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Comparing deliantra/server/server/time.C (file contents):
Revision 1.107 by root, Sun Apr 11 18:50:04 2010 UTC vs.
Revision 1.115 by root, Tue May 3 17:12:15 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
502 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
503 } 503 }
504 } 504 }
505 505
506 SET_ANIMATION (op, op->stats.wc); 506 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_CHANGE);
508 return; 508 return;
509 } 509 }
510 510
511 /* We're closing */ 511 /* We're closing */
512 op->move_on = 0; 512 op->move_on = 0;
513 513
514 op->stats.wc++; 514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 515 if (op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1; 516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517 517
518 SET_ANIMATION (op, op->stats.wc); 518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE); 519 update_object (op, UP_OBJ_CHANGE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 520 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */ 521 op->set_speed (0); /* closed, let's stop */
522} 522}
523 523
524 524
525/* stop_item() returns a pointer to the stopped object. The stopped object 525/* stop_item() returns a pointer to the stopped object. The stopped object
655{ 655{
656 int was_reflected; 656 int was_reflected;
657 657
658 if (!op->map) 658 if (!op->map)
659 { 659 {
660 LOG (llevError, "BUG: Arrow had no map.\n"); 660 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
661 op->destroy (); 661 op->destroy ();
662 return; 662 return;
663 } 663 }
664 664
665 /* we need to stop thrown objects at some point. Like here. */ 665 /* we need to stop thrown objects at some point. Like here. */
687 } 687 }
688 688
689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 689 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed. 690 * about 17 squares. Tune as needed.
691 */ 691 */
692 op->speed -= 0.05; 692 op->set_speed (op->speed - 0.05);
693 693
694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
695 values look rediculous. */ 695 values look rediculous. */
696 if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED)) 696 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
697 { 697 {
698 stop_arrow (op); 698 stop_arrow (op);
699 return; 699 return;
700 } 700 }
701 701
1004 } 1004 }
1005 1005
1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1007} 1007}
1008 1008
1009/* move_player_mover: this function takes a "player mover" as an 1009/* move_player_mover: this function takes a "player mover" as an
1010 * argument, and performs the function of a player mover, which is: 1010 * argument, and performs the function of a player mover, which is:
1011 * 1011 *
1012 * a player mover finds any players that are sitting on it. It 1012 * a player mover finds any players that are sitting on it. It
1013 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1016 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1017 */ 1017 */
1018static void 1018static void
1019move_player_mover (object *op) 1019move_player_mover (object *op)
1020{ 1020{
1021 int dir = op->stats.sp; 1021 int dir = 0;
1022 sint16 nx, ny;
1023 maptile *m;
1024
1025 /* Determine direction now for random movers so we do the right thing */
1026 if (!dir)
1027 dir = rndm (1, 8);
1028 1022
1029 for (object *victim = op->ms ().bot; victim; victim = victim->above) 1023 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1030 { 1024 {
1031 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] && 1025 if (victim->flag [FLAG_ALIVE]
1026 && !victim->flag [FLAG_WIZPASS]
1032 (victim->move_type & op->move_type || !victim->move_type)) 1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1033 { 1030 {
1031 op->destroy ();
1032 return;
1033 }
1034
1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1039
1040 sint16 nx = op->x + freearr_x[dir];
1041 sint16 ny = op->y + freearr_y[dir];
1042 maptile *m = op->map;
1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1045 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1046 return;
1047 }
1034 1048
1035 if (victim->head) 1049 if (victim->head)
1036 victim = victim->head; 1050 victim = victim->head;
1037
1038 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1039 {
1040 op->remove ();
1041 return;
1042 }
1043
1044 nx = op->x + freearr_x[dir];
1045 ny = op->y + freearr_y[dir];
1046 m = op->map;
1047 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1048 {
1049 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1050 return;
1051 }
1052 1051
1053 if (should_director_abort (op, victim)) 1052 if (should_director_abort (op, victim))
1054 return; 1053 return;
1055 1054
1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) 1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1165 int i; 1164 int i;
1166 object *ob_to_copy; 1165 object *ob_to_copy;
1167 1166
1168 /* select random object from inventory to copy */ 1167 /* select random object from inventory to copy */
1169 ob_to_copy = creator->inv; 1168 ob_to_copy = creator->inv;
1170 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1171 { 1170 {
1172 if (rndm (0, i) == 0) 1171 if (rndm (0, i) == 0)
1173 { 1172 {
1174 ob_to_copy = ob; 1173 ob_to_copy = ob;
1175 } 1174 }
1176 } 1175 }
1176
1177 new_ob = ob_to_copy->deep_clone (); 1177 new_ob = ob_to_copy->deep_clone ();
1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE); 1178 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1180 } 1180 }
1181 else 1181 else
1198 return; 1198 return;
1199 } 1199 }
1200 1200
1201 // for now lets try to identify everything generated here, it mostly 1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes 1202 // happens automated, so this will at least fix many identify-experience holes
1203 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED); 1204 new_ob->set_flag (FLAG_IDENTIFIED);
1204 1205
1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1206 if (new_ob->flag [FLAG_FREED]) 1207 if (new_ob->flag [FLAG_FREED])
1207 return; 1208 return;
1208 1209
1483 1484
1484 case LAMP: 1485 case LAMP:
1485 case TORCH: 1486 case TORCH:
1486 move_lamp (op); 1487 move_lamp (op);
1487 break; 1488 break;
1488 }
1489}
1490 1489
1490 case PHYSICS: // hmm, bad naming
1491 move_physics (op);
1492 break;
1493 }
1494}
1495

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