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Comparing deliantra/server/server/time.C (file contents):
Revision 1.118 by root, Fri Jan 27 22:00:40 2012 UTC vs.
Revision 1.125 by root, Sat Sep 16 22:17:43 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
28 */ 28 */
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
36 */ 36 */
37void 37void
38remove_door (object *op) 38remove_door (object *op)
69 int i; 69 int i;
70 object *tmp; 70 object *tmp;
71 71
72 for (i = 1; i < 9; i += 2) 72 for (i = 1; i < 9; i += 2)
73 { 73 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 74 tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i));
75 if (tmp && tmp->slaying == op->slaying) 75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */ 76 { /* same key both doors */
77 tmp->set_speed (0.1f); 77 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2f; 78 tmp->speed_left = -0.2f;
79 } 79 }
609 op->stats.grace = 0; 609 op->stats.grace = 0;
610 op->level = 0; 610 op->level = 0;
611 op->face = op->arch->face; 611 op->face = op->arch->face;
612 op->owner = 0; 612 op->owner = 0;
613 613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
614 update_object (op, UP_OBJ_CHANGE); 616 update_object (op, UP_OBJ_CHANGE);
615 617
616 return op; 618 return op;
617} 619}
618 620
689 * about 17 squares. Tune as needed. 691 * about 17 squares. Tune as needed.
690 */ 692 */
691 op->set_speed (op->speed - 0.05); 693 op->set_speed (op->speed - 0.05);
692 694
693 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower 695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
694 values look rediculous. */ 696 values look ridiculous. */
695 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) 697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
696 { 698 {
697 stop_arrow (op); 699 stop_arrow (op);
698 return; 700 return;
699 } 701 }
713 if (pos->flags () & P_IS_ALIVE) 715 if (pos->flags () & P_IS_ALIVE)
714 { 716 {
715 object *tmp; 717 object *tmp;
716 718
717 for (tmp = pos->bot; tmp; tmp = tmp->above) 719 for (tmp = pos->bot; tmp; tmp = tmp->above)
718 if (tmp->flag [FLAG_ALIVE]) 720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
719 break; 721 {
720
721 /* Not really fair, but don't let monsters hit themselves with 722 /* Not really fair, but don't let monsters hit themselves with
722 * their own arrow - this can be because they fire it then 723 * their own arrow - this can be because they fire it then
723 * move into it. 724 * move into it.
724 */ 725 */
725 if (tmp && tmp != op->owner) 726
726 {
727 /* Found living object, but it is reflecting the missile. Update 727 /* Found living object, but it is reflecting the missile. Update
728 * as below. (Note that for living creatures there is a small 728 * as below. (Note that for living creatures there is a small
729 * chance that reflect_missile fails.) 729 * chance that reflect_missile fails.)
730 */ 730 */
731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) 731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
732 { 732 {
733 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op); 734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
736 } 736 }
737 else 737 else
738 { 738 {
739 /* Attack the object. */ 739 /* Attack the object. */
740 op = hit_with_arrow (op, tmp); 740 op = hit_with_arrow (op, tmp);
741 741
742 if (!op) 742 if (!op)
743 return; 743 return;
744 } 744 }
745 } /* if this is not hitting its owner */ 745
746 } /* if there is something alive on this space */ 746 break;
747 }
748 }
747 749
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) 750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 { 751 {
750 int retry = 0; 752 int retry = 0;
751 753
1032 /* Determine direction only once so we do the right thing */ 1034 /* Determine direction only once so we do the right thing */
1033 // why is it the right thing, though? 1035 // why is it the right thing, though?
1034 if (!dir) 1036 if (!dir)
1035 dir = op->stats.sp ? op->stats.sp : rndm (1, 8); 1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1036 1038
1037 sint16 nx = op->x + freearr_x[dir]; 1039 sint16 nx = op->x + DIRX (dir);
1038 sint16 ny = op->y + freearr_y[dir]; 1040 sint16 ny = op->y + DIRY (dir);
1039 maptile *m = op->map; 1041 maptile *m = op->map;
1040 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1041 { 1043 {
1042 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); 1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1043 return; 1045 return;
1129 break; 1131 break;
1130 } 1132 }
1131 } 1133 }
1132} 1134}
1133 1135
1134/* move_creator (by peterm) 1136/* move_creator (by peterm)
1135 * it has the creator object create it's other_arch right on top of it. 1137 * it has the creator object create it's other_arch right on top of it.
1136 * connected: what will trigger it 1138 * connected: what will trigger it
1137 * hp: how many times it may create before stopping 1139 * hp: how many times it may create before stopping
1138 * lifesave: if set, it'll never disappear but will go on creating 1140 * lifesave: if set, it'll never disappear but will go on creating
1139 * everytime it's triggered 1141 * everytime it's triggered

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