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Comparing deliantra/server/server/time.C (file contents):
Revision 1.43 by root, Sat Apr 21 16:56:32 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
113 /*First count numer of objects in inv */
114 for (op = gen->inv; op; op = op->below)
115 qty++;
116
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125
126 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
127 if (i == -1)
128 return;
129
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135
136 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
137 if (QUERY_FLAG (head, FLAG_FREED))
138 return;
139
140 if (head->has_random_items ())
141 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
142}
143
144void
145generate_monster_arch (object *gen)
146{
147 int i;
148 object *op, *head = NULL, *prev = NULL;
149 archetype *at = gen->other_arch;
150
151 if (!gen->other_arch)
152 return;
153
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (!gen->map) 95 if (!gen->map)
159 return; 96 return;
160 97
161 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
162 if (i == -1)
163 return;
164
165 while (at)
166 {
167 op = arch_to_object (at);
168 op->x = gen->x + freearr_x[i] + at->clone.x;
169 op->y = gen->y + freearr_y[i] + at->clone.y;
170
171 if (head)
172 op->head = head, prev->more = op;
173
174 if (rndm (0, 9))
175 generate_artifact (op, gen->map->difficulty);
176
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180
181 if (op->has_random_items ())
182 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
183
184 if (head == NULL)
185 head = op;
186
187 prev = op;
188 at = at->more;
189 }
190}
191
192void
193generate_monster (object *gen)
194{
195
196 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
197 return; 99 return;
198 100
101 object *op;
102
199 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
200 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 }
201 else 120 else
202 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 }
203 128
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 ();
204} 147}
205 148
206void 149void
207remove_force (object *op) 150remove_force (object *op)
208{ 151{
277} 220}
278 221
279 222
280void 223void
281move_gate (object *op) 224move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
283 object *tmp; 226 object *tmp;
284 227
285 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))
286 { 229 {
287 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));
359 */ 302 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 { 304 {
362 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
365 309
366 if (tmp != NULL) 310 if (tmp)
367 { 311 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 { 313 {
370 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
371 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
372 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);
373 } 318 }
374 else 319 else
375 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
629 return NULL; 574 return NULL;
630 } 575 }
631 576
632 op->set_speed (0); 577 op->set_speed (0);
633 op->direction = 0; 578 op->direction = 0;
634 op->move_on = 0; 579 op->move_on = 0;
635 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
636 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
637 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
638 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
639 op->slaying = 0;
640 op->skill = 0;
641 587
642 if (op->spellarg != NULL) 588 if (op->spellarg)
643 { 589 {
644 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
645 free (op->spellarg); 591 free (op->spellarg);
646 op->spellarg = NULL; 592 op->spellarg = 0;
647 } 593 }
648 else 594 else
649 op->slaying = NULL; 595 op->slaying = 0;
650 596
651 /* 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 */
652 op->spellarg = NULL; 598 op->spellarg = NULL;
653 op->stats.sp = 0; 599 op->stats.sp = 0;
654 op->stats.hp = 0; 600 op->stats.hp = 0;
683 op->destroy (); 629 op->destroy ();
684 } 630 }
685 else 631 else
686 { 632 {
687 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
688 if (op) 635 if (op)
689 merge_ob (op, NULL); 636 merge_ob (op, 0);
690 } 637 }
691} 638}
692 639
693/* 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.
694 */ 641 */
1007 return; 954 return;
1008 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
1009 } 956 }
1010} 957}
1011 958
1012
1013/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
1014 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
1015 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
1016 can't be generalized. 962 can't be generalized.
1017*/ 963*/
1092 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1093 */ 1039 */
1094void 1040void
1095move_player_mover (object *op) 1041move_player_mover (object *op)
1096{ 1042{
1097 object *victim, *nextmover;
1098 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1099 sint16 nx, ny; 1044 sint16 nx, ny;
1100 maptile *m; 1045 maptile *m;
1101 1046
1102 /* 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 */
1103 if (!dir) 1048 if (!dir)
1104 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1105 1050
1106 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)
1107 { 1052 {
1108 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1109 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1110 { 1055 {
1111 1056
1128 } 1073 }
1129 1074
1130 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1131 return; 1076 return;
1132 1077
1133 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)
1134 { 1079 {
1135 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1136 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1137 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1138 {
1139 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 */
1140 }
1141 } 1085 }
1142 1086
1143 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1144 { 1088 {
1145 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1149 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1150 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1151 * get to this space. 1095 * get to this space.
1152 */ 1096 */
1153 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1154 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1155 move_player (victim, dir); 1099 move_player (victim, dir);
1156 } 1100 }
1157 else 1101 else
1158 return; 1102 return;
1159 } 1103 }
1163 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1164 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1165 1109
1166 if (op->attacktype) 1110 if (op->attacktype)
1167 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1168
1169 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));
1170 /* Not sure why, but for some chars on metalforge, they
1171 * would sometimes get -inf speed_left, and from the
1172 * description, it could only happen here, so just put
1173 * a lower sanity limit. My only guess is that the
1174 * mover has 0 speed.
1175 */
1176 if (victim->speed_left < -5.0)
1177 victim->speed_left = -5.0;
1178 } 1113 }
1179 } 1114 }
1180 } 1115 }
1181} 1116}
1182 1117
1361 } 1296 }
1362 } 1297 }
1363 } 1298 }
1364} 1299}
1365 1300
1366int 1301void
1367process_object (object *op) 1302process_object (object *op)
1368{ 1303{
1369 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1370 return 0; 1305 return;
1371 1306
1372 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1373 return 0; 1308 return;
1374 1309
1375 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1376 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1377 return 1; 1312 return;
1378 1313
1379 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1380 { 1315 {
1381 if (op->type == PLAYER)
1382 animate_object (op, op->facing);
1383 else
1384 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1385 1317
1386 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1387 make_sure_seen (op); 1319 make_sure_seen (op);
1388 } 1320 }
1389 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1390 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1391 { 1327 {
1392 change_object (op); 1328 change_object (op);
1393 return 1; 1329 return;
1394 } 1330 }
1395 1331
1396 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1397 generate_monster (op); 1333 generate_monster (op);
1398 1334
1399 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)
1400 { 1336 {
1401 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1402 remove_force (op); 1338 remove_force (op);
1403 else 1339 else
1404 { 1340 {
1405 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1406 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1407 1343
1408 if (pl) 1344 if (pl)
1409 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1410 1346
1411 op->remove (); 1347 op->remove ();
1412 1348
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1415 1351
1416 op->destroy (); 1352 op->destroy ();
1417 } 1353 }
1418 1354
1419 return 1; 1355 return;
1356 }
1420 } 1357 }
1421 1358
1422 switch (op->type) 1359 switch (op->type)
1423 { 1360 {
1424 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1425 move_spell_effect (op); 1362 move_spell_effect (op);
1426 return 1; 1363 break;
1427 1364
1428 case ROD: 1365 case ROD:
1429 case HORN: 1366 case HORN:
1430 regenerate_rod (op); 1367 regenerate_rod (op);
1431 return 1; 1368 break;
1432 1369
1433 case FORCE: 1370 case FORCE:
1434 case POTION_EFFECT: 1371 case POTION_EFFECT:
1435 remove_force (op); 1372 remove_force (op);
1436 return 1; 1373 break;
1437 1374
1438 case BLINDNESS: 1375 case BLINDNESS:
1439 remove_blindness (op); 1376 remove_blindness (op);
1440 return 0; 1377 break;
1441 1378
1442 case POISONING: 1379 case POISONING:
1443 poison_more (op); 1380 poison_more (op);
1444 return 0; 1381 break;
1445 1382
1446 case DISEASE: 1383 case DISEASE:
1447 move_disease (op); 1384 move_disease (op);
1448 return 0; 1385 break;
1449 1386
1450 case SYMPTOM: 1387 case SYMPTOM:
1451 move_symptom (op); 1388 move_symptom (op);
1452 return 0; 1389 break;
1453 1390
1454 case THROWN_OBJ: 1391 case THROWN_OBJ:
1455 case ARROW: 1392 case ARROW:
1456 move_arrow (op); 1393 move_arrow (op);
1457 return 0; 1394 break;
1458 1395
1459 case DOOR: 1396 case DOOR:
1460 remove_door (op); 1397 remove_door (op);
1461 return 0; 1398 break;
1462 1399
1463 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1464 remove_door2 (op); 1401 remove_door2 (op);
1465 return 0; 1402 break;
1466 1403
1467 case TELEPORTER: 1404 case TELEPORTER:
1468 move_teleporter (op); 1405 move_teleporter (op);
1469 return 0; 1406 break;
1470 1407
1471 case GOLEM: 1408 case GOLEM:
1472 move_golem (op); 1409 move_golem (op);
1473 return 0; 1410 break;
1474 1411
1475 case EARTHWALL: 1412 case EARTHWALL:
1476 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1477 return 0; 1414 break;
1478 1415
1479 case FIREWALL: 1416 case FIREWALL:
1480 move_firewall (op); 1417 move_firewall (op);
1481 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1482 animate_turning (op); 1419 animate_turning (op);
1483 return 0; 1420 break;
1484 1421
1485 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1486 do_mood_floor (op); 1423 do_mood_floor (op);
1487 return 0; 1424 break;
1488 1425
1489 case GATE: 1426 case GATE:
1490 move_gate (op); 1427 move_gate (op);
1491 return 0; 1428 break;
1492 1429
1493 case TIMED_GATE: 1430 case TIMED_GATE:
1494 move_timed_gate (op); 1431 move_timed_gate (op);
1495 return 0; 1432 break;
1496 1433
1497 case TRIGGER: 1434 case TRIGGER:
1498 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1499 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1500 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1501 animate_trigger (op); 1438 animate_trigger (op);
1502 return 0; 1439 break;
1503 1440
1504 case DETECTOR: 1441 case DETECTOR:
1505 move_detector (op); 1442 move_detector (op);
1506 1443
1507 case DIRECTOR: 1444 case DIRECTOR:
1508 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1509 animate_turning (op); 1446 animate_turning (op);
1510 return 0; 1447 break;
1511 1448
1512 case HOLE: 1449 case HOLE:
1513 move_hole (op); 1450 move_hole (op);
1514 return 0; 1451 break;
1515 1452
1516 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1517 move_deep_swamp (op); 1454 move_deep_swamp (op);
1518 return 0; 1455 break;
1519 1456
1520 case RUNE: 1457 case RUNE:
1521 case TRAP: 1458 case TRAP:
1522 move_rune (op); 1459 move_rune (op);
1523 return 0; 1460 break;
1524 1461
1525 case PLAYERMOVER: 1462 case PLAYERMOVER:
1526 move_player_mover (op); 1463 move_player_mover (op);
1527 return 0; 1464 break;
1528 1465
1529 case CREATOR: 1466 case CREATOR:
1530 move_creator (op); 1467 move_creator (op);
1531 return 0; 1468 break;
1532 1469
1533 case MARKER: 1470 case MARKER:
1534 move_marker (op); 1471 move_marker (op);
1535 return 0; 1472 break;
1536 1473
1537 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1538 move_player_changer (op); 1475 move_player_changer (op);
1539 return 0; 1476 break;
1540 1477
1541 case PEACEMAKER: 1478 case PEACEMAKER:
1542 move_peacemaker (op); 1479 move_peacemaker (op);
1543 return 0; 1480 break;
1544 }
1545 1481
1546 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1547} 1487}
1488

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