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Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC vs.
Revision 1.60 by root, Thu Jul 5 08:10:30 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)
147} 145}
148 146
149void 147void
150remove_force (object *op) 148remove_force (object *op)
151{ 149{
150 fprintf (stderr, "duration %s %d\n", &op->name, op->duration);//D
152 if (--op->duration > 0) 151 if (--op->duration > 0)
153 return; 152 return;
154 153
155 if (op->env) 154 if (op->env)
156 switch (op->subtype) 155 switch (op->subtype)
235 if (op->value) 234 if (op->value)
236 { 235 {
237 if (--op->stats.wc <= 0) 236 if (--op->stats.wc <= 0)
238 { /* Reached bottom, let's stop */ 237 { /* Reached bottom, let's stop */
239 op->stats.wc = 0; 238 op->stats.wc = 0;
240 if (op->arch->clone.speed) 239 if (op->arch->speed)
241 op->value = 0; 240 op->value = 0;
242 else 241 else
243 op->set_speed (0); 242 op->set_speed (0);
244 } 243 }
245 244
271 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 270 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
272 break; 271 break;
273 272
274 if (tmp == NULL) 273 if (tmp == NULL)
275 { 274 {
276 if (op->arch->clone.speed) 275 if (op->arch->speed)
277 op->value = 1; 276 op->value = 1;
278 else 277 else
279 op->set_speed (0); 278 op->set_speed (0);
280 279
281 return; 280 return;
347 op->stats.food = 1; 346 op->stats.food = 1;
348 } 347 }
349 else 348 else
350 { 349 {
351 op->move_block = MOVE_ALL; 350 op->move_block = MOVE_ALL;
352 if (!op->arch->clone.stats.ac) 351 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 352 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 353 update_all_los (op->map, op->x, op->y);
355 } 354 }
356 } /* gate is halfway up */ 355 } /* gate is halfway up */
357 356
574 return NULL; 573 return NULL;
575 } 574 }
576 575
577 op->set_speed (0); 576 op->set_speed (0);
578 op->direction = 0; 577 op->direction = 0;
579 op->move_on = 0; 578 op->move_on = 0;
580 op->move_type = 0; 579 op->move_type = 0;
580 op->skill = 0; // really?
581
582 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 583 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 584 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 585 op->attacktype = op->stats.grace;
584 op->slaying = 0;
585 op->skill = 0;
586 586
587 if (op->spellarg != NULL) 587 if (op->spellarg)
588 { 588 {
589 op->slaying = op->spellarg; 589 op->slaying = op->spellarg;
590 free (op->spellarg); 590 free (op->spellarg);
591 op->spellarg = NULL; 591 op->spellarg = 0;
592 } 592 }
593 else 593 else
594 op->slaying = NULL; 594 op->slaying = 0;
595 595
596 /* Reset these to zero, so that object::can_merge will work properly */ 596 /* Reset these to zero, so that object::can_merge will work properly */
597 op->spellarg = NULL; 597 op->spellarg = NULL;
598 op->stats.sp = 0; 598 op->stats.sp = 0;
599 op->stats.hp = 0; 599 op->stats.hp = 0;
600 op->stats.grace = 0; 600 op->stats.grace = 0;
601 op->level = 0; 601 op->level = 0;
602 op->face = op->arch->clone.face; 602 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
604 update_object (op, UP_OBJ_CHANGE); 604 update_object (op, UP_OBJ_CHANGE);
605 return op; 605 return op;
606} 606}
607 607
628 op->destroy (); 628 op->destroy ();
629 } 629 }
630 else 630 else
631 { 631 {
632 op = fix_stopped_arrow (op); 632 op = fix_stopped_arrow (op);
633
633 if (op) 634 if (op)
634 merge_ob (op, NULL); 635 merge_ob (op, 0);
635 } 636 }
636} 637}
637 638
638/* Move an arrow along its course. op is the arrow or thrown object. 639/* Move an arrow along its course. op is the arrow or thrown object.
639 */ 640 */
908 move_teleporter (op->more); 909 move_teleporter (op->more);
909 910
910 if (op->head) 911 if (op->head)
911 head = op->head; 912 head = op->head;
912 913
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 914 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 915 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 916 break;
916 917
917 /* If nothing above us to move, nothing to do */ 918 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 919 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 952 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 953 return;
953 teleport (head, TELEPORTER, tmp); 954 teleport (head, TELEPORTER, tmp);
954 } 955 }
955} 956}
956
957 957
958/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
960 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
961 can't be generalized. 961 can't be generalized.
1014 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1015 1015
1016 spell = op->inv; 1016 spell = op->inv;
1017 1017
1018 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1019 spell = op->other_arch;
1020 1020
1021 if (!spell) 1021 if (!spell)
1022 { 1022 {
1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1024 return; 1024 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1037 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1038 */
1039void 1039void
1040move_player_mover (object *op) 1040move_player_mover (object *op)
1041{ 1041{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1042 int dir = op->stats.sp;
1044 sint16 nx, ny; 1043 sint16 nx, ny;
1045 maptile *m; 1044 maptile *m;
1046 1045
1047 /* Determine direction now for random movers so we do the right thing */ 1046 /* Determine direction now for random movers so we do the right thing */
1048 if (!dir) 1047 if (!dir)
1049 dir = rndm (1, 8); 1048 dir = rndm (1, 8);
1050 1049
1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1050 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1052 { 1051 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1052 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1053 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1054 {
1056 1055
1073 } 1072 }
1074 1073
1075 if (should_director_abort (op, victim)) 1074 if (should_director_abort (op, victim))
1076 return; 1075 return;
1077 1076
1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1077 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1079 { 1078 {
1080 if (nextmover->type == PLAYERMOVER) 1079 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1080 nextmover->speed_left = -.99f;
1081
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1083 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1085 }
1086 } 1084 }
1087 1085
1088 if (victim->type == PLAYER) 1086 if (victim->type == PLAYER)
1089 { 1087 {
1090 /* only level >=1 movers move people */ 1088 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1092 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1093 * place. This can happen if the player used a spell to
1096 * get to this space. 1094 * get to this space.
1097 */ 1095 */
1098 victim->contr->fire_on = 0; 1096 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1097 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1098 move_player (victim, dir);
1101 } 1099 }
1102 else 1100 else
1103 return; 1101 return;
1104 } 1102 }
1108 if (!op->stats.maxsp && op->attacktype) 1106 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1107 op->stats.maxsp = 2;
1110 1108
1111 if (op->attacktype) 1109 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1110 { /* flag to paralyze the player */
1113
1114 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1111 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1115 /* Not sure why, but for some chars on metalforge, they
1116 * would sometimes get -inf speed_left, and from the
1117 * description, it could only happen here, so just put
1118 * a lower sanity limit. My only guess is that the
1119 * mover has 0 speed.
1120 */
1121 if (victim->speed_left < -5.0)
1122 victim->speed_left = -5.0;
1123 } 1112 }
1124 } 1113 }
1125 } 1114 }
1126} 1115}
1127 1116
1146 if (op->above == NULL) 1135 if (op->above == NULL)
1147 return; 1136 return;
1148 1137
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1138 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1139 {
1151 if (op->other_arch->name == tmp->arch->name) 1140 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1141 {
1153 if (op->level <= 0) 1142 if (op->level <= 0)
1154 tmp->destroy (); 1143 tmp->destroy ();
1155 else 1144 else
1156 { 1145 {
1252void 1241void
1253move_marker (object *op) 1242move_marker (object *op)
1254{ 1243{
1255 if (object *tmp = op->ms ().player ()) 1244 if (object *tmp = op->ms ().player ())
1256 { 1245 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1246 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1247 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1248 force->destroy ();
1249
1250 if (!tmp->force_find (op->slaying))
1262 { 1251 {
1263 tmp2->destroy (); 1252 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1253
1267 /* cycle through his inventory to look for the MARK we want to
1268 * place
1269 */
1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1272 break;
1273
1274 /* if we didn't find our own MARK */
1275 if (!tmp2)
1276 {
1277 object *force = get_archetype (FORCE_NAME);
1278
1279 if (op->stats.food)
1280 {
1281 force->set_speed (0.01);
1282 force->speed_left = -op->stats.food;
1283 }
1284 else
1285 force->set_speed (0);
1286
1287 /* put in the lock code */
1288 force->slaying = op->slaying;
1289
1290 if (op->lore)
1291 force->lore = op->lore;
1292
1293 insert_ob_in_ob (force, tmp);
1294 if (op->msg) 1254 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1255 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1256
1297 if (op->stats.hp > 0) 1257 if (op->stats.hp > 0)
1298 { 1258 {
1299 op->stats.hp--; 1259 op->stats.hp--;
1260
1300 if (op->stats.hp == 0) 1261 if (op->stats.hp == 0)
1301 { 1262 {
1302 /* marker expires--granted mark number limit */ 1263 /* marker expires--granted mark number limit */
1303 op->destroy (); 1264 op->destroy ();
1304 return; 1265 return;
1306 } 1267 }
1307 } 1268 }
1308 } 1269 }
1309} 1270}
1310 1271
1311int 1272void
1312process_object (object *op) 1273process_object (object *op)
1313{ 1274{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1275 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1276 return;
1316 1277
1317 if (INVOKE_OBJECT (TICK, op)) 1278 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1279 return;
1319 1280
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1281 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1282 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1283 return;
1323 1284
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1285 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1286 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1287 animate_object (op, op->contr ? op->facing : op->direction);
1330 1288
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1289 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1290 make_sure_seen (op);
1333 } 1291 }
1334 1292
1293 if (expect_false (
1294 op->flag [FLAG_GENERATOR]
1295 || op->flag [FLAG_CHANGING]
1296 || op->flag [FLAG_IS_USED_UP]
1297 ))
1298 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1299 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1300 {
1337 change_object (op); 1301 change_object (op);
1338 return 1; 1302 return;
1339 } 1303 }
1340 1304
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1305 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1306 generate_monster (op);
1343 1307
1344 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1308 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1345 { 1309 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1310 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1311 remove_force (op);
1348 else 1312 else
1349 { 1313 {
1350 /* IF necessary, delete the item from the players inventory */ 1314 /* If necessary, delete the item from the players inventory */
1351 object *pl = op->in_player (); 1315 object *pl = op->in_player ();
1352 1316
1353 if (pl) 1317 if (pl)
1354 esrv_del_item (pl->contr, op->count); 1318 esrv_del_item (pl->contr, op->count);
1355 1319
1356 op->remove (); 1320 op->remove ();
1357 1321
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1322 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1323 make_sure_not_seen (op);
1360 1324
1361 op->destroy (); 1325 op->destroy ();
1362 } 1326 }
1363 1327
1364 return 1; 1328 return;
1329 }
1365 } 1330 }
1366 1331
1367 switch (op->type) 1332 switch (op->type)
1368 { 1333 {
1369 case SPELL_EFFECT: 1334 case SPELL_EFFECT:
1370 move_spell_effect (op); 1335 move_spell_effect (op);
1371 return 1; 1336 break;
1372 1337
1373 case ROD: 1338 case ROD:
1374 case HORN: 1339 case HORN:
1375 regenerate_rod (op); 1340 regenerate_rod (op);
1376 return 1; 1341 break;
1377 1342
1378 case FORCE: 1343 case FORCE:
1379 case POTION_EFFECT: 1344 case POTION_EFFECT:
1380 remove_force (op); 1345 remove_force (op);
1381 return 1; 1346 break;
1382 1347
1383 case BLINDNESS: 1348 case BLINDNESS:
1384 remove_blindness (op); 1349 remove_blindness (op);
1385 return 0; 1350 break;
1386 1351
1387 case POISONING: 1352 case POISONING:
1388 poison_more (op); 1353 poison_more (op);
1389 return 0; 1354 break;
1390 1355
1391 case DISEASE: 1356 case DISEASE:
1392 move_disease (op); 1357 move_disease (op);
1393 return 0; 1358 break;
1394 1359
1395 case SYMPTOM: 1360 case SYMPTOM:
1396 move_symptom (op); 1361 move_symptom (op);
1397 return 0; 1362 break;
1398 1363
1399 case THROWN_OBJ: 1364 case THROWN_OBJ:
1400 case ARROW: 1365 case ARROW:
1401 move_arrow (op); 1366 move_arrow (op);
1402 return 0; 1367 break;
1403 1368
1404 case DOOR: 1369 case DOOR:
1405 remove_door (op); 1370 remove_door (op);
1406 return 0; 1371 break;
1407 1372
1408 case LOCKED_DOOR: 1373 case LOCKED_DOOR:
1409 remove_door2 (op); 1374 remove_door2 (op);
1410 return 0; 1375 break;
1411 1376
1412 case TELEPORTER: 1377 case TELEPORTER:
1413 move_teleporter (op); 1378 move_teleporter (op);
1414 return 0; 1379 break;
1415 1380
1416 case GOLEM: 1381 case GOLEM:
1417 move_golem (op); 1382 move_golem (op);
1418 return 0; 1383 break;
1419 1384
1420 case EARTHWALL: 1385 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1386 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1387 break;
1423 1388
1424 case FIREWALL: 1389 case FIREWALL:
1425 move_firewall (op); 1390 move_firewall (op);
1426 if (op->stats.maxsp) 1391 if (op->stats.maxsp)
1427 animate_turning (op); 1392 animate_turning (op);
1428 return 0; 1393 break;
1429 1394
1430 case MOOD_FLOOR: 1395 case MOOD_FLOOR:
1431 do_mood_floor (op); 1396 do_mood_floor (op);
1432 return 0; 1397 break;
1433 1398
1434 case GATE: 1399 case GATE:
1435 move_gate (op); 1400 move_gate (op);
1436 return 0; 1401 break;
1437 1402
1438 case TIMED_GATE: 1403 case TIMED_GATE:
1439 move_timed_gate (op); 1404 move_timed_gate (op);
1440 return 0; 1405 break;
1441 1406
1442 case TRIGGER: 1407 case TRIGGER:
1443 case TRIGGER_BUTTON: 1408 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1409 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1410 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1411 animate_trigger (op);
1447 return 0; 1412 break;
1448 1413
1449 case DETECTOR: 1414 case DETECTOR:
1450 move_detector (op); 1415 move_detector (op);
1451 1416
1452 case DIRECTOR: 1417 case DIRECTOR:
1453 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1454 animate_turning (op); 1419 animate_turning (op);
1455 return 0; 1420 break;
1456 1421
1457 case HOLE: 1422 case HOLE:
1458 move_hole (op); 1423 move_hole (op);
1459 return 0; 1424 break;
1460 1425
1461 case DEEP_SWAMP: 1426 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1427 move_deep_swamp (op);
1463 return 0; 1428 break;
1464 1429
1465 case RUNE: 1430 case RUNE:
1466 case TRAP: 1431 case TRAP:
1467 move_rune (op); 1432 move_rune (op);
1468 return 0; 1433 break;
1469 1434
1470 case PLAYERMOVER: 1435 case PLAYERMOVER:
1471 move_player_mover (op); 1436 move_player_mover (op);
1472 return 0; 1437 break;
1473 1438
1474 case CREATOR: 1439 case CREATOR:
1475 move_creator (op); 1440 move_creator (op);
1476 return 0; 1441 break;
1477 1442
1478 case MARKER: 1443 case MARKER:
1479 move_marker (op); 1444 move_marker (op);
1480 return 0; 1445 break;
1481 1446
1482 case PLAYER_CHANGER: 1447 case PLAYER_CHANGER:
1483 move_player_changer (op); 1448 move_player_changer (op);
1484 return 0; 1449 break;
1485 1450
1486 case PEACEMAKER: 1451 case PEACEMAKER:
1487 move_peacemaker (op); 1452 move_peacemaker (op);
1488 return 0; 1453 break;
1489 }
1490 1454
1491 return 0; 1455 case PLAYER:
1456 // players have their own speed-management, so undo the --speed_left
1457 ++op->speed_left;
1458 break;
1459 }
1492} 1460}
1461

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