ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.35 by root, Tue Jan 9 01:28:32 2007 UTC vs.
Revision 1.51 by root, Fri May 18 20:45:37 2007 UTC

41 object *tmp; 41 object *tmp;
42 42
43 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 45 {
46 tmp->set_speed (0.1); 46 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
48 } 48 }
49 49
50 if (op->other_arch) 50 if (op->other_arch)
51 { 51 {
52 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
70 { 70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 73 { /* same key both doors */
74 tmp->set_speed (0.1); 74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
76 } 76 }
77 } 77 }
78 78
79 if (op->other_arch) 79 if (op->other_arch)
80 { 80 {
87 } 87 }
88 88
89 op->destroy (); 89 op->destroy ();
90} 90}
91 91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 92void
96generate_monster_inv (object *gen) 93generate_monster (object *gen)
97{ 94{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 95 if (!gen->map)
153 return; 96 return;
154 97
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 99 return;
192 100
101 object *op;
102
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
195 else 120 else
196 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
197 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
198} 147}
199 148
200void 149void
201remove_force (object *op) 150remove_force (object *op)
202{ 151{
245 return; 194 return;
246 } 195 }
247 196
248 if (op->stats.food == 1) 197 if (op->stats.food == 1)
249 { 198 {
250 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 200 * will not do anything.
252 */ 201 */
253 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
254 { 203 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
271} 220}
272 221
273 222
274void 223void
275move_gate (object *op) 224move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
277 object *tmp; 226 object *tmp;
278 227
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 229 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
353 */ 302 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 304 {
356 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
359 309
360 if (tmp != NULL) 310 if (tmp)
361 { 311 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 313 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
365 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 318 }
368 else 319 else
369 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
455 406
456 if (op->stats.hp) 407 if (op->stats.hp)
457 { 408 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 410 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 412 detected = 1;
413
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 415 detected = 1;
464 } 416 }
465 } 417 }
418
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 420 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 422 detected = 1;
472 } 423 }
473 424
474 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
604void 555void
605fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
606{ 557{
607 if (map == NULL) 558 if (map == NULL)
608 return; 559 return;
560
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 563 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
613} 565}
614 566
615
616object * 567object *
617fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
618{ 569{
619 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
620 { 571 {
623 return NULL; 574 return NULL;
624 } 575 }
625 576
626 op->set_speed (0); 577 op->set_speed (0);
627 op->direction = 0; 578 op->direction = 0;
628 op->move_on = 0; 579 op->move_on = 0;
629 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 587
636 if (op->spellarg != NULL) 588 if (op->spellarg)
637 { 589 {
638 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
639 free (op->spellarg); 591 free (op->spellarg);
640 op->spellarg = NULL; 592 op->spellarg = 0;
641 } 593 }
642 else 594 else
643 op->slaying = NULL; 595 op->slaying = 0;
644 596
645 /* Reset these to zero, so that object::can_merge will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 598 op->spellarg = NULL;
647 op->stats.sp = 0; 599 op->stats.sp = 0;
648 op->stats.hp = 0; 600 op->stats.hp = 0;
649 op->stats.grace = 0; 601 op->stats.grace = 0;
650 op->level = 0; 602 op->level = 0;
651 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
654 return op; 606 return op;
655} 607}
656 608
657/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 629 op->destroy ();
678 } 630 }
679 else 631 else
680 { 632 {
681 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
682 if (op) 635 if (op)
683 merge_ob (op, NULL); 636 merge_ob (op, 0);
684 } 637 }
685} 638}
686 639
687/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 641 */
689
690void 642void
691move_arrow (object *op) 643move_arrow (object *op)
692{ 644{
693 object *tmp; 645 object *tmp;
694 sint16 new_x, new_y; 646 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
767 */ 719 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 721 {
770 int number = op->face->number; 722 int number = op->face;
771 723
772 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
773 op->state = 0; 725 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
786 } 727 }
787 else 728 else
788 { 729 {
789 /* Attack the object. */ 730 /* Attack the object. */
1098 * it'll paralyze the victim for hp*his speed/op->speed 1039 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1040 */
1100void 1041void
1101move_player_mover (object *op) 1042move_player_mover (object *op)
1102{ 1043{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1044 int dir = op->stats.sp;
1105 sint16 nx, ny; 1045 sint16 nx, ny;
1106 maptile *m; 1046 maptile *m;
1107 1047
1108 /* Determine direction now for random movers so we do the right thing */ 1048 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1049 if (!dir)
1110 dir = rndm (1, 8); 1050 dir = rndm (1, 8);
1111 1051
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1052 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1053 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1054 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1055 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1056 {
1117 1057
1134 } 1074 }
1135 1075
1136 if (should_director_abort (op, victim)) 1076 if (should_director_abort (op, victim))
1137 return; 1077 return;
1138 1078
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1079 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1080 {
1141 if (nextmover->type == PLAYERMOVER) 1081 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1082 nextmover->speed_left = -.99f;
1083
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1085 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1086 }
1148 1087
1149 if (victim->type == PLAYER) 1088 if (victim->type == PLAYER)
1150 { 1089 {
1151 /* only level >=1 movers move people */ 1090 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1094 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1095 * place. This can happen if the player used a spell to
1157 * get to this space. 1096 * get to this space.
1158 */ 1097 */
1159 victim->contr->fire_on = 0; 1098 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1099 victim->speed_left = 0.f;
1161 move_player (victim, dir); 1100 move_player (victim, dir);
1162 } 1101 }
1163 else 1102 else
1164 return; 1103 return;
1165 } 1104 }
1169 if (!op->stats.maxsp && op->attacktype) 1108 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1109 op->stats.maxsp = 2;
1171 1110
1172 if (op->attacktype) 1111 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1112 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1113 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1114 }
1185 } 1115 }
1186 } 1116 }
1187} 1117}
1188 1118
1204 return; 1134 return;
1205 } 1135 }
1206 1136
1207 if (op->above == NULL) 1137 if (op->above == NULL)
1208 return; 1138 return;
1139
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1140 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1141 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1142 if (op->other_arch->name == tmp->arch->name)
1212 { 1143 {
1213 if (op->level <= 0) 1144 if (op->level <= 0)
1214 tmp->destroy (); 1145 tmp->destroy ();
1215 else 1146 else
1216 { 1147 {
1307 with a specific code as the slaying field. 1238 with a specific code as the slaying field.
1308 At that time, it writes the contents of its own message 1239 At that time, it writes the contents of its own message
1309 field to the player. The marker will decrement hp to 1240 field to the player. The marker will decrement hp to
1310 0 and then delete itself every time it grants a mark. 1241 0 and then delete itself every time it grants a mark.
1311 unless hp was zero to start with, in which case it is infinite.*/ 1242 unless hp was zero to start with, in which case it is infinite.*/
1312
1313void 1243void
1314move_marker (object *op) 1244move_marker (object *op)
1315{ 1245{
1316 if (object *tmp = op->ms ().player ()) 1246 if (object *tmp = op->ms ().player ())
1317 { 1247 {
1318 object *tmp2; 1248 object *tmp2;
1319 1249
1320 /* remove an old force with a slaying field == op->name */ 1250 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1251 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1252 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1323 { 1253 {
1324 tmp2->destroy (); 1254 tmp2->destroy ();
1325 break; 1255 break;
1326 } 1256 }
1327 1257
1328 /* cycle through his inventory to look for the MARK we want to 1258 /* cycle through his inventory to look for the MARK we want to
1329 * place 1259 * place
1330 */ 1260 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1261 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1262 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1333 break; 1263 break;
1334 1264
1335 /* if we didn't find our own MARK */ 1265 /* if we didn't find our own MARK */
1336 if (tmp2 == NULL) 1266 if (!tmp2)
1337 { 1267 {
1338 object *force = get_archetype (FORCE_NAME); 1268 object *force = get_archetype (FORCE_NAME);
1339 1269
1340 if (op->stats.food) 1270 if (op->stats.food)
1341 { 1271 {
1367 } 1297 }
1368 } 1298 }
1369 } 1299 }
1370} 1300}
1371 1301
1372int 1302void
1373process_object (object *op) 1303process_object (object *op)
1374{ 1304{
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1305 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1376 return 0; 1306 return;
1377 1307
1378 if (INVOKE_OBJECT (TICK, op)) 1308 if (INVOKE_OBJECT (TICK, op))
1379 return 0; 1309 return;
1380 1310
1381 if (QUERY_FLAG (op, FLAG_MONSTER)) 1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1; 1313 return;
1384 1314
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 { 1316 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction); 1317 animate_object (op, op->contr ? op->facing : op->direction);
1391 1318
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op); 1320 make_sure_seen (op);
1394 } 1321 }
1395 1322
1323 if (op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP])
1326 {
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1327 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 { 1328 {
1398 change_object (op); 1329 change_object (op);
1399 return 1; 1330 return;
1400 } 1331 }
1401 1332
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1333 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op); 1334 generate_monster (op);
1404 1335
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1336 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 { 1337 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED)) 1338 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op); 1339 remove_force (op);
1409 else 1340 else
1410 { 1341 {
1411 /* IF necessary, delete the item from the players inventory */ 1342 /* If necessary, delete the item from the players inventory */
1412 object *pl = op->in_player (); 1343 object *pl = op->in_player ();
1413 1344
1414 if (pl) 1345 if (pl)
1415 esrv_del_item (pl->contr, op->count); 1346 esrv_del_item (pl->contr, op->count);
1416 1347
1417 op->remove (); 1348 op->remove ();
1418 1349
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op); 1351 make_sure_not_seen (op);
1421 1352
1422 op->destroy (); 1353 op->destroy ();
1423 } 1354 }
1424 1355
1425 return 1; 1356 return;
1357 }
1426 } 1358 }
1427 1359
1428 switch (op->type) 1360 switch (op->type)
1429 { 1361 {
1430 case SPELL_EFFECT: 1362 case SPELL_EFFECT:
1431 move_spell_effect (op); 1363 move_spell_effect (op);
1432 return 1; 1364 break;
1433 1365
1434 case ROD: 1366 case ROD:
1435 case HORN: 1367 case HORN:
1436 regenerate_rod (op); 1368 regenerate_rod (op);
1437 return 1; 1369 break;
1438 1370
1439 case FORCE: 1371 case FORCE:
1440 case POTION_EFFECT: 1372 case POTION_EFFECT:
1441 remove_force (op); 1373 remove_force (op);
1442 return 1; 1374 break;
1443 1375
1444 case BLINDNESS: 1376 case BLINDNESS:
1445 remove_blindness (op); 1377 remove_blindness (op);
1446 return 0; 1378 break;
1447 1379
1448 case POISONING: 1380 case POISONING:
1449 poison_more (op); 1381 poison_more (op);
1450 return 0; 1382 break;
1451 1383
1452 case DISEASE: 1384 case DISEASE:
1453 move_disease (op); 1385 move_disease (op);
1454 return 0; 1386 break;
1455 1387
1456 case SYMPTOM: 1388 case SYMPTOM:
1457 move_symptom (op); 1389 move_symptom (op);
1458 return 0; 1390 break;
1459 1391
1460 case THROWN_OBJ: 1392 case THROWN_OBJ:
1461 case ARROW: 1393 case ARROW:
1462 move_arrow (op); 1394 move_arrow (op);
1463 return 0; 1395 break;
1464 1396
1465 case DOOR: 1397 case DOOR:
1466 remove_door (op); 1398 remove_door (op);
1467 return 0; 1399 break;
1468 1400
1469 case LOCKED_DOOR: 1401 case LOCKED_DOOR:
1470 remove_door2 (op); 1402 remove_door2 (op);
1471 return 0; 1403 break;
1472 1404
1473 case TELEPORTER: 1405 case TELEPORTER:
1474 move_teleporter (op); 1406 move_teleporter (op);
1475 return 0; 1407 break;
1476 1408
1477 case GOLEM: 1409 case GOLEM:
1478 move_golem (op); 1410 move_golem (op);
1479 return 0; 1411 break;
1480 1412
1481 case EARTHWALL: 1413 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1); 1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0; 1415 break;
1484 1416
1485 case FIREWALL: 1417 case FIREWALL:
1486 move_firewall (op); 1418 move_firewall (op);
1487 if (op->stats.maxsp) 1419 if (op->stats.maxsp)
1488 animate_turning (op); 1420 animate_turning (op);
1489 return 0; 1421 break;
1490 1422
1491 case MOOD_FLOOR: 1423 case MOOD_FLOOR:
1492 do_mood_floor (op); 1424 do_mood_floor (op);
1493 return 0; 1425 break;
1494 1426
1495 case GATE: 1427 case GATE:
1496 move_gate (op); 1428 move_gate (op);
1497 return 0; 1429 break;
1498 1430
1499 case TIMED_GATE: 1431 case TIMED_GATE:
1500 move_timed_gate (op); 1432 move_timed_gate (op);
1501 return 0; 1433 break;
1502 1434
1503 case TRIGGER: 1435 case TRIGGER:
1504 case TRIGGER_BUTTON: 1436 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL: 1437 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR: 1438 case TRIGGER_ALTAR:
1507 animate_trigger (op); 1439 animate_trigger (op);
1508 return 0; 1440 break;
1509 1441
1510 case DETECTOR: 1442 case DETECTOR:
1511 move_detector (op); 1443 move_detector (op);
1512 1444
1513 case DIRECTOR: 1445 case DIRECTOR:
1514 if (op->stats.maxsp) 1446 if (op->stats.maxsp)
1515 animate_turning (op); 1447 animate_turning (op);
1516 return 0; 1448 break;
1517 1449
1518 case HOLE: 1450 case HOLE:
1519 move_hole (op); 1451 move_hole (op);
1520 return 0; 1452 break;
1521 1453
1522 case DEEP_SWAMP: 1454 case DEEP_SWAMP:
1523 move_deep_swamp (op); 1455 move_deep_swamp (op);
1524 return 0; 1456 break;
1525 1457
1526 case RUNE: 1458 case RUNE:
1527 case TRAP: 1459 case TRAP:
1528 move_rune (op); 1460 move_rune (op);
1529 return 0; 1461 break;
1530 1462
1531 case PLAYERMOVER: 1463 case PLAYERMOVER:
1532 move_player_mover (op); 1464 move_player_mover (op);
1533 return 0; 1465 break;
1534 1466
1535 case CREATOR: 1467 case CREATOR:
1536 move_creator (op); 1468 move_creator (op);
1537 return 0; 1469 break;
1538 1470
1539 case MARKER: 1471 case MARKER:
1540 move_marker (op); 1472 move_marker (op);
1541 return 0; 1473 break;
1542 1474
1543 case PLAYER_CHANGER: 1475 case PLAYER_CHANGER:
1544 move_player_changer (op); 1476 move_player_changer (op);
1545 return 0; 1477 break;
1546 1478
1547 case PEACEMAKER: 1479 case PEACEMAKER:
1548 move_peacemaker (op); 1480 move_peacemaker (op);
1549 return 0; 1481 break;
1550 }
1551 1482
1552 return 0; 1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487 }
1553} 1488}
1489

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines