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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 1.63 by root, Sat Aug 4 22:23:47 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 {
97 96
98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
99 return; 98 return;
100 99
101 object *op; 100 object *op;
101 int i;
102 102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 104 {
105 // either copy one item form the inventory... 105 // either copy one item from the inventory...
106 if (!gen->inv) 106 if (!gen->inv)
107 return; 107 return;
108 108
109 // first select one item from the inventory 109 // first select one item from the inventory
110 int index = 0; 110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 112 if (!rndm (++index))
113 op = tmp; 113 op = tmp;
114 114
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
116 if (i < 0)
117 return;
118
115 op = object_create_clone (op); 119 op = object_create_clone (op);
116 120
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE); 122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 } 123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
120 else 133 else
121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return; 134 return;
127 }
128 135
129 op->expand_tail (); 136 op->expand_tail ();
130 137
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])) 138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 { 139 {
136 if (rndm (0, 9)) 140 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty); 141 generate_artifact (op, gen->map->difficulty);
138 142
139 if (op->has_random_items ()) 143 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); 144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141 145
142 return; 146 return;
143 }
144 } 147 }
145 148
146 op->destroy (); 149 op->destroy ();
147} 150}
148 151
220} 223}
221 224
222 225
223void 226void
224move_gate (object *op) 227move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 228{ /* 1 = going down, 0 = going up */
226 object *tmp; 229 object *tmp;
227 230
228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
229 { 232 {
230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 233 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
235 if (op->value) 238 if (op->value)
236 { 239 {
237 if (--op->stats.wc <= 0) 240 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 241 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 242 op->stats.wc = 0;
240 if (op->arch->clone.speed) 243 if (op->arch->speed)
241 op->value = 0; 244 op->value = 0;
242 else 245 else
243 op->set_speed (0); 246 op->set_speed (0);
244 } 247 }
245 248
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 275 break;
273 276
274 if (tmp == NULL) 277 if (tmp == NULL)
275 { 278 {
276 if (op->arch->clone.speed) 279 if (op->arch->speed)
277 op->value = 1; 280 op->value = 1;
278 else 281 else
279 op->set_speed (0); 282 op->set_speed (0);
280 283
281 return; 284 return;
302 */ 305 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 307 {
305 /* Halfway or further, check blocks */ 308 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 309 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
308 312
309 if (tmp != NULL) 313 if (tmp)
310 { 314 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 316 {
313 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
318
314 if (tmp->type == PLAYER) 319 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 320 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 } 321 }
317 else 322 else
318 /* If the object is not alive, and the object either can 323 /* If the object is not alive, and the object either can
345 op->stats.food = 1; 350 op->stats.food = 1;
346 } 351 }
347 else 352 else
348 { 353 {
349 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
350 if (!op->arch->clone.stats.ac) 355 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW); 356 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y); 357 update_all_los (op->map, op->x, op->y);
353 } 358 }
354 } /* gate is halfway up */ 359 } /* gate is halfway up */
355 360
572 return NULL; 577 return NULL;
573 } 578 }
574 579
575 op->set_speed (0); 580 op->set_speed (0);
576 op->direction = 0; 581 op->direction = 0;
577 op->move_on = 0; 582 op->move_on = 0;
578 op->move_type = 0; 583 op->move_type = 0;
584 op->skill = 0; // really?
585
586 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 587 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 588 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 589 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 590
585 if (op->spellarg != NULL) 591 if (op->spellarg)
586 { 592 {
587 op->slaying = op->spellarg; 593 op->slaying = op->spellarg;
588 free (op->spellarg); 594 free (op->spellarg);
589 op->spellarg = NULL; 595 op->spellarg = 0;
590 } 596 }
591 else 597 else
592 op->slaying = NULL; 598 op->slaying = 0;
593 599
594 /* Reset these to zero, so that object::can_merge will work properly */ 600 /* Reset these to zero, so that object::can_merge will work properly */
595 op->spellarg = NULL; 601 op->spellarg = NULL;
596 op->stats.sp = 0; 602 op->stats.sp = 0;
597 op->stats.hp = 0; 603 op->stats.hp = 0;
598 op->stats.grace = 0; 604 op->stats.grace = 0;
599 op->level = 0; 605 op->level = 0;
600 op->face = op->arch->clone.face; 606 op->face = op->arch->face;
601 op->owner = NULL; /* So that stopped arrows will be saved */ 607 op->owner = NULL; /* So that stopped arrows will be saved */
602 update_object (op, UP_OBJ_CHANGE); 608 update_object (op, UP_OBJ_CHANGE);
603 return op; 609 return op;
604} 610}
605 611
626 op->destroy (); 632 op->destroy ();
627 } 633 }
628 else 634 else
629 { 635 {
630 op = fix_stopped_arrow (op); 636 op = fix_stopped_arrow (op);
637
631 if (op) 638 if (op)
632 merge_ob (op, NULL); 639 merge_ob (op, 0);
633 } 640 }
634} 641}
635 642
636/* Move an arrow along its course. op is the arrow or thrown object. 643/* Move an arrow along its course. op is the arrow or thrown object.
637 */ 644 */
906 move_teleporter (op->more); 913 move_teleporter (op->more);
907 914
908 if (op->head) 915 if (op->head)
909 head = op->head; 916 head = op->head;
910 917
911 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 918 for (tmp = op->above; tmp; tmp = tmp->above)
912 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 919 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
913 break; 920 break;
914 921
915 /* If nothing above us to move, nothing to do */ 922 /* If nothing above us to move, nothing to do */
916 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 923 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
949 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 956 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
950 return; 957 return;
951 teleport (head, TELEPORTER, tmp); 958 teleport (head, TELEPORTER, tmp);
952 } 959 }
953} 960}
954
955 961
956/* This object will teleport someone to a different map 962/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 963 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 964 This was invented for giving classes, but there's no reason it
959 can't be generalized. 965 can't be generalized.
1012 return; /* dm has created a firewall in his inventory */ 1018 return; /* dm has created a firewall in his inventory */
1013 1019
1014 spell = op->inv; 1020 spell = op->inv;
1015 1021
1016 if (!spell || spell->type != SPELL) 1022 if (!spell || spell->type != SPELL)
1017 spell = &op->other_arch->clone; 1023 spell = op->other_arch;
1018 1024
1019 if (!spell) 1025 if (!spell)
1020 { 1026 {
1021 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1027 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1022 return; 1028 return;
1035 * it'll paralyze the victim for hp*his speed/op->speed 1041 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1042 */
1037void 1043void
1038move_player_mover (object *op) 1044move_player_mover (object *op)
1039{ 1045{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1046 int dir = op->stats.sp;
1042 sint16 nx, ny; 1047 sint16 nx, ny;
1043 maptile *m; 1048 maptile *m;
1044 1049
1045 /* Determine direction now for random movers so we do the right thing */ 1050 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir) 1051 if (!dir)
1047 dir = rndm (1, 8); 1052 dir = rndm (1, 8);
1048 1053
1049 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1054 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 { 1055 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1056 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1057 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1058 {
1054 1059
1071 } 1076 }
1072 1077
1073 if (should_director_abort (op, victim)) 1078 if (should_director_abort (op, victim))
1074 return; 1079 return;
1075 1080
1076 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1081 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 { 1082 {
1078 if (nextmover->type == PLAYERMOVER) 1083 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1084 nextmover->speed_left = -.99f;
1085
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1086 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1087 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084 } 1088 }
1085 1089
1086 if (victim->type == PLAYER) 1090 if (victim->type == PLAYER)
1087 { 1091 {
1088 /* only level >=1 movers move people */ 1092 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1096 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1097 * place. This can happen if the player used a spell to
1094 * get to this space. 1098 * get to this space.
1095 */ 1099 */
1096 victim->contr->fire_on = 0; 1100 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1101 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1102 move_player (victim, dir);
1099 } 1103 }
1100 else 1104 else
1101 return; 1105 return;
1102 } 1106 }
1106 if (!op->stats.maxsp && op->attacktype) 1110 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1111 op->stats.maxsp = 2;
1108 1112
1109 if (op->attacktype) 1113 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1114 { /* flag to paralyze the player */
1111
1112 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1115 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 } 1116 }
1122 } 1117 }
1123 } 1118 }
1124} 1119}
1125 1120
1144 if (op->above == NULL) 1139 if (op->above == NULL)
1145 return; 1140 return;
1146 1141
1147 for (tmp = op->above; tmp; tmp = tmp->above) 1142 for (tmp = op->above; tmp; tmp = tmp->above)
1148 { 1143 {
1149 if (op->other_arch->name == tmp->arch->name) 1144 if (op->other_arch->archname == tmp->arch->archname)
1150 { 1145 {
1151 if (op->level <= 0) 1146 if (op->level <= 0)
1152 tmp->destroy (); 1147 tmp->destroy ();
1153 else 1148 else
1154 { 1149 {
1227 { 1222 {
1228 new_ob->destroy (); 1223 new_ob->destroy ();
1229 return; 1224 return;
1230 } 1225 }
1231 1226
1227 // for now lets try to identify everything generated here, it mostly
1228 // happens automated, so this will at least fix many identify-experience holes
1229 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1230
1232 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1231 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1233 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1232 if (QUERY_FLAG (new_ob, FLAG_FREED))
1234 return; 1233 return;
1235 1234
1236 if (creator->slaying) 1235 if (creator->slaying)
1250void 1249void
1251move_marker (object *op) 1250move_marker (object *op)
1252{ 1251{
1253 if (object *tmp = op->ms ().player ()) 1252 if (object *tmp = op->ms ().player ())
1254 { 1253 {
1255 object *tmp2;
1256
1257 /* remove an old force with a slaying field == op->name */ 1254 /* remove an old force with a slaying field == op->name */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1255 if (object *force = tmp->force_find (op->name))
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1256 force->destroy ();
1257
1258 if (!tmp->force_find (op->slaying))
1260 { 1259 {
1261 tmp2->destroy (); 1260 tmp->force_add (op->slaying, op->stats.food);
1262 break;
1263 }
1264 1261
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) 1262 if (op->msg)
1293 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1263 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1294 1264
1295 if (op->stats.hp > 0) 1265 if (op->stats.hp > 0)
1296 { 1266 {
1297 op->stats.hp--; 1267 op->stats.hp--;
1268
1298 if (op->stats.hp == 0) 1269 if (op->stats.hp == 0)
1299 { 1270 {
1300 /* marker expires--granted mark number limit */ 1271 /* marker expires--granted mark number limit */
1301 op->destroy (); 1272 op->destroy ();
1302 return; 1273 return;
1304 } 1275 }
1305 } 1276 }
1306 } 1277 }
1307} 1278}
1308 1279
1309int 1280void
1310process_object (object *op) 1281process_object (object *op)
1311{ 1282{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1283 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1284 return;
1314 1285
1315 if (INVOKE_OBJECT (TICK, op)) 1286 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1287 return;
1317 1288
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1289 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1290 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1291 return;
1321 1292
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1293 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1294 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1295 animate_object (op, op->contr ? op->facing : op->direction);
1328 1296
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1297 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1298 make_sure_seen (op);
1331 } 1299 }
1332 1300
1301 if (expect_false (
1302 op->flag [FLAG_GENERATOR]
1303 || op->flag [FLAG_CHANGING]
1304 || op->flag [FLAG_IS_USED_UP]
1305 ))
1306 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1307 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1308 {
1335 change_object (op); 1309 change_object (op);
1336 return 1; 1310 return;
1337 } 1311 }
1338 1312
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1313 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1314 generate_monster (op);
1341 1315
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1316 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1317 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1318 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1319 remove_force (op);
1346 else 1320 else
1347 { 1321 {
1348 /* IF necessary, delete the item from the players inventory */ 1322 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1323 object *pl = op->in_player ();
1350 1324
1351 if (pl) 1325 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1326 esrv_del_item (pl->contr, op->count);
1353 1327
1354 op->remove (); 1328 op->remove ();
1355 1329
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1331 make_sure_not_seen (op);
1358 1332
1359 op->destroy (); 1333 op->destroy ();
1360 } 1334 }
1361 1335
1362 return 1; 1336 return;
1337 }
1363 } 1338 }
1364 1339
1365 switch (op->type) 1340 switch (op->type)
1366 { 1341 {
1367 case SPELL_EFFECT: 1342 case SPELL_EFFECT:
1368 move_spell_effect (op); 1343 move_spell_effect (op);
1369 return 1; 1344 break;
1370 1345
1371 case ROD: 1346 case ROD:
1372 case HORN: 1347 case HORN:
1373 regenerate_rod (op); 1348 regenerate_rod (op);
1374 return 1; 1349 break;
1375 1350
1376 case FORCE: 1351 case FORCE:
1377 case POTION_EFFECT: 1352 case POTION_EFFECT:
1378 remove_force (op); 1353 remove_force (op);
1379 return 1; 1354 break;
1380 1355
1381 case BLINDNESS: 1356 case BLINDNESS:
1382 remove_blindness (op); 1357 remove_blindness (op);
1383 return 0; 1358 break;
1384 1359
1385 case POISONING: 1360 case POISONING:
1386 poison_more (op); 1361 poison_more (op);
1387 return 0; 1362 break;
1388 1363
1389 case DISEASE: 1364 case DISEASE:
1390 move_disease (op); 1365 move_disease (op);
1391 return 0; 1366 break;
1392 1367
1393 case SYMPTOM: 1368 case SYMPTOM:
1394 move_symptom (op); 1369 move_symptom (op);
1395 return 0; 1370 break;
1396 1371
1397 case THROWN_OBJ: 1372 case THROWN_OBJ:
1398 case ARROW: 1373 case ARROW:
1399 move_arrow (op); 1374 move_arrow (op);
1400 return 0; 1375 break;
1401 1376
1402 case DOOR: 1377 case DOOR:
1403 remove_door (op); 1378 remove_door (op);
1404 return 0; 1379 break;
1405 1380
1406 case LOCKED_DOOR: 1381 case LOCKED_DOOR:
1407 remove_door2 (op); 1382 remove_door2 (op);
1408 return 0; 1383 break;
1409 1384
1410 case TELEPORTER: 1385 case TELEPORTER:
1411 move_teleporter (op); 1386 move_teleporter (op);
1412 return 0; 1387 break;
1413 1388
1414 case GOLEM: 1389 case GOLEM:
1415 move_golem (op); 1390 move_golem (op);
1416 return 0; 1391 break;
1417 1392
1418 case EARTHWALL: 1393 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1394 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1395 break;
1421 1396
1422 case FIREWALL: 1397 case FIREWALL:
1423 move_firewall (op); 1398 move_firewall (op);
1424 if (op->stats.maxsp) 1399 if (op->stats.maxsp)
1425 animate_turning (op); 1400 animate_turning (op);
1426 return 0; 1401 break;
1427 1402
1428 case MOOD_FLOOR: 1403 case MOOD_FLOOR:
1429 do_mood_floor (op); 1404 do_mood_floor (op);
1430 return 0; 1405 break;
1431 1406
1432 case GATE: 1407 case GATE:
1433 move_gate (op); 1408 move_gate (op);
1434 return 0; 1409 break;
1435 1410
1436 case TIMED_GATE: 1411 case TIMED_GATE:
1437 move_timed_gate (op); 1412 move_timed_gate (op);
1438 return 0; 1413 break;
1439 1414
1440 case TRIGGER: 1415 case TRIGGER:
1441 case TRIGGER_BUTTON: 1416 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1417 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1418 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1419 animate_trigger (op);
1445 return 0; 1420 break;
1446 1421
1447 case DETECTOR: 1422 case DETECTOR:
1448 move_detector (op); 1423 move_detector (op);
1449 1424
1450 case DIRECTOR: 1425 case DIRECTOR:
1451 if (op->stats.maxsp) 1426 if (op->stats.maxsp)
1452 animate_turning (op); 1427 animate_turning (op);
1453 return 0; 1428 break;
1454 1429
1455 case HOLE: 1430 case HOLE:
1456 move_hole (op); 1431 move_hole (op);
1457 return 0; 1432 break;
1458 1433
1459 case DEEP_SWAMP: 1434 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1435 move_deep_swamp (op);
1461 return 0; 1436 break;
1462 1437
1463 case RUNE: 1438 case RUNE:
1464 case TRAP: 1439 case TRAP:
1465 move_rune (op); 1440 move_rune (op);
1466 return 0; 1441 break;
1467 1442
1468 case PLAYERMOVER: 1443 case PLAYERMOVER:
1469 move_player_mover (op); 1444 move_player_mover (op);
1470 return 0; 1445 break;
1471 1446
1472 case CREATOR: 1447 case CREATOR:
1473 move_creator (op); 1448 move_creator (op);
1474 return 0; 1449 break;
1475 1450
1476 case MARKER: 1451 case MARKER:
1477 move_marker (op); 1452 move_marker (op);
1478 return 0; 1453 break;
1479 1454
1480 case PLAYER_CHANGER: 1455 case PLAYER_CHANGER:
1481 move_player_changer (op); 1456 move_player_changer (op);
1482 return 0; 1457 break;
1483 1458
1484 case PEACEMAKER: 1459 case PEACEMAKER:
1485 move_peacemaker (op); 1460 move_peacemaker (op);
1486 return 0; 1461 break;
1487 }
1488 1462
1489 return 0; 1463 case PLAYER:
1464 // players have their own speed-management, so undo the --speed_left
1465 ++op->speed_left;
1466 break;
1467 }
1490} 1468}
1469

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