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Comparing deliantra/server/server/time.C (file contents):
Revision 1.36 by root, Mon Feb 5 01:39:05 2007 UTC vs.
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC

41 object *tmp; 41 object *tmp;
42 42
43 for (i = 1; i < 9; i += 2) 43 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) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 { 45 {
46 tmp->set_speed (0.1); 46 tmp->set_speed (0.1f);
47 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2f;
48 } 48 }
49 49
50 if (op->other_arch) 50 if (op->other_arch)
51 { 51 {
52 tmp = arch_to_object (op->other_arch); 52 tmp = arch_to_object (op->other_arch);
69 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
70 { 70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */ 73 { /* same key both doors */
74 tmp->set_speed (0.1); 74 tmp->set_speed (0.1f);
75 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2f;
76 } 76 }
77 } 77 }
78 78
79 if (op->other_arch) 79 if (op->other_arch)
80 { 80 {
87 } 87 }
88 88
89 op->destroy (); 89 op->destroy ();
90} 90}
91 91
92/* Will generate a monster according to content
93 * of generator.
94 */
95void 92void
96generate_monster_inv (object *gen) 93generate_monster (object *gen)
97{ 94{
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136}
137
138void
139generate_monster_arch (object *gen)
140{
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map) 95 if (!gen->map)
153 return; 96 return;
154 97
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184}
185
186void
187generate_monster (object *gen)
188{
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return; 99 return;
192 100
101 object *op;
102
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
195 else 120 else
196 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
197 128
129 op->expand_tail ();
130
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]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
198} 147}
199 148
200void 149void
201remove_force (object *op) 150remove_force (object *op)
202{ 151{
245 return; 194 return;
246 } 195 }
247 196
248 if (op->stats.food == 1) 197 if (op->stats.food == 1)
249 { 198 {
250 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything. 200 * will not do anything.
252 */ 201 */
253 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
254 { 203 {
255 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
271} 220}
272 221
273 222
274void 223void
275move_gate (object *op) 224move_gate (object *op)
276{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
277 object *tmp; 226 object *tmp;
278 227
279 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
280 { 229 {
281 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
353 */ 302 */
354 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
355 { 304 {
356 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
357 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
358 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
359 309
360 if (tmp != NULL) 310 if (tmp)
361 { 311 {
362 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
363 { 313 {
364 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
365 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
366 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
367 } 318 }
368 else 319 else
369 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
455 406
456 if (op->stats.hp) 407 if (op->stats.hp)
457 { 408 {
458 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
459 { 410 {
460 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
461 detected = 1; 412 detected = 1;
413
462 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
463 detected = 1; 415 detected = 1;
464 } 416 }
465 } 417 }
418
466 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
467 {
468 detected = 1; 420 detected = 1;
469 }
470 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
471 detected = 1; 422 detected = 1;
472 } 423 }
473 424
474 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
604void 555void
605fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
606{ 557{
607 if (map == NULL) 558 if (map == NULL)
608 return; 559 return;
560
609 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
610 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
611 else if (op->type == ARROW) 563 else if (op->type == ARROW)
612 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
613} 565}
614 566
615
616object * 567object *
617fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
618{ 569{
619 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
620 { 571 {
623 return NULL; 574 return NULL;
624 } 575 }
625 576
626 op->set_speed (0); 577 op->set_speed (0);
627 op->direction = 0; 578 op->direction = 0;
628 op->move_on = 0; 579 op->move_on = 0;
629 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
630 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
631 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
632 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
633 op->slaying = 0;
634 op->skill = 0;
635 587
636 if (op->spellarg != NULL) 588 if (op->spellarg)
637 { 589 {
638 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
639 free (op->spellarg); 591 free (op->spellarg);
640 op->spellarg = NULL; 592 op->spellarg = 0;
641 } 593 }
642 else 594 else
643 op->slaying = NULL; 595 op->slaying = 0;
644 596
645 /* Reset these to zero, so that object::can_merge will work properly */ 597 /* Reset these to zero, so that object::can_merge will work properly */
646 op->spellarg = NULL; 598 op->spellarg = NULL;
647 op->stats.sp = 0; 599 op->stats.sp = 0;
648 op->stats.hp = 0; 600 op->stats.hp = 0;
649 op->stats.grace = 0; 601 op->stats.grace = 0;
650 op->level = 0; 602 op->level = 0;
651 op->face = op->arch->clone.face; 603 op->face = op->arch->clone.face;
652 op->owner = NULL; /* So that stopped arrows will be saved */ 604 op->owner = NULL; /* So that stopped arrows will be saved */
653 update_object (op, UP_OBJ_FACE); 605 update_object (op, UP_OBJ_CHANGE);
654 return op; 606 return op;
655} 607}
656 608
657/* stop_arrow() - what to do when a non-living flying object 609/* stop_arrow() - what to do when a non-living flying object
658 * has to stop. Sept 96 - I added in thrown object code in 610 * has to stop. Sept 96 - I added in thrown object code in
677 op->destroy (); 629 op->destroy ();
678 } 630 }
679 else 631 else
680 { 632 {
681 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
682 if (op) 635 if (op)
683 merge_ob (op, NULL); 636 merge_ob (op, 0);
684 } 637 }
685} 638}
686 639
687/* Move an arrow along its course. op is the arrow or thrown object. 640/* Move an arrow along its course. op is the arrow or thrown object.
688 */ 641 */
689
690void 642void
691move_arrow (object *op) 643move_arrow (object *op)
692{ 644{
693 object *tmp; 645 object *tmp;
694 sint16 new_x, new_y; 646 sint16 new_x, new_y;
765 * as below. (Note that for living creatures there is a small 717 * as below. (Note that for living creatures there is a small
766 * chance that reflect_missile fails.) 718 * chance that reflect_missile fails.)
767 */ 719 */
768 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
769 { 721 {
770 int number = op->face->number; 722 int number = op->face;
771 723
772 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
773 op->state = 0; 725 update_turn_face (op);
774
775 if (GET_ANIM_ID (op))
776 {
777 number += 4;
778
779 if (number > GET_ANIMATION (op, 8))
780 number -= 8;
781
782 op->face = &new_faces[number];
783 }
784
785 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
786 } 727 }
787 else 728 else
788 { 729 {
789 /* Attack the object. */ 730 /* Attack the object. */
1013 return; 954 return;
1014 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1015 } 956 }
1016} 957}
1017 958
1018
1019/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1020 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1021 This was invented for giving classes, but there's no reason it 961 This was invented for giving classes, but there's no reason it
1022 can't be generalized. 962 can't be generalized.
1023*/ 963*/
1098 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1099 */ 1039 */
1100void 1040void
1101move_player_mover (object *op) 1041move_player_mover (object *op)
1102{ 1042{
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1105 sint16 nx, ny; 1044 sint16 nx, ny;
1106 maptile *m; 1045 maptile *m;
1107 1046
1108 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir) 1048 if (!dir)
1110 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1111 1050
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1051 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1113 { 1052 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1116 { 1055 {
1117 1056
1134 } 1073 }
1135 1074
1136 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1137 return; 1076 return;
1138 1077
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1078 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1140 { 1079 {
1141 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1084 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1146 }
1147 } 1085 }
1148 1086
1149 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1150 { 1088 {
1151 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1155 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1157 * get to this space. 1095 * get to this space.
1158 */ 1096 */
1159 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1161 move_player (victim, dir); 1099 move_player (victim, dir);
1162 } 1100 }
1163 else 1101 else
1164 return; 1102 return;
1165 } 1103 }
1169 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1171 1109
1172 if (op->attacktype) 1110 if (op->attacktype)
1173 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1112 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 } 1113 }
1185 } 1114 }
1186 } 1115 }
1187} 1116}
1188 1117
1204 return; 1133 return;
1205 } 1134 }
1206 1135
1207 if (op->above == NULL) 1136 if (op->above == NULL)
1208 return; 1137 return;
1138
1209 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1139 for (tmp = op->above; tmp; tmp = tmp->above)
1210 { 1140 {
1211 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1141 if (op->other_arch->name == tmp->arch->name)
1212 { 1142 {
1213 if (op->level <= 0) 1143 if (op->level <= 0)
1214 tmp->destroy (); 1144 tmp->destroy ();
1215 else 1145 else
1216 { 1146 {
1366 } 1296 }
1367 } 1297 }
1368 } 1298 }
1369} 1299}
1370 1300
1371int 1301void
1372process_object (object *op) 1302process_object (object *op)
1373{ 1303{
1374 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1375 return 0; 1305 return;
1376 1306
1377 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1378 return 0; 1308 return;
1379 1309
1380 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1381 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1382 return 1; 1312 return;
1383 1313
1384 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1385 { 1315 {
1386 if (op->type == PLAYER)
1387 animate_object (op, op->facing);
1388 else
1389 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1390 1317
1391 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1392 make_sure_seen (op); 1319 make_sure_seen (op);
1393 } 1320 }
1394 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1395 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1396 { 1327 {
1397 change_object (op); 1328 change_object (op);
1398 return 1; 1329 return;
1399 } 1330 }
1400 1331
1401 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1402 generate_monster (op); 1333 generate_monster (op);
1403 1334
1404 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1405 { 1336 {
1406 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1407 remove_force (op); 1338 remove_force (op);
1408 else 1339 else
1409 { 1340 {
1410 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1411 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1412 1343
1413 if (pl) 1344 if (pl)
1414 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1415 1346
1416 op->remove (); 1347 op->remove ();
1417 1348
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1420 1351
1421 op->destroy (); 1352 op->destroy ();
1422 } 1353 }
1423 1354
1424 return 1; 1355 return;
1356 }
1425 } 1357 }
1426 1358
1427 switch (op->type) 1359 switch (op->type)
1428 { 1360 {
1429 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1430 move_spell_effect (op); 1362 move_spell_effect (op);
1431 return 1; 1363 break;
1432 1364
1433 case ROD: 1365 case ROD:
1434 case HORN: 1366 case HORN:
1435 regenerate_rod (op); 1367 regenerate_rod (op);
1436 return 1; 1368 break;
1437 1369
1438 case FORCE: 1370 case FORCE:
1439 case POTION_EFFECT: 1371 case POTION_EFFECT:
1440 remove_force (op); 1372 remove_force (op);
1441 return 1; 1373 break;
1442 1374
1443 case BLINDNESS: 1375 case BLINDNESS:
1444 remove_blindness (op); 1376 remove_blindness (op);
1445 return 0; 1377 break;
1446 1378
1447 case POISONING: 1379 case POISONING:
1448 poison_more (op); 1380 poison_more (op);
1449 return 0; 1381 break;
1450 1382
1451 case DISEASE: 1383 case DISEASE:
1452 move_disease (op); 1384 move_disease (op);
1453 return 0; 1385 break;
1454 1386
1455 case SYMPTOM: 1387 case SYMPTOM:
1456 move_symptom (op); 1388 move_symptom (op);
1457 return 0; 1389 break;
1458 1390
1459 case THROWN_OBJ: 1391 case THROWN_OBJ:
1460 case ARROW: 1392 case ARROW:
1461 move_arrow (op); 1393 move_arrow (op);
1462 return 0; 1394 break;
1463 1395
1464 case DOOR: 1396 case DOOR:
1465 remove_door (op); 1397 remove_door (op);
1466 return 0; 1398 break;
1467 1399
1468 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1469 remove_door2 (op); 1401 remove_door2 (op);
1470 return 0; 1402 break;
1471 1403
1472 case TELEPORTER: 1404 case TELEPORTER:
1473 move_teleporter (op); 1405 move_teleporter (op);
1474 return 0; 1406 break;
1475 1407
1476 case GOLEM: 1408 case GOLEM:
1477 move_golem (op); 1409 move_golem (op);
1478 return 0; 1410 break;
1479 1411
1480 case EARTHWALL: 1412 case EARTHWALL:
1481 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1482 return 0; 1414 break;
1483 1415
1484 case FIREWALL: 1416 case FIREWALL:
1485 move_firewall (op); 1417 move_firewall (op);
1486 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1487 animate_turning (op); 1419 animate_turning (op);
1488 return 0; 1420 break;
1489 1421
1490 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1491 do_mood_floor (op); 1423 do_mood_floor (op);
1492 return 0; 1424 break;
1493 1425
1494 case GATE: 1426 case GATE:
1495 move_gate (op); 1427 move_gate (op);
1496 return 0; 1428 break;
1497 1429
1498 case TIMED_GATE: 1430 case TIMED_GATE:
1499 move_timed_gate (op); 1431 move_timed_gate (op);
1500 return 0; 1432 break;
1501 1433
1502 case TRIGGER: 1434 case TRIGGER:
1503 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1504 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1505 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1506 animate_trigger (op); 1438 animate_trigger (op);
1507 return 0; 1439 break;
1508 1440
1509 case DETECTOR: 1441 case DETECTOR:
1510 move_detector (op); 1442 move_detector (op);
1511 1443
1512 case DIRECTOR: 1444 case DIRECTOR:
1513 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1514 animate_turning (op); 1446 animate_turning (op);
1515 return 0; 1447 break;
1516 1448
1517 case HOLE: 1449 case HOLE:
1518 move_hole (op); 1450 move_hole (op);
1519 return 0; 1451 break;
1520 1452
1521 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1522 move_deep_swamp (op); 1454 move_deep_swamp (op);
1523 return 0; 1455 break;
1524 1456
1525 case RUNE: 1457 case RUNE:
1526 case TRAP: 1458 case TRAP:
1527 move_rune (op); 1459 move_rune (op);
1528 return 0; 1460 break;
1529 1461
1530 case PLAYERMOVER: 1462 case PLAYERMOVER:
1531 move_player_mover (op); 1463 move_player_mover (op);
1532 return 0; 1464 break;
1533 1465
1534 case CREATOR: 1466 case CREATOR:
1535 move_creator (op); 1467 move_creator (op);
1536 return 0; 1468 break;
1537 1469
1538 case MARKER: 1470 case MARKER:
1539 move_marker (op); 1471 move_marker (op);
1540 return 0; 1472 break;
1541 1473
1542 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1543 move_player_changer (op); 1475 move_player_changer (op);
1544 return 0; 1476 break;
1545 1477
1546 case PEACEMAKER: 1478 case PEACEMAKER:
1547 move_peacemaker (op); 1479 move_peacemaker (op);
1548 return 0; 1480 break;
1549 }
1550 1481
1551 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1552} 1487}
1488

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