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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 1.63 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
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;
347 op->stats.food = 1; 350 op->stats.food = 1;
348 } 351 }
349 else 352 else
350 { 353 {
351 op->move_block = MOVE_ALL; 354 op->move_block = MOVE_ALL;
352 if (!op->arch->clone.stats.ac) 355 if (!op->arch->stats.ac)
353 SET_FLAG (op, FLAG_BLOCKSVIEW); 356 SET_FLAG (op, FLAG_BLOCKSVIEW);
354 update_all_los (op->map, op->x, op->y); 357 update_all_los (op->map, op->x, op->y);
355 } 358 }
356 } /* gate is halfway up */ 359 } /* gate is halfway up */
357 360
574 return NULL; 577 return NULL;
575 } 578 }
576 579
577 op->set_speed (0); 580 op->set_speed (0);
578 op->direction = 0; 581 op->direction = 0;
579 op->move_on = 0; 582 op->move_on = 0;
580 op->move_type = 0; 583 op->move_type = 0;
584 op->skill = 0; // really?
585
586 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 587 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 588 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 589 op->attacktype = op->stats.grace;
584 op->slaying = 0;
585 op->skill = 0;
586 590
587 if (op->spellarg != NULL) 591 if (op->spellarg)
588 { 592 {
589 op->slaying = op->spellarg; 593 op->slaying = op->spellarg;
590 free (op->spellarg); 594 free (op->spellarg);
591 op->spellarg = NULL; 595 op->spellarg = 0;
592 } 596 }
593 else 597 else
594 op->slaying = NULL; 598 op->slaying = 0;
595 599
596 /* 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 */
597 op->spellarg = NULL; 601 op->spellarg = NULL;
598 op->stats.sp = 0; 602 op->stats.sp = 0;
599 op->stats.hp = 0; 603 op->stats.hp = 0;
600 op->stats.grace = 0; 604 op->stats.grace = 0;
601 op->level = 0; 605 op->level = 0;
602 op->face = op->arch->clone.face; 606 op->face = op->arch->face;
603 op->owner = NULL; /* So that stopped arrows will be saved */ 607 op->owner = NULL; /* So that stopped arrows will be saved */
604 update_object (op, UP_OBJ_CHANGE); 608 update_object (op, UP_OBJ_CHANGE);
605 return op; 609 return op;
606} 610}
607 611
628 op->destroy (); 632 op->destroy ();
629 } 633 }
630 else 634 else
631 { 635 {
632 op = fix_stopped_arrow (op); 636 op = fix_stopped_arrow (op);
637
633 if (op) 638 if (op)
634 merge_ob (op, NULL); 639 merge_ob (op, 0);
635 } 640 }
636} 641}
637 642
638/* 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.
639 */ 644 */
908 move_teleporter (op->more); 913 move_teleporter (op->more);
909 914
910 if (op->head) 915 if (op->head)
911 head = op->head; 916 head = op->head;
912 917
913 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 918 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 919 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break; 920 break;
916 921
917 /* If nothing above us to move, nothing to do */ 922 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 923 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 956 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return; 957 return;
953 teleport (head, TELEPORTER, tmp); 958 teleport (head, TELEPORTER, tmp);
954 } 959 }
955} 960}
956
957 961
958/* This object will teleport someone to a different map 962/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 963 and will also apply changes to the player from its inventory.
960 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
961 can't be generalized. 965 can't be generalized.
1014 return; /* dm has created a firewall in his inventory */ 1018 return; /* dm has created a firewall in his inventory */
1015 1019
1016 spell = op->inv; 1020 spell = op->inv;
1017 1021
1018 if (!spell || spell->type != SPELL) 1022 if (!spell || spell->type != SPELL)
1019 spell = &op->other_arch->clone; 1023 spell = op->other_arch;
1020 1024
1021 if (!spell) 1025 if (!spell)
1022 { 1026 {
1023 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);
1024 return; 1028 return;
1037 * it'll paralyze the victim for hp*his speed/op->speed 1041 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1042 */
1039void 1043void
1040move_player_mover (object *op) 1044move_player_mover (object *op)
1041{ 1045{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1046 int dir = op->stats.sp;
1044 sint16 nx, ny; 1047 sint16 nx, ny;
1045 maptile *m; 1048 maptile *m;
1046 1049
1047 /* 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 */
1048 if (!dir) 1051 if (!dir)
1049 dir = rndm (1, 8); 1052 dir = rndm (1, 8);
1050 1053
1051 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)
1052 { 1055 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1056 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1057 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1058 {
1056 1059
1073 } 1076 }
1074 1077
1075 if (should_director_abort (op, victim)) 1078 if (should_director_abort (op, victim))
1076 return; 1079 return;
1077 1080
1078 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)
1079 { 1082 {
1080 if (nextmover->type == PLAYERMOVER) 1083 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1084 nextmover->speed_left = -.99f;
1085
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1086 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 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 */
1085 }
1086 } 1088 }
1087 1089
1088 if (victim->type == PLAYER) 1090 if (victim->type == PLAYER)
1089 { 1091 {
1090 /* only level >=1 movers move people */ 1092 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1096 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1097 * place. This can happen if the player used a spell to
1096 * get to this space. 1098 * get to this space.
1097 */ 1099 */
1098 victim->contr->fire_on = 0; 1100 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1101 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1102 move_player (victim, dir);
1101 } 1103 }
1102 else 1104 else
1103 return; 1105 return;
1104 } 1106 }
1108 if (!op->stats.maxsp && op->attacktype) 1110 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1111 op->stats.maxsp = 2;
1110 1112
1111 if (op->attacktype) 1113 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1114 { /* flag to paralyze the player */
1113
1114 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));
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 } 1116 }
1124 } 1117 }
1125 } 1118 }
1126} 1119}
1127 1120
1146 if (op->above == NULL) 1139 if (op->above == NULL)
1147 return; 1140 return;
1148 1141
1149 for (tmp = op->above; tmp; tmp = tmp->above) 1142 for (tmp = op->above; tmp; tmp = tmp->above)
1150 { 1143 {
1151 if (op->other_arch->name == tmp->arch->name) 1144 if (op->other_arch->archname == tmp->arch->archname)
1152 { 1145 {
1153 if (op->level <= 0) 1146 if (op->level <= 0)
1154 tmp->destroy (); 1147 tmp->destroy ();
1155 else 1148 else
1156 { 1149 {
1229 { 1222 {
1230 new_ob->destroy (); 1223 new_ob->destroy ();
1231 return; 1224 return;
1232 } 1225 }
1233 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
1234 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);
1235 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1232 if (QUERY_FLAG (new_ob, FLAG_FREED))
1236 return; 1233 return;
1237 1234
1238 if (creator->slaying) 1235 if (creator->slaying)
1252void 1249void
1253move_marker (object *op) 1250move_marker (object *op)
1254{ 1251{
1255 if (object *tmp = op->ms ().player ()) 1252 if (object *tmp = op->ms ().player ())
1256 { 1253 {
1257 object *tmp2;
1258
1259 /* remove an old force with a slaying field == op->name */ 1254 /* remove an old force with a slaying field == op->name */
1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1255 if (object *force = tmp->force_find (op->name))
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) 1256 force->destroy ();
1257
1258 if (!tmp->force_find (op->slaying))
1262 { 1259 {
1263 tmp2->destroy (); 1260 tmp->force_add (op->slaying, op->stats.food);
1264 break;
1265 }
1266 1261
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) 1262 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1263 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296 1264
1297 if (op->stats.hp > 0) 1265 if (op->stats.hp > 0)
1298 { 1266 {
1299 op->stats.hp--; 1267 op->stats.hp--;
1268
1300 if (op->stats.hp == 0) 1269 if (op->stats.hp == 0)
1301 { 1270 {
1302 /* marker expires--granted mark number limit */ 1271 /* marker expires--granted mark number limit */
1303 op->destroy (); 1272 op->destroy ();
1304 return; 1273 return;
1306 } 1275 }
1307 } 1276 }
1308 } 1277 }
1309} 1278}
1310 1279
1311int 1280void
1312process_object (object *op) 1281process_object (object *op)
1313{ 1282{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1283 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1315 return 0; 1284 return;
1316 1285
1317 if (INVOKE_OBJECT (TICK, op)) 1286 if (expect_false (INVOKE_OBJECT (TICK, op)))
1318 return 0; 1287 return;
1319 1288
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1289 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1290 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1291 return;
1323 1292
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1293 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1294 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1295 animate_object (op, op->contr ? op->facing : op->direction);
1330 1296
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1297 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1298 make_sure_seen (op);
1333 } 1299 }
1334 1300
1301 if (expect_false (
1302 op->flag [FLAG_GENERATOR]
1303 || op->flag [FLAG_CHANGING]
1304 || op->flag [FLAG_IS_USED_UP]
1305 ))
1306 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1307 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1308 {
1337 change_object (op); 1309 change_object (op);
1338 return 1; 1310 return;
1339 } 1311 }
1340 1312
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1313 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1314 generate_monster (op);
1343 1315
1344 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)
1345 { 1317 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1318 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1319 remove_force (op);
1348 else 1320 else
1349 { 1321 {
1350 /* IF necessary, delete the item from the players inventory */ 1322 /* If necessary, delete the item from the players inventory */
1351 object *pl = op->in_player (); 1323 object *pl = op->in_player ();
1352 1324
1353 if (pl) 1325 if (pl)
1354 esrv_del_item (pl->contr, op->count); 1326 esrv_del_item (pl->contr, op->count);
1355 1327
1356 op->remove (); 1328 op->remove ();
1357 1329
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1331 make_sure_not_seen (op);
1360 1332
1361 op->destroy (); 1333 op->destroy ();
1362 } 1334 }
1363 1335
1364 return 1; 1336 return;
1337 }
1365 } 1338 }
1366 1339
1367 switch (op->type) 1340 switch (op->type)
1368 { 1341 {
1369 case SPELL_EFFECT: 1342 case SPELL_EFFECT:
1370 move_spell_effect (op); 1343 move_spell_effect (op);
1371 return 1; 1344 break;
1372 1345
1373 case ROD: 1346 case ROD:
1374 case HORN: 1347 case HORN:
1375 regenerate_rod (op); 1348 regenerate_rod (op);
1376 return 1; 1349 break;
1377 1350
1378 case FORCE: 1351 case FORCE:
1379 case POTION_EFFECT: 1352 case POTION_EFFECT:
1380 remove_force (op); 1353 remove_force (op);
1381 return 1; 1354 break;
1382 1355
1383 case BLINDNESS: 1356 case BLINDNESS:
1384 remove_blindness (op); 1357 remove_blindness (op);
1385 return 0; 1358 break;
1386 1359
1387 case POISONING: 1360 case POISONING:
1388 poison_more (op); 1361 poison_more (op);
1389 return 0; 1362 break;
1390 1363
1391 case DISEASE: 1364 case DISEASE:
1392 move_disease (op); 1365 move_disease (op);
1393 return 0; 1366 break;
1394 1367
1395 case SYMPTOM: 1368 case SYMPTOM:
1396 move_symptom (op); 1369 move_symptom (op);
1397 return 0; 1370 break;
1398 1371
1399 case THROWN_OBJ: 1372 case THROWN_OBJ:
1400 case ARROW: 1373 case ARROW:
1401 move_arrow (op); 1374 move_arrow (op);
1402 return 0; 1375 break;
1403 1376
1404 case DOOR: 1377 case DOOR:
1405 remove_door (op); 1378 remove_door (op);
1406 return 0; 1379 break;
1407 1380
1408 case LOCKED_DOOR: 1381 case LOCKED_DOOR:
1409 remove_door2 (op); 1382 remove_door2 (op);
1410 return 0; 1383 break;
1411 1384
1412 case TELEPORTER: 1385 case TELEPORTER:
1413 move_teleporter (op); 1386 move_teleporter (op);
1414 return 0; 1387 break;
1415 1388
1416 case GOLEM: 1389 case GOLEM:
1417 move_golem (op); 1390 move_golem (op);
1418 return 0; 1391 break;
1419 1392
1420 case EARTHWALL: 1393 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1394 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1395 break;
1423 1396
1424 case FIREWALL: 1397 case FIREWALL:
1425 move_firewall (op); 1398 move_firewall (op);
1426 if (op->stats.maxsp) 1399 if (op->stats.maxsp)
1427 animate_turning (op); 1400 animate_turning (op);
1428 return 0; 1401 break;
1429 1402
1430 case MOOD_FLOOR: 1403 case MOOD_FLOOR:
1431 do_mood_floor (op); 1404 do_mood_floor (op);
1432 return 0; 1405 break;
1433 1406
1434 case GATE: 1407 case GATE:
1435 move_gate (op); 1408 move_gate (op);
1436 return 0; 1409 break;
1437 1410
1438 case TIMED_GATE: 1411 case TIMED_GATE:
1439 move_timed_gate (op); 1412 move_timed_gate (op);
1440 return 0; 1413 break;
1441 1414
1442 case TRIGGER: 1415 case TRIGGER:
1443 case TRIGGER_BUTTON: 1416 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1417 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1418 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1419 animate_trigger (op);
1447 return 0; 1420 break;
1448 1421
1449 case DETECTOR: 1422 case DETECTOR:
1450 move_detector (op); 1423 move_detector (op);
1451 1424
1452 case DIRECTOR: 1425 case DIRECTOR:
1453 if (op->stats.maxsp) 1426 if (op->stats.maxsp)
1454 animate_turning (op); 1427 animate_turning (op);
1455 return 0; 1428 break;
1456 1429
1457 case HOLE: 1430 case HOLE:
1458 move_hole (op); 1431 move_hole (op);
1459 return 0; 1432 break;
1460 1433
1461 case DEEP_SWAMP: 1434 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1435 move_deep_swamp (op);
1463 return 0; 1436 break;
1464 1437
1465 case RUNE: 1438 case RUNE:
1466 case TRAP: 1439 case TRAP:
1467 move_rune (op); 1440 move_rune (op);
1468 return 0; 1441 break;
1469 1442
1470 case PLAYERMOVER: 1443 case PLAYERMOVER:
1471 move_player_mover (op); 1444 move_player_mover (op);
1472 return 0; 1445 break;
1473 1446
1474 case CREATOR: 1447 case CREATOR:
1475 move_creator (op); 1448 move_creator (op);
1476 return 0; 1449 break;
1477 1450
1478 case MARKER: 1451 case MARKER:
1479 move_marker (op); 1452 move_marker (op);
1480 return 0; 1453 break;
1481 1454
1482 case PLAYER_CHANGER: 1455 case PLAYER_CHANGER:
1483 move_player_changer (op); 1456 move_player_changer (op);
1484 return 0; 1457 break;
1485 1458
1486 case PEACEMAKER: 1459 case PEACEMAKER:
1487 move_peacemaker (op); 1460 move_peacemaker (op);
1488 return 0; 1461 break;
1489 }
1490 1462
1491 return 0; 1463 case PLAYER:
1464 // players have their own speed-management, so undo the --speed_left
1465 ++op->speed_left;
1466 break;
1467 }
1492} 1468}
1469

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