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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 1.62 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)
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;
347 op->stats.food = 1; 345 op->stats.food = 1;
348 } 346 }
349 else 347 else
350 { 348 {
351 op->move_block = MOVE_ALL; 349 op->move_block = MOVE_ALL;
352 if (!op->arch->clone.stats.ac) 350 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 351 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 352 update_all_los (op->map, op->x, op->y);
355 } 353 }
356 } /* gate is halfway up */ 354 } /* gate is halfway up */
357 355
574 return NULL; 572 return NULL;
575 } 573 }
576 574
577 op->set_speed (0); 575 op->set_speed (0);
578 op->direction = 0; 576 op->direction = 0;
579 op->move_on = 0; 577 op->move_on = 0;
580 op->move_type = 0; 578 op->move_type = 0;
579 op->skill = 0; // really?
580
581 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 582 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 583 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 584 op->attacktype = op->stats.grace;
584 op->slaying = 0;
585 op->skill = 0;
586 585
587 if (op->spellarg != NULL) 586 if (op->spellarg)
588 { 587 {
589 op->slaying = op->spellarg; 588 op->slaying = op->spellarg;
590 free (op->spellarg); 589 free (op->spellarg);
591 op->spellarg = NULL; 590 op->spellarg = 0;
592 } 591 }
593 else 592 else
594 op->slaying = NULL; 593 op->slaying = 0;
595 594
596 /* 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 */
597 op->spellarg = NULL; 596 op->spellarg = NULL;
598 op->stats.sp = 0; 597 op->stats.sp = 0;
599 op->stats.hp = 0; 598 op->stats.hp = 0;
600 op->stats.grace = 0; 599 op->stats.grace = 0;
601 op->level = 0; 600 op->level = 0;
602 op->face = op->arch->clone.face; 601 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 602 op->owner = NULL; /* So that stopped arrows will be saved */
604 update_object (op, UP_OBJ_CHANGE); 603 update_object (op, UP_OBJ_CHANGE);
605 return op; 604 return op;
606} 605}
607 606
628 op->destroy (); 627 op->destroy ();
629 } 628 }
630 else 629 else
631 { 630 {
632 op = fix_stopped_arrow (op); 631 op = fix_stopped_arrow (op);
632
633 if (op) 633 if (op)
634 merge_ob (op, NULL); 634 merge_ob (op, 0);
635 } 635 }
636} 636}
637 637
638/* 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.
639 */ 639 */
908 move_teleporter (op->more); 908 move_teleporter (op->more);
909 909
910 if (op->head) 910 if (op->head)
911 head = op->head; 911 head = op->head;
912 912
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 913 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 915 break;
916 916
917 /* If nothing above us to move, nothing to do */ 917 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 952 return;
953 teleport (head, TELEPORTER, tmp); 953 teleport (head, TELEPORTER, tmp);
954 } 954 }
955} 955}
956
957 956
958/* This object will teleport someone to a different map 957/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 958 and will also apply changes to the player from its inventory.
960 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
961 can't be generalized. 960 can't be generalized.
1014 return; /* dm has created a firewall in his inventory */ 1013 return; /* dm has created a firewall in his inventory */
1015 1014
1016 spell = op->inv; 1015 spell = op->inv;
1017 1016
1018 if (!spell || spell->type != SPELL) 1017 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1018 spell = op->other_arch;
1020 1019
1021 if (!spell) 1020 if (!spell)
1022 { 1021 {
1023 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);
1024 return; 1023 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1036 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1037 */
1039void 1038void
1040move_player_mover (object *op) 1039move_player_mover (object *op)
1041{ 1040{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1041 int dir = op->stats.sp;
1044 sint16 nx, ny; 1042 sint16 nx, ny;
1045 maptile *m; 1043 maptile *m;
1046 1044
1047 /* 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 */
1048 if (!dir) 1046 if (!dir)
1049 dir = rndm (1, 8); 1047 dir = rndm (1, 8);
1050 1048
1051 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)
1052 { 1050 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1052 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1053 {
1056 1054
1073 } 1071 }
1074 1072
1075 if (should_director_abort (op, victim)) 1073 if (should_director_abort (op, victim))
1076 return; 1074 return;
1077 1075
1078 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)
1079 { 1077 {
1080 if (nextmover->type == PLAYERMOVER) 1078 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1079 nextmover->speed_left = -.99f;
1080
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 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 */
1085 }
1086 } 1083 }
1087 1084
1088 if (victim->type == PLAYER) 1085 if (victim->type == PLAYER)
1089 { 1086 {
1090 /* only level >=1 movers move people */ 1087 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1091 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1092 * place. This can happen if the player used a spell to
1096 * get to this space. 1093 * get to this space.
1097 */ 1094 */
1098 victim->contr->fire_on = 0; 1095 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1096 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1097 move_player (victim, dir);
1101 } 1098 }
1102 else 1099 else
1103 return; 1100 return;
1104 } 1101 }
1108 if (!op->stats.maxsp && op->attacktype) 1105 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1106 op->stats.maxsp = 2;
1110 1107
1111 if (op->attacktype) 1108 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1109 { /* flag to paralyze the player */
1113
1114 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));
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 } 1111 }
1124 } 1112 }
1125 } 1113 }
1126} 1114}
1127 1115
1146 if (op->above == NULL) 1134 if (op->above == NULL)
1147 return; 1135 return;
1148 1136
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1137 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1138 {
1151 if (op->other_arch->name == tmp->arch->name) 1139 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1140 {
1153 if (op->level <= 0) 1141 if (op->level <= 0)
1154 tmp->destroy (); 1142 tmp->destroy ();
1155 else 1143 else
1156 { 1144 {
1229 { 1217 {
1230 new_ob->destroy (); 1218 new_ob->destroy ();
1231 return; 1219 return;
1232 } 1220 }
1233 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
1234 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);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1227 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1228 return;
1237 1229
1238 if (creator->slaying) 1230 if (creator->slaying)
1252void 1244void
1253move_marker (object *op) 1245move_marker (object *op)
1254{ 1246{
1255 if (object *tmp = op->ms ().player ()) 1247 if (object *tmp = op->ms ().player ())
1256 { 1248 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1249 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1250 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1251 force->destroy ();
1252
1253 if (!tmp->force_find (op->slaying))
1262 { 1254 {
1263 tmp2->destroy (); 1255 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1256
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) 1257 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1258 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1259
1297 if (op->stats.hp > 0) 1260 if (op->stats.hp > 0)
1298 { 1261 {
1299 op->stats.hp--; 1262 op->stats.hp--;
1263
1300 if (op->stats.hp == 0) 1264 if (op->stats.hp == 0)
1301 { 1265 {
1302 /* marker expires--granted mark number limit */ 1266 /* marker expires--granted mark number limit */
1303 op->destroy (); 1267 op->destroy ();
1304 return; 1268 return;
1306 } 1270 }
1307 } 1271 }
1308 } 1272 }
1309} 1273}
1310 1274
1311int 1275void
1312process_object (object *op) 1276process_object (object *op)
1313{ 1277{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1278 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1279 return;
1316 1280
1317 if (INVOKE_OBJECT (TICK, op)) 1281 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1282 return;
1319 1283
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1284 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1285 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1286 return;
1323 1287
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1288 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1289 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1290 animate_object (op, op->contr ? op->facing : op->direction);
1330 1291
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1292 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1293 make_sure_seen (op);
1333 } 1294 }
1334 1295
1296 if (expect_false (
1297 op->flag [FLAG_GENERATOR]
1298 || op->flag [FLAG_CHANGING]
1299 || op->flag [FLAG_IS_USED_UP]
1300 ))
1301 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1302 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1303 {
1337 change_object (op); 1304 change_object (op);
1338 return 1; 1305 return;
1339 } 1306 }
1340 1307
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1308 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1309 generate_monster (op);
1343 1310
1344 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)
1345 { 1312 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1313 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1314 remove_force (op);
1348 else 1315 else
1349 { 1316 {
1350 /* IF necessary, delete the item from the players inventory */ 1317 /* If necessary, delete the item from the players inventory */
1351 object *pl = op->in_player (); 1318 object *pl = op->in_player ();
1352 1319
1353 if (pl) 1320 if (pl)
1354 esrv_del_item (pl->contr, op->count); 1321 esrv_del_item (pl->contr, op->count);
1355 1322
1356 op->remove (); 1323 op->remove ();
1357 1324
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1325 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1326 make_sure_not_seen (op);
1360 1327
1361 op->destroy (); 1328 op->destroy ();
1362 } 1329 }
1363 1330
1364 return 1; 1331 return;
1332 }
1365 } 1333 }
1366 1334
1367 switch (op->type) 1335 switch (op->type)
1368 { 1336 {
1369 case SPELL_EFFECT: 1337 case SPELL_EFFECT:
1370 move_spell_effect (op); 1338 move_spell_effect (op);
1371 return 1; 1339 break;
1372 1340
1373 case ROD: 1341 case ROD:
1374 case HORN: 1342 case HORN:
1375 regenerate_rod (op); 1343 regenerate_rod (op);
1376 return 1; 1344 break;
1377 1345
1378 case FORCE: 1346 case FORCE:
1379 case POTION_EFFECT: 1347 case POTION_EFFECT:
1380 remove_force (op); 1348 remove_force (op);
1381 return 1; 1349 break;
1382 1350
1383 case BLINDNESS: 1351 case BLINDNESS:
1384 remove_blindness (op); 1352 remove_blindness (op);
1385 return 0; 1353 break;
1386 1354
1387 case POISONING: 1355 case POISONING:
1388 poison_more (op); 1356 poison_more (op);
1389 return 0; 1357 break;
1390 1358
1391 case DISEASE: 1359 case DISEASE:
1392 move_disease (op); 1360 move_disease (op);
1393 return 0; 1361 break;
1394 1362
1395 case SYMPTOM: 1363 case SYMPTOM:
1396 move_symptom (op); 1364 move_symptom (op);
1397 return 0; 1365 break;
1398 1366
1399 case THROWN_OBJ: 1367 case THROWN_OBJ:
1400 case ARROW: 1368 case ARROW:
1401 move_arrow (op); 1369 move_arrow (op);
1402 return 0; 1370 break;
1403 1371
1404 case DOOR: 1372 case DOOR:
1405 remove_door (op); 1373 remove_door (op);
1406 return 0; 1374 break;
1407 1375
1408 case LOCKED_DOOR: 1376 case LOCKED_DOOR:
1409 remove_door2 (op); 1377 remove_door2 (op);
1410 return 0; 1378 break;
1411 1379
1412 case TELEPORTER: 1380 case TELEPORTER:
1413 move_teleporter (op); 1381 move_teleporter (op);
1414 return 0; 1382 break;
1415 1383
1416 case GOLEM: 1384 case GOLEM:
1417 move_golem (op); 1385 move_golem (op);
1418 return 0; 1386 break;
1419 1387
1420 case EARTHWALL: 1388 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1389 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1390 break;
1423 1391
1424 case FIREWALL: 1392 case FIREWALL:
1425 move_firewall (op); 1393 move_firewall (op);
1426 if (op->stats.maxsp) 1394 if (op->stats.maxsp)
1427 animate_turning (op); 1395 animate_turning (op);
1428 return 0; 1396 break;
1429 1397
1430 case MOOD_FLOOR: 1398 case MOOD_FLOOR:
1431 do_mood_floor (op); 1399 do_mood_floor (op);
1432 return 0; 1400 break;
1433 1401
1434 case GATE: 1402 case GATE:
1435 move_gate (op); 1403 move_gate (op);
1436 return 0; 1404 break;
1437 1405
1438 case TIMED_GATE: 1406 case TIMED_GATE:
1439 move_timed_gate (op); 1407 move_timed_gate (op);
1440 return 0; 1408 break;
1441 1409
1442 case TRIGGER: 1410 case TRIGGER:
1443 case TRIGGER_BUTTON: 1411 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1412 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1413 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1414 animate_trigger (op);
1447 return 0; 1415 break;
1448 1416
1449 case DETECTOR: 1417 case DETECTOR:
1450 move_detector (op); 1418 move_detector (op);
1451 1419
1452 case DIRECTOR: 1420 case DIRECTOR:
1453 if (op->stats.maxsp) 1421 if (op->stats.maxsp)
1454 animate_turning (op); 1422 animate_turning (op);
1455 return 0; 1423 break;
1456 1424
1457 case HOLE: 1425 case HOLE:
1458 move_hole (op); 1426 move_hole (op);
1459 return 0; 1427 break;
1460 1428
1461 case DEEP_SWAMP: 1429 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1430 move_deep_swamp (op);
1463 return 0; 1431 break;
1464 1432
1465 case RUNE: 1433 case RUNE:
1466 case TRAP: 1434 case TRAP:
1467 move_rune (op); 1435 move_rune (op);
1468 return 0; 1436 break;
1469 1437
1470 case PLAYERMOVER: 1438 case PLAYERMOVER:
1471 move_player_mover (op); 1439 move_player_mover (op);
1472 return 0; 1440 break;
1473 1441
1474 case CREATOR: 1442 case CREATOR:
1475 move_creator (op); 1443 move_creator (op);
1476 return 0; 1444 break;
1477 1445
1478 case MARKER: 1446 case MARKER:
1479 move_marker (op); 1447 move_marker (op);
1480 return 0; 1448 break;
1481 1449
1482 case PLAYER_CHANGER: 1450 case PLAYER_CHANGER:
1483 move_player_changer (op); 1451 move_player_changer (op);
1484 return 0; 1452 break;
1485 1453
1486 case PEACEMAKER: 1454 case PEACEMAKER:
1487 move_peacemaker (op); 1455 move_peacemaker (op);
1488 return 0; 1456 break;
1489 }
1490 1457
1491 return 0; 1458 case PLAYER:
1459 // players have their own speed-management, so undo the --speed_left
1460 ++op->speed_left;
1461 break;
1462 }
1492} 1463}
1464

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