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Comparing deliantra/server/server/time.C (file contents):
Revision 1.42 by root, Sat Mar 17 20:36:05 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{
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 */
1001 return; 954 return;
1002 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1003 } 956 }
1004} 957}
1005 958
1006
1007/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1008 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1009 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
1010 can't be generalized. 962 can't be generalized.
1011*/ 963*/
1086 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1087 */ 1039 */
1088void 1040void
1089move_player_mover (object *op) 1041move_player_mover (object *op)
1090{ 1042{
1091 object *victim, *nextmover;
1092 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1093 sint16 nx, ny; 1044 sint16 nx, ny;
1094 maptile *m; 1045 maptile *m;
1095 1046
1096 /* 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 */
1097 if (!dir) 1048 if (!dir)
1098 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1099 1050
1100 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)
1101 { 1052 {
1102 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1103 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1104 { 1055 {
1105 1056
1122 } 1073 }
1123 1074
1124 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1125 return; 1076 return;
1126 1077
1127 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)
1128 { 1079 {
1129 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1130 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1131 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1132 {
1133 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 */
1134 }
1135 } 1085 }
1136 1086
1137 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1138 { 1088 {
1139 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1143 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1144 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1145 * get to this space. 1095 * get to this space.
1146 */ 1096 */
1147 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1148 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1149 move_player (victim, dir); 1099 move_player (victim, dir);
1150 } 1100 }
1151 else 1101 else
1152 return; 1102 return;
1153 } 1103 }
1157 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1158 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1159 1109
1160 if (op->attacktype) 1110 if (op->attacktype)
1161 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1162
1163 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));
1164 /* Not sure why, but for some chars on metalforge, they
1165 * would sometimes get -inf speed_left, and from the
1166 * description, it could only happen here, so just put
1167 * a lower sanity limit. My only guess is that the
1168 * mover has 0 speed.
1169 */
1170 if (victim->speed_left < -5.0)
1171 victim->speed_left = -5.0;
1172 } 1113 }
1173 } 1114 }
1174 } 1115 }
1175} 1116}
1176 1117
1355 } 1296 }
1356 } 1297 }
1357 } 1298 }
1358} 1299}
1359 1300
1360int 1301void
1361process_object (object *op) 1302process_object (object *op)
1362{ 1303{
1363 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1364 return 0; 1305 return;
1365 1306
1366 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1367 return 0; 1308 return;
1368 1309
1369 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1370 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1371 return 1; 1312 return;
1372 1313
1373 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1374 { 1315 {
1375 if (op->type == PLAYER)
1376 animate_object (op, op->facing);
1377 else
1378 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1379 1317
1380 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1381 make_sure_seen (op); 1319 make_sure_seen (op);
1382 } 1320 }
1383 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1384 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1385 { 1327 {
1386 change_object (op); 1328 change_object (op);
1387 return 1; 1329 return;
1388 } 1330 }
1389 1331
1390 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1391 generate_monster (op); 1333 generate_monster (op);
1392 1334
1393 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)
1394 { 1336 {
1395 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1396 remove_force (op); 1338 remove_force (op);
1397 else 1339 else
1398 { 1340 {
1399 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1400 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1401 1343
1402 if (pl) 1344 if (pl)
1403 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1404 1346
1405 op->remove (); 1347 op->remove ();
1406 1348
1407 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1408 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1409 1351
1410 op->destroy (); 1352 op->destroy ();
1411 } 1353 }
1412 1354
1413 return 1; 1355 return;
1356 }
1414 } 1357 }
1415 1358
1416 switch (op->type) 1359 switch (op->type)
1417 { 1360 {
1418 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1419 move_spell_effect (op); 1362 move_spell_effect (op);
1420 return 1; 1363 break;
1421 1364
1422 case ROD: 1365 case ROD:
1423 case HORN: 1366 case HORN:
1424 regenerate_rod (op); 1367 regenerate_rod (op);
1425 return 1; 1368 break;
1426 1369
1427 case FORCE: 1370 case FORCE:
1428 case POTION_EFFECT: 1371 case POTION_EFFECT:
1429 remove_force (op); 1372 remove_force (op);
1430 return 1; 1373 break;
1431 1374
1432 case BLINDNESS: 1375 case BLINDNESS:
1433 remove_blindness (op); 1376 remove_blindness (op);
1434 return 0; 1377 break;
1435 1378
1436 case POISONING: 1379 case POISONING:
1437 poison_more (op); 1380 poison_more (op);
1438 return 0; 1381 break;
1439 1382
1440 case DISEASE: 1383 case DISEASE:
1441 move_disease (op); 1384 move_disease (op);
1442 return 0; 1385 break;
1443 1386
1444 case SYMPTOM: 1387 case SYMPTOM:
1445 move_symptom (op); 1388 move_symptom (op);
1446 return 0; 1389 break;
1447 1390
1448 case THROWN_OBJ: 1391 case THROWN_OBJ:
1449 case ARROW: 1392 case ARROW:
1450 move_arrow (op); 1393 move_arrow (op);
1451 return 0; 1394 break;
1452 1395
1453 case DOOR: 1396 case DOOR:
1454 remove_door (op); 1397 remove_door (op);
1455 return 0; 1398 break;
1456 1399
1457 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1458 remove_door2 (op); 1401 remove_door2 (op);
1459 return 0; 1402 break;
1460 1403
1461 case TELEPORTER: 1404 case TELEPORTER:
1462 move_teleporter (op); 1405 move_teleporter (op);
1463 return 0; 1406 break;
1464 1407
1465 case GOLEM: 1408 case GOLEM:
1466 move_golem (op); 1409 move_golem (op);
1467 return 0; 1410 break;
1468 1411
1469 case EARTHWALL: 1412 case EARTHWALL:
1470 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1471 return 0; 1414 break;
1472 1415
1473 case FIREWALL: 1416 case FIREWALL:
1474 move_firewall (op); 1417 move_firewall (op);
1475 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1476 animate_turning (op); 1419 animate_turning (op);
1477 return 0; 1420 break;
1478 1421
1479 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1480 do_mood_floor (op); 1423 do_mood_floor (op);
1481 return 0; 1424 break;
1482 1425
1483 case GATE: 1426 case GATE:
1484 move_gate (op); 1427 move_gate (op);
1485 return 0; 1428 break;
1486 1429
1487 case TIMED_GATE: 1430 case TIMED_GATE:
1488 move_timed_gate (op); 1431 move_timed_gate (op);
1489 return 0; 1432 break;
1490 1433
1491 case TRIGGER: 1434 case TRIGGER:
1492 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1495 animate_trigger (op); 1438 animate_trigger (op);
1496 return 0; 1439 break;
1497 1440
1498 case DETECTOR: 1441 case DETECTOR:
1499 move_detector (op); 1442 move_detector (op);
1500 1443
1501 case DIRECTOR: 1444 case DIRECTOR:
1502 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1503 animate_turning (op); 1446 animate_turning (op);
1504 return 0; 1447 break;
1505 1448
1506 case HOLE: 1449 case HOLE:
1507 move_hole (op); 1450 move_hole (op);
1508 return 0; 1451 break;
1509 1452
1510 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1511 move_deep_swamp (op); 1454 move_deep_swamp (op);
1512 return 0; 1455 break;
1513 1456
1514 case RUNE: 1457 case RUNE:
1515 case TRAP: 1458 case TRAP:
1516 move_rune (op); 1459 move_rune (op);
1517 return 0; 1460 break;
1518 1461
1519 case PLAYERMOVER: 1462 case PLAYERMOVER:
1520 move_player_mover (op); 1463 move_player_mover (op);
1521 return 0; 1464 break;
1522 1465
1523 case CREATOR: 1466 case CREATOR:
1524 move_creator (op); 1467 move_creator (op);
1525 return 0; 1468 break;
1526 1469
1527 case MARKER: 1470 case MARKER:
1528 move_marker (op); 1471 move_marker (op);
1529 return 0; 1472 break;
1530 1473
1531 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1532 move_player_changer (op); 1475 move_player_changer (op);
1533 return 0; 1476 break;
1534 1477
1535 case PEACEMAKER: 1478 case PEACEMAKER:
1536 move_peacemaker (op); 1479 move_peacemaker (op);
1537 return 0; 1480 break;
1538 }
1539 1481
1540 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1541} 1487}
1488

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