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Comparing deliantra/server/server/time.C (file contents):
Revision 1.41 by root, Sat Mar 17 20:34:19 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{
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
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;
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 */
767 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))
768 { 721 {
769 int number = op->face; 722 int number = op->face;
770 723
771 op->direction = absdir (op->direction + 4); 724 op->direction = absdir (op->direction + 4);
772 op->state = 0;
773 update_turn_face (op); 725 update_turn_face (op);
774 was_reflected = 1; /* skip normal movement calculations */ 726 was_reflected = 1; /* skip normal movement calculations */
775 } 727 }
776 else 728 else
777 { 729 {
1002 return; 954 return;
1003 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1004 } 956 }
1005} 957}
1006 958
1007
1008/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1009 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1010 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
1011 can't be generalized. 962 can't be generalized.
1012*/ 963*/
1087 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1088 */ 1039 */
1089void 1040void
1090move_player_mover (object *op) 1041move_player_mover (object *op)
1091{ 1042{
1092 object *victim, *nextmover;
1093 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1094 sint16 nx, ny; 1044 sint16 nx, ny;
1095 maptile *m; 1045 maptile *m;
1096 1046
1097 /* 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 */
1098 if (!dir) 1048 if (!dir)
1099 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1100 1050
1101 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)
1102 { 1052 {
1103 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1104 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1105 { 1055 {
1106 1056
1123 } 1073 }
1124 1074
1125 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1126 return; 1076 return;
1127 1077
1128 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)
1129 { 1079 {
1130 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1131 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1132 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1133 {
1134 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 */
1135 }
1136 } 1085 }
1137 1086
1138 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1139 { 1088 {
1140 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1144 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1145 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1146 * get to this space. 1095 * get to this space.
1147 */ 1096 */
1148 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1149 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1150 move_player (victim, dir); 1099 move_player (victim, dir);
1151 } 1100 }
1152 else 1101 else
1153 return; 1102 return;
1154 } 1103 }
1158 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1159 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1160 1109
1161 if (op->attacktype) 1110 if (op->attacktype)
1162 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1163
1164 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));
1165 /* Not sure why, but for some chars on metalforge, they
1166 * would sometimes get -inf speed_left, and from the
1167 * description, it could only happen here, so just put
1168 * a lower sanity limit. My only guess is that the
1169 * mover has 0 speed.
1170 */
1171 if (victim->speed_left < -5.0)
1172 victim->speed_left = -5.0;
1173 } 1113 }
1174 } 1114 }
1175 } 1115 }
1176} 1116}
1177 1117
1356 } 1296 }
1357 } 1297 }
1358 } 1298 }
1359} 1299}
1360 1300
1361int 1301void
1362process_object (object *op) 1302process_object (object *op)
1363{ 1303{
1364 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1365 return 0; 1305 return;
1366 1306
1367 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1368 return 0; 1308 return;
1369 1309
1370 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1371 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1372 return 1; 1312 return;
1373 1313
1374 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1375 { 1315 {
1376 if (op->type == PLAYER)
1377 animate_object (op, op->facing);
1378 else
1379 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1380 1317
1381 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1382 make_sure_seen (op); 1319 make_sure_seen (op);
1383 } 1320 }
1384 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1385 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1386 { 1327 {
1387 change_object (op); 1328 change_object (op);
1388 return 1; 1329 return;
1389 } 1330 }
1390 1331
1391 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1392 generate_monster (op); 1333 generate_monster (op);
1393 1334
1394 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)
1395 { 1336 {
1396 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1397 remove_force (op); 1338 remove_force (op);
1398 else 1339 else
1399 { 1340 {
1400 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1401 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1402 1343
1403 if (pl) 1344 if (pl)
1404 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1405 1346
1406 op->remove (); 1347 op->remove ();
1407 1348
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1410 1351
1411 op->destroy (); 1352 op->destroy ();
1412 } 1353 }
1413 1354
1414 return 1; 1355 return;
1356 }
1415 } 1357 }
1416 1358
1417 switch (op->type) 1359 switch (op->type)
1418 { 1360 {
1419 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1420 move_spell_effect (op); 1362 move_spell_effect (op);
1421 return 1; 1363 break;
1422 1364
1423 case ROD: 1365 case ROD:
1424 case HORN: 1366 case HORN:
1425 regenerate_rod (op); 1367 regenerate_rod (op);
1426 return 1; 1368 break;
1427 1369
1428 case FORCE: 1370 case FORCE:
1429 case POTION_EFFECT: 1371 case POTION_EFFECT:
1430 remove_force (op); 1372 remove_force (op);
1431 return 1; 1373 break;
1432 1374
1433 case BLINDNESS: 1375 case BLINDNESS:
1434 remove_blindness (op); 1376 remove_blindness (op);
1435 return 0; 1377 break;
1436 1378
1437 case POISONING: 1379 case POISONING:
1438 poison_more (op); 1380 poison_more (op);
1439 return 0; 1381 break;
1440 1382
1441 case DISEASE: 1383 case DISEASE:
1442 move_disease (op); 1384 move_disease (op);
1443 return 0; 1385 break;
1444 1386
1445 case SYMPTOM: 1387 case SYMPTOM:
1446 move_symptom (op); 1388 move_symptom (op);
1447 return 0; 1389 break;
1448 1390
1449 case THROWN_OBJ: 1391 case THROWN_OBJ:
1450 case ARROW: 1392 case ARROW:
1451 move_arrow (op); 1393 move_arrow (op);
1452 return 0; 1394 break;
1453 1395
1454 case DOOR: 1396 case DOOR:
1455 remove_door (op); 1397 remove_door (op);
1456 return 0; 1398 break;
1457 1399
1458 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1459 remove_door2 (op); 1401 remove_door2 (op);
1460 return 0; 1402 break;
1461 1403
1462 case TELEPORTER: 1404 case TELEPORTER:
1463 move_teleporter (op); 1405 move_teleporter (op);
1464 return 0; 1406 break;
1465 1407
1466 case GOLEM: 1408 case GOLEM:
1467 move_golem (op); 1409 move_golem (op);
1468 return 0; 1410 break;
1469 1411
1470 case EARTHWALL: 1412 case EARTHWALL:
1471 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1472 return 0; 1414 break;
1473 1415
1474 case FIREWALL: 1416 case FIREWALL:
1475 move_firewall (op); 1417 move_firewall (op);
1476 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1477 animate_turning (op); 1419 animate_turning (op);
1478 return 0; 1420 break;
1479 1421
1480 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1481 do_mood_floor (op); 1423 do_mood_floor (op);
1482 return 0; 1424 break;
1483 1425
1484 case GATE: 1426 case GATE:
1485 move_gate (op); 1427 move_gate (op);
1486 return 0; 1428 break;
1487 1429
1488 case TIMED_GATE: 1430 case TIMED_GATE:
1489 move_timed_gate (op); 1431 move_timed_gate (op);
1490 return 0; 1432 break;
1491 1433
1492 case TRIGGER: 1434 case TRIGGER:
1493 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1496 animate_trigger (op); 1438 animate_trigger (op);
1497 return 0; 1439 break;
1498 1440
1499 case DETECTOR: 1441 case DETECTOR:
1500 move_detector (op); 1442 move_detector (op);
1501 1443
1502 case DIRECTOR: 1444 case DIRECTOR:
1503 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1504 animate_turning (op); 1446 animate_turning (op);
1505 return 0; 1447 break;
1506 1448
1507 case HOLE: 1449 case HOLE:
1508 move_hole (op); 1450 move_hole (op);
1509 return 0; 1451 break;
1510 1452
1511 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1512 move_deep_swamp (op); 1454 move_deep_swamp (op);
1513 return 0; 1455 break;
1514 1456
1515 case RUNE: 1457 case RUNE:
1516 case TRAP: 1458 case TRAP:
1517 move_rune (op); 1459 move_rune (op);
1518 return 0; 1460 break;
1519 1461
1520 case PLAYERMOVER: 1462 case PLAYERMOVER:
1521 move_player_mover (op); 1463 move_player_mover (op);
1522 return 0; 1464 break;
1523 1465
1524 case CREATOR: 1466 case CREATOR:
1525 move_creator (op); 1467 move_creator (op);
1526 return 0; 1468 break;
1527 1469
1528 case MARKER: 1470 case MARKER:
1529 move_marker (op); 1471 move_marker (op);
1530 return 0; 1472 break;
1531 1473
1532 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1533 move_player_changer (op); 1475 move_player_changer (op);
1534 return 0; 1476 break;
1535 1477
1536 case PEACEMAKER: 1478 case PEACEMAKER:
1537 move_peacemaker (op); 1479 move_peacemaker (op);
1538 return 0; 1480 break;
1539 }
1540 1481
1541 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1542} 1487}
1488

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