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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.62 by elmex, Sat Aug 4 21:04:24 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
27 * collected in this file. 26 * collected in this file.
41 object *tmp; 40 object *tmp;
42 41
43 for (i = 1; i < 9; i += 2) 42 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) 43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 44 {
46 tmp->set_speed (0.1); 45 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 46 tmp->speed_left = -0.2f;
48 } 47 }
49 48
50 if (op->other_arch) 49 if (op->other_arch)
51 { 50 {
52 tmp = arch_to_object (op->other_arch); 51 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 68 for (i = 1; i < 9; i += 2)
70 { 69 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 71 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 72 { /* same key both doors */
74 tmp->set_speed (0.1); 73 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 74 tmp->speed_left = -0.2f;
76 } 75 }
77 } 76 }
78 77
79 if (op->other_arch) 78 if (op->other_arch)
80 { 79 {
100 99
101 object *op; 100 object *op;
102 101
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 103 {
105 // either copy one item form the inventory... 104 // either copy one item from the inventory...
106 if (!gen->inv) 105 if (!gen->inv)
107 return; 106 return;
108 107
109 // first select one item from the inventory 108 // first select one item from the inventory
110 int index = 0; 109 int index = 0;
115 op = object_create_clone (op); 114 op = object_create_clone (op);
116 115
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 117 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 118 }
119 else if (gen->other_arch)
120 {
121 // ...or use other_arch
122 op = arch_to_object (gen->other_arch);
123 }
120 else 124 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 125 return;
127 }
128 126
129 op->expand_tail (); 127 op->expand_tail ();
130 128
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0) 130 if (i >= 0)
220} 218}
221 219
222 220
223void 221void
224move_gate (object *op) 222move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 223{ /* 1 = going down, 0 = going up */
226 object *tmp; 224 object *tmp;
227 225
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 227 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 228 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 233 if (op->value)
236 { 234 {
237 if (--op->stats.wc <= 0) 235 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 236 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 237 op->stats.wc = 0;
240 if (op->arch->clone.speed) 238 if (op->arch->speed)
241 op->value = 0; 239 op->value = 0;
242 else 240 else
243 op->set_speed (0); 241 op->set_speed (0);
244 } 242 }
245 243
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 269 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 270 break;
273 271
274 if (tmp == NULL) 272 if (tmp == NULL)
275 { 273 {
276 if (op->arch->clone.speed) 274 if (op->arch->speed)
277 op->value = 1; 275 op->value = 1;
278 else 276 else
279 op->set_speed (0); 277 op->set_speed (0);
280 278
281 return; 279 return;
302 */ 300 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 302 {
305 /* Halfway or further, check blocks */ 303 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 304 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ;
308 307
309 if (tmp != NULL) 308 if (tmp)
310 { 309 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 311 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
313
314 if (tmp->type == PLAYER) 314 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 316 }
317 else 317 else
318 /* If the object is not alive, and the object either can 318 /* If the object is not alive, and the object either can
345 op->stats.food = 1; 345 op->stats.food = 1;
346 } 346 }
347 else 347 else
348 { 348 {
349 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
350 if (!op->arch->clone.stats.ac) 350 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
353 } 353 }
354 } /* gate is halfway up */ 354 } /* gate is halfway up */
355 355
572 return NULL; 572 return NULL;
573 } 573 }
574 574
575 op->set_speed (0); 575 op->set_speed (0);
576 op->direction = 0; 576 op->direction = 0;
577 op->move_on = 0; 577 op->move_on = 0;
578 op->move_type = 0; 578 op->move_type = 0;
579 op->skill = 0; // really?
580
581 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 582 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 583 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 584 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 585
585 if (op->spellarg != NULL) 586 if (op->spellarg)
586 { 587 {
587 op->slaying = op->spellarg; 588 op->slaying = op->spellarg;
588 free (op->spellarg); 589 free (op->spellarg);
589 op->spellarg = NULL; 590 op->spellarg = 0;
590 } 591 }
591 else 592 else
592 op->slaying = NULL; 593 op->slaying = 0;
593 594
594 /* Reset these to zero, so that object::can_merge will work properly */ 595 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 596 op->spellarg = NULL;
596 op->stats.sp = 0; 597 op->stats.sp = 0;
597 op->stats.hp = 0; 598 op->stats.hp = 0;
598 op->stats.grace = 0; 599 op->stats.grace = 0;
599 op->level = 0; 600 op->level = 0;
600 op->face = op->arch->clone.face; 601 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 602 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 603 update_object (op, UP_OBJ_CHANGE);
603 return op; 604 return op;
604} 605}
605 606
626 op->destroy (); 627 op->destroy ();
627 } 628 }
628 else 629 else
629 { 630 {
630 op = fix_stopped_arrow (op); 631 op = fix_stopped_arrow (op);
632
631 if (op) 633 if (op)
632 merge_ob (op, NULL); 634 merge_ob (op, 0);
633 } 635 }
634} 636}
635 637
636/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 639 */
906 move_teleporter (op->more); 908 move_teleporter (op->more);
907 909
908 if (op->head) 910 if (op->head)
909 head = op->head; 911 head = op->head;
910 912
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 913 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 915 break;
914 916
915 /* If nothing above us to move, nothing to do */ 917 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 952 return;
951 teleport (head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
952 } 954 }
953} 955}
954
955 956
956/* This object will teleport someone to a different map 957/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 958 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 959 This was invented for giving classes, but there's no reason it
959 can't be generalized. 960 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1013 return; /* dm has created a firewall in his inventory */
1013 1014
1014 spell = op->inv; 1015 spell = op->inv;
1015 1016
1016 if (!spell || spell->type != SPELL) 1017 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1018 spell = op->other_arch;
1018 1019
1019 if (!spell) 1020 if (!spell)
1020 { 1021 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1022 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1023 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1036 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1037 */
1037void 1038void
1038move_player_mover (object *op) 1039move_player_mover (object *op)
1039{ 1040{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
1042 sint16 nx, ny; 1042 sint16 nx, ny;
1043 maptile *m; 1043 maptile *m;
1044 1044
1045 /* Determine direction now for random movers so we do the right thing */ 1045 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1046 if (!dir)
1047 dir = rndm (1, 8); 1047 dir = rndm (1, 8);
1048 1048
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1049 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1050 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1052 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1053 {
1054 1054
1071 } 1071 }
1072 1072
1073 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1074 return; 1074 return;
1075 1075
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1076 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1077 {
1078 if (nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1079 nextmover->speed_left = -.99f;
1080
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1082 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1083 }
1085 1084
1086 if (victim->type == PLAYER) 1085 if (victim->type == PLAYER)
1087 { 1086 {
1088 /* only level >=1 movers move people */ 1087 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1091 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1092 * place. This can happen if the player used a spell to
1094 * get to this space. 1093 * get to this space.
1095 */ 1094 */
1096 victim->contr->fire_on = 0; 1095 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1096 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1097 move_player (victim, dir);
1099 } 1098 }
1100 else 1099 else
1101 return; 1100 return;
1102 } 1101 }
1106 if (!op->stats.maxsp && op->attacktype) 1105 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1106 op->stats.maxsp = 2;
1108 1107
1109 if (op->attacktype) 1108 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1109 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1110 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1111 }
1122 } 1112 }
1123 } 1113 }
1124} 1114}
1125 1115
1144 if (op->above == NULL) 1134 if (op->above == NULL)
1145 return; 1135 return;
1146 1136
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1137 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1138 {
1149 if (op->other_arch->name == tmp->arch->name) 1139 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1140 {
1151 if (op->level <= 0) 1141 if (op->level <= 0)
1152 tmp->destroy (); 1142 tmp->destroy ();
1153 else 1143 else
1154 { 1144 {
1227 { 1217 {
1228 new_ob->destroy (); 1218 new_ob->destroy ();
1229 return; 1219 return;
1230 } 1220 }
1231 1221
1222 // for now lets try to identify everything generated here, it mostly
1223 // happens automated, so this will at least fix many identify-experience holes
1224 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1225
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1226 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1228 return;
1235 1229
1236 if (creator->slaying) 1230 if (creator->slaying)
1250void 1244void
1251move_marker (object *op) 1245move_marker (object *op)
1252{ 1246{
1253 if (object *tmp = op->ms ().player ()) 1247 if (object *tmp = op->ms ().player ())
1254 { 1248 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1250 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1260 { 1254 {
1261 tmp2->destroy (); 1255 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1256
1265 /* cycle through his inventory to look for the MARK we want to
1266 * place
1267 */
1268 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1269 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1270 break;
1271
1272 /* if we didn't find our own MARK */
1273 if (!tmp2)
1274 {
1275 object *force = get_archetype (FORCE_NAME);
1276
1277 if (op->stats.food)
1278 {
1279 force->set_speed (0.01);
1280 force->speed_left = -op->stats.food;
1281 }
1282 else
1283 force->set_speed (0);
1284
1285 /* put in the lock code */
1286 force->slaying = op->slaying;
1287
1288 if (op->lore)
1289 force->lore = op->lore;
1290
1291 insert_ob_in_ob (force, tmp);
1292 if (op->msg) 1257 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1259
1295 if (op->stats.hp > 0) 1260 if (op->stats.hp > 0)
1296 { 1261 {
1297 op->stats.hp--; 1262 op->stats.hp--;
1263
1298 if (op->stats.hp == 0) 1264 if (op->stats.hp == 0)
1299 { 1265 {
1300 /* marker expires--granted mark number limit */ 1266 /* marker expires--granted mark number limit */
1301 op->destroy (); 1267 op->destroy ();
1302 return; 1268 return;
1304 } 1270 }
1305 } 1271 }
1306 } 1272 }
1307} 1273}
1308 1274
1309int 1275void
1310process_object (object *op) 1276process_object (object *op)
1311{ 1277{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1279 return;
1314 1280
1315 if (INVOKE_OBJECT (TICK, op)) 1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1282 return;
1317 1283
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1286 return;
1321 1287
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1288 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1289 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1290 animate_object (op, op->contr ? op->facing : op->direction);
1328 1291
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1293 make_sure_seen (op);
1331 } 1294 }
1332 1295
1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1301 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1303 {
1335 change_object (op); 1304 change_object (op);
1336 return 1; 1305 return;
1337 } 1306 }
1338 1307
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1309 generate_monster (op);
1341 1310
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1311 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1312 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1314 remove_force (op);
1346 else 1315 else
1347 { 1316 {
1348 /* IF necessary, delete the item from the players inventory */ 1317 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1318 object *pl = op->in_player ();
1350 1319
1351 if (pl) 1320 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1321 esrv_del_item (pl->contr, op->count);
1353 1322
1354 op->remove (); 1323 op->remove ();
1355 1324
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1325 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1326 make_sure_not_seen (op);
1358 1327
1359 op->destroy (); 1328 op->destroy ();
1360 } 1329 }
1361 1330
1362 return 1; 1331 return;
1332 }
1363 } 1333 }
1364 1334
1365 switch (op->type) 1335 switch (op->type)
1366 { 1336 {
1367 case SPELL_EFFECT: 1337 case SPELL_EFFECT:
1368 move_spell_effect (op); 1338 move_spell_effect (op);
1369 return 1; 1339 break;
1370 1340
1371 case ROD: 1341 case ROD:
1372 case HORN: 1342 case HORN:
1373 regenerate_rod (op); 1343 regenerate_rod (op);
1374 return 1; 1344 break;
1375 1345
1376 case FORCE: 1346 case FORCE:
1377 case POTION_EFFECT: 1347 case POTION_EFFECT:
1378 remove_force (op); 1348 remove_force (op);
1379 return 1; 1349 break;
1380 1350
1381 case BLINDNESS: 1351 case BLINDNESS:
1382 remove_blindness (op); 1352 remove_blindness (op);
1383 return 0; 1353 break;
1384 1354
1385 case POISONING: 1355 case POISONING:
1386 poison_more (op); 1356 poison_more (op);
1387 return 0; 1357 break;
1388 1358
1389 case DISEASE: 1359 case DISEASE:
1390 move_disease (op); 1360 move_disease (op);
1391 return 0; 1361 break;
1392 1362
1393 case SYMPTOM: 1363 case SYMPTOM:
1394 move_symptom (op); 1364 move_symptom (op);
1395 return 0; 1365 break;
1396 1366
1397 case THROWN_OBJ: 1367 case THROWN_OBJ:
1398 case ARROW: 1368 case ARROW:
1399 move_arrow (op); 1369 move_arrow (op);
1400 return 0; 1370 break;
1401 1371
1402 case DOOR: 1372 case DOOR:
1403 remove_door (op); 1373 remove_door (op);
1404 return 0; 1374 break;
1405 1375
1406 case LOCKED_DOOR: 1376 case LOCKED_DOOR:
1407 remove_door2 (op); 1377 remove_door2 (op);
1408 return 0; 1378 break;
1409 1379
1410 case TELEPORTER: 1380 case TELEPORTER:
1411 move_teleporter (op); 1381 move_teleporter (op);
1412 return 0; 1382 break;
1413 1383
1414 case GOLEM: 1384 case GOLEM:
1415 move_golem (op); 1385 move_golem (op);
1416 return 0; 1386 break;
1417 1387
1418 case EARTHWALL: 1388 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1389 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1390 break;
1421 1391
1422 case FIREWALL: 1392 case FIREWALL:
1423 move_firewall (op); 1393 move_firewall (op);
1424 if (op->stats.maxsp) 1394 if (op->stats.maxsp)
1425 animate_turning (op); 1395 animate_turning (op);
1426 return 0; 1396 break;
1427 1397
1428 case MOOD_FLOOR: 1398 case MOOD_FLOOR:
1429 do_mood_floor (op); 1399 do_mood_floor (op);
1430 return 0; 1400 break;
1431 1401
1432 case GATE: 1402 case GATE:
1433 move_gate (op); 1403 move_gate (op);
1434 return 0; 1404 break;
1435 1405
1436 case TIMED_GATE: 1406 case TIMED_GATE:
1437 move_timed_gate (op); 1407 move_timed_gate (op);
1438 return 0; 1408 break;
1439 1409
1440 case TRIGGER: 1410 case TRIGGER:
1441 case TRIGGER_BUTTON: 1411 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1412 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1413 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1414 animate_trigger (op);
1445 return 0; 1415 break;
1446 1416
1447 case DETECTOR: 1417 case DETECTOR:
1448 move_detector (op); 1418 move_detector (op);
1449 1419
1450 case DIRECTOR: 1420 case DIRECTOR:
1451 if (op->stats.maxsp) 1421 if (op->stats.maxsp)
1452 animate_turning (op); 1422 animate_turning (op);
1453 return 0; 1423 break;
1454 1424
1455 case HOLE: 1425 case HOLE:
1456 move_hole (op); 1426 move_hole (op);
1457 return 0; 1427 break;
1458 1428
1459 case DEEP_SWAMP: 1429 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1430 move_deep_swamp (op);
1461 return 0; 1431 break;
1462 1432
1463 case RUNE: 1433 case RUNE:
1464 case TRAP: 1434 case TRAP:
1465 move_rune (op); 1435 move_rune (op);
1466 return 0; 1436 break;
1467 1437
1468 case PLAYERMOVER: 1438 case PLAYERMOVER:
1469 move_player_mover (op); 1439 move_player_mover (op);
1470 return 0; 1440 break;
1471 1441
1472 case CREATOR: 1442 case CREATOR:
1473 move_creator (op); 1443 move_creator (op);
1474 return 0; 1444 break;
1475 1445
1476 case MARKER: 1446 case MARKER:
1477 move_marker (op); 1447 move_marker (op);
1478 return 0; 1448 break;
1479 1449
1480 case PLAYER_CHANGER: 1450 case PLAYER_CHANGER:
1481 move_player_changer (op); 1451 move_player_changer (op);
1482 return 0; 1452 break;
1483 1453
1484 case PEACEMAKER: 1454 case PEACEMAKER:
1485 move_peacemaker (op); 1455 move_peacemaker (op);
1486 return 0; 1456 break;
1487 }
1488 1457
1489 return 0; 1458 case PLAYER:
1459 // players have their own speed-management, so undo the --speed_left
1460 ++op->speed_left;
1461 break;
1462 }
1490} 1463}
1464

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