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) 2001-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001-2003,2007 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 it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <tod.h> |
27 | #include <tod.h> |
… | |
… | |
244 | pl->refcnt_chk (); |
244 | pl->refcnt_chk (); |
245 | |
245 | |
246 | if (!pl->ob || !pl->ns || !pl->ob->active) |
246 | if (!pl->ob || !pl->ns || !pl->ob->active) |
247 | continue; |
247 | continue; |
248 | |
248 | |
249 | if (pl->ob->speed_left > 0.f && pl->ns) |
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250 | if (handle_newcs_player (pl->ob)) |
249 | if (handle_newcs_player (pl->ob)) |
251 | flag = 1; |
250 | flag = 1; |
252 | |
251 | } |
253 | /* If the player is not actively playing, don't make a |
252 | } |
254 | * backup save - nothing to save anyway. Plus, the |
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255 | * map may not longer be valid. This can happen when the |
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256 | * player quits - they exist for purposes of tracking on the map, |
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257 | * but don't actually reside on any actual map. |
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258 | */ |
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259 | if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
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260 | continue; |
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261 | } /* end of for loop for all the players */ |
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262 | } /* for flag */ |
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263 | |
253 | |
264 | for_all_players (pl) |
254 | for_all_players (pl) |
265 | { |
255 | { |
266 | object *ob = pl->ob; |
256 | object *ob = pl->ob; |
267 | |
257 | |
268 | if (!ob || !pl->ns || !ob->active) |
258 | if (!ob || !pl->ns || !ob->active) |
269 | continue; |
259 | continue; |
270 | |
260 | |
271 | // process_events might steal us one speed slot, so adjust accordingly |
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272 | if (ob->speed_left > 0.f) |
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273 | ++ob->speed_left; |
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274 | |
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275 | do_some_living (ob); |
261 | do_some_living (ob); |
276 | } |
262 | } |
277 | } |
263 | } |
278 | |
264 | |
279 | static void |
265 | static void |
280 | process_players2 () |
266 | process_players2 () |
281 | { |
267 | { |
282 | /* Then check if any players should use weapon-speed instead of speed */ |
268 | /* Then check if any players should use weapon-speed instead of speed */ |
283 | for_all_players (pl) |
269 | for_all_players (pl) |
284 | { |
270 | { |
285 | if (pl->has_hit) |
271 | pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); |
286 | { |
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287 | pl->ob->speed_left = min (pl->weapon_speed (), pl->ob->speed_left + pl->weapon_speed ()); |
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288 | |
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289 | if (pl->ob->speed_left > 0.f) |
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290 | pl->has_hit = 0; |
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291 | } |
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292 | else |
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293 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
272 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
294 | } |
273 | } |
295 | } |
274 | } |
296 | |
275 | |
297 | void |
276 | void |
298 | process_events () |
277 | process_events () |