;

		/* So the below default case doesn't execute for these objects,
		 * even if they have message. */
		case DOOR:
			return 0;

		/* Nothing from the above... but show a message if it has one. */
		default:
			if (tmp->msg)
			{
				new_draw_info(NDI_UNIQUE, op, tmp->msg);
				return 1;
			}

			return 0;
	}
}
예제 #13
0
파일: apply.c 프로젝트: atrinik/dwc
/**
 * 'victim' moves onto 'trap' (trap has FLAG_WALK_ON or FLAG_FLY_ON set) or
 * 'victim' leaves 'trap' (trap has FLAG_WALK_OFF or FLAG_FLY_OFF) set.
 *
 * I added the flags parameter to give the single events more information
 * about whats going on:
 *
 * Most important is the "MOVE_APPLY_VANISHED" flag.
 * If set, a object has left a tile but "vanished" and not moved (perhaps
 * it exploded or something). This means that some events are not
 * triggered like trapdoors or teleporter traps for example which have a
 * "FLY/MOVE_OFF" set. This will avoid that they touch invalid objects.
 * @param trap Object victim moved on.
 * @param victim The object that moved on trap.
 * @param originator Player, monster or other object that caused 'victim'
 * to move onto 'trap'. Will receive messages caused by this action. May
 * be NULL, however, some types of traps require an originator to
 * function.
 * @param flags Flags. */
void move_apply(object *trap, object *victim, object *originator, int flags)
{
	static int recursion_depth = 0;

	/* move_apply() is the most likely candidate for causing unwanted and
	 * possibly unlimited recursion. */
	/* The following was changed because it was causing perfeclty correct
	 * maps to fail.  1)  it's not an error to recurse:
	 * rune detonates, summoning monster.  monster lands on nearby rune.
	 * nearby rune detonates.  This sort of recursion is expected and
	 * proper.  This code was causing needless crashes. */
	if (recursion_depth >= 500)
	{
		LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name);
		return;
	}

	if (trap->head)
	{
		trap = trap->head;
	}

	/* Trigger the TRIGGER event */
	if (trigger_event(EVENT_TRIGGER, victim, trap, originator, NULL, 0, 0, 0, SCRIPT_FIX_NOTHING))
	{
		return;
	}

	recursion_depth++;

	switch (trap->type)
	{
		/* these objects can trigger other objects connected to them.
		 * We need to check them at map loading time and other special
		 * events to be sure to have a 100% working map state. */
		case BUTTON:
		case PEDESTAL:
			update_button(trap);
			break;

		case TRIGGER_BUTTON:
		case TRIGGER_PEDESTAL:
		case TRIGGER_ALTAR:
			check_trigger(trap, victim);
			break;

		case CHECK_INV:
			check_inv(victim, trap);
			break;

		/* these objects trigger to but they are "instant".
		 * We don't need to check them when loading. */
		case ALTAR:
			/* sacrifice victim on trap */
			apply_altar(trap, victim, originator);
			break;

		case CONVERTER:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				convert_item(victim, trap);
			}

			break;

		case PLAYERMOVER:
			break;

		/* should be walk_on/fly_on only */
		case SPINNER:
			if (victim->direction)
			{
				if ((victim->direction = victim->direction + trap->direction) > 8)
				{
					victim->direction = (victim->direction % 8) + 1;
				}

				update_turn_face(victim);
			}

			break;

		case DIRECTOR:
			if (victim->direction)
			{
				victim->direction = trap->direction;
				update_turn_face(victim);
			}

			break;

		/* no need to hit anything */
		case MMISSILE:
			if (IS_LIVE(victim) && !(flags&MOVE_APPLY_VANISHED))
			{
				tag_t trap_tag = trap->count;
				hit_player(victim, trap->stats.dam, trap, AT_MAGIC);

				if (!was_destroyed(trap, trap_tag))
				{
					remove_ob(trap);
				}

				check_walk_off(trap, NULL, MOVE_APPLY_VANISHED);
			}

			break;

		case THROWN_OBJ:
			if (trap->inv == NULL || (flags & MOVE_APPLY_VANISHED))
			{
				break;
			}

		/* fallthrough */
		case ARROW:
			/* bad bug: monster throw a object, make a step forwards, step on object ,
			 * trigger this here and get hit by own missile - and will be own enemy.
			 * Victim then is his own enemy and will start to kill herself (this is
			 * removed) but we have not synced victim and his missile. To avoid senseless
			 * action, we avoid hits here */
			if ((IS_LIVE(victim) && trap->speed) && trap->owner != victim)
			{
				hit_with_arrow(trap, victim);
			}

			break;

		case CONE:
		case LIGHTNING:
			break;

		case BULLET:
			if ((QUERY_FLAG(victim, FLAG_NO_PASS) || IS_LIVE(victim)) && !(flags & MOVE_APPLY_VANISHED))
			{
				check_fired_arch(trap);
			}

			break;

		case TRAPDOOR:
		{
			int max, sound_was_played;
			object *ab;

			if ((flags & MOVE_APPLY_VANISHED))
			{
				break;
			}

			if (!trap->value)
			{
				sint32 tot;

				for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
				{
					if (!QUERY_FLAG(ab, FLAG_FLYING))
					{
						tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
					}
				}

				if (!(trap->value = (tot > trap->weight) ? 1 : 0))
				{
					break;
				}

				SET_ANIMATION(trap, (NUM_ANIMATIONS(trap) / NUM_FACINGS(trap)) * trap->direction + trap->value);
				update_object(trap, UP_OBJ_FACE);
			}

			for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab && !QUERY_FLAG(ab, FLAG_FLYING); ab = ab->above)
			{
				if (!sound_was_played)
				{
					play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE, SOUND_NORMAL);
					sound_was_played = 1;
				}

				if (ab->type == PLAYER)
				{
					new_draw_info(NDI_UNIQUE, ab, "You fall into a trapdoor!");
				}

				transfer_ob(ab, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, ab, trap);
			}

			break;
		}


		case PIT:
			/* Pit not open? */
			if ((flags & MOVE_APPLY_VANISHED) || trap->stats.wc > 0)
			{
				break;
			}

			play_sound_map(victim->map, victim->x, victim->y, SOUND_FALL_HOLE, SOUND_NORMAL);

			if (victim->type == PLAYER)
			{
				new_draw_info(NDI_UNIQUE, victim, "You fall through the hole!\n");
			}

			transfer_ob(victim->head ? victim->head : victim, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, victim, trap);

			break;

		case EXIT:
			/* If no map path specified, we assume it is the map path of the exit. */
			if (!EXIT_PATH(trap))
			{
				FREE_AND_ADD_REF_HASH(EXIT_PATH(trap), trap->map->path);
			}

			if (!(flags & MOVE_APPLY_VANISHED) && victim->type == PLAYER && EXIT_PATH(trap) && EXIT_Y(trap) != -1 && EXIT_X(trap) != -1)
			{
				/* Basically, don't show exits leading to random maps the players output. */
				if (trap->msg && strncmp(EXIT_PATH(trap), "/!", 2) && strncmp(EXIT_PATH(trap), "/random/", 8))
				{
					new_draw_info(NDI_NAVY, victim, trap->msg);
				}

				enter_exit(victim, trap);
			}

			break;

		case SHOP_MAT:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				apply_shop_mat(trap, victim);
			}

			break;

		/* Drop a certain amount of gold, and have one item identified */
		case IDENTIFY_ALTAR:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				apply_identify_altar(victim, trap, originator);
			}

			break;

		case SIGN:
			/* Only player should be able read signs */
			if (victim->type == PLAYER)
			{
				apply_sign(victim, trap);
			}

			break;

		case CONTAINER:
			if (victim->type == PLAYER)
			{
				(void) esrv_apply_container(victim, trap);
			}

			break;

		case RUNE:
			if (!(flags & MOVE_APPLY_VANISHED) && trap->level && IS_LIVE(victim))
			{
				spring_trap(trap, victim);
			}

			break;

#if 0
		/* we don't have this atm. */
		case DEEP_SWAMP:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				walk_on_deep_swamp(trap, victim);
			}

			break;
#endif

		default:
			LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type);
			break;
	}

	recursion_depth--;
}