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Comparing deliantra/server/server/time.C (file contents):
Revision 1.45 by root, Sun Apr 22 13:06:45 2007 UTC vs.
Revision 1.54 by root, Sun Jun 3 11:22:07 2007 UTC

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) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 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/* 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
27 * collected in this file. 27 * collected in this file.
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 {
220} 220}
221 221
222 222
223void 223void
224move_gate (object *op) 224move_gate (object *op)
225{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
226 object *tmp; 226 object *tmp;
227 227
228 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))
229 { 229 {
230 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));
302 */ 302 */
303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
304 { 304 {
305 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
306 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
307 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
308 309
309 if (tmp != NULL) 310 if (tmp)
310 { 311 {
311 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
312 { 313 {
313 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
314 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
315 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);
316 } 318 }
317 else 319 else
318 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
572 return NULL; 574 return NULL;
573 } 575 }
574 576
575 op->set_speed (0); 577 op->set_speed (0);
576 op->direction = 0; 578 op->direction = 0;
577 op->move_on = 0; 579 op->move_on = 0;
578 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
579 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
580 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
581 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
582 op->slaying = 0;
583 op->skill = 0;
584 587
585 if (op->spellarg != NULL) 588 if (op->spellarg)
586 { 589 {
587 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
588 free (op->spellarg); 591 free (op->spellarg);
589 op->spellarg = NULL; 592 op->spellarg = 0;
590 } 593 }
591 else 594 else
592 op->slaying = NULL; 595 op->slaying = 0;
593 596
594 /* 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 */
595 op->spellarg = NULL; 598 op->spellarg = NULL;
596 op->stats.sp = 0; 599 op->stats.sp = 0;
597 op->stats.hp = 0; 600 op->stats.hp = 0;
626 op->destroy (); 629 op->destroy ();
627 } 630 }
628 else 631 else
629 { 632 {
630 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
631 if (op) 635 if (op)
632 merge_ob (op, NULL); 636 merge_ob (op, 0);
633 } 637 }
634} 638}
635 639
636/* 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.
637 */ 641 */
950 return; 954 return;
951 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
952 } 956 }
953} 957}
954 958
955
956/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
958 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
959 can't be generalized. 962 can't be generalized.
960*/ 963*/
1035 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1039 */
1037void 1040void
1038move_player_mover (object *op) 1041move_player_mover (object *op)
1039{ 1042{
1040 object *victim, *nextmover;
1041 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1042 sint16 nx, ny; 1044 sint16 nx, ny;
1043 maptile *m; 1045 maptile *m;
1044 1046
1045 /* 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 */
1046 if (!dir) 1048 if (!dir)
1047 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1048 1050
1049 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)
1050 { 1052 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1053 { 1055 {
1054 1056
1071 } 1073 }
1072 1074
1073 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1074 return; 1076 return;
1075 1077
1076 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)
1077 { 1079 {
1078 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1080 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1081 {
1082 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 */
1083 }
1084 } 1085 }
1085 1086
1086 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1087 { 1088 {
1088 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1092 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1093 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1094 * get to this space. 1095 * get to this space.
1095 */ 1096 */
1096 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1097 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1098 move_player (victim, dir); 1099 move_player (victim, dir);
1099 } 1100 }
1100 else 1101 else
1101 return; 1102 return;
1102 } 1103 }
1106 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1107 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1108 1109
1109 if (op->attacktype) 1110 if (op->attacktype)
1110 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1111
1112 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));
1113 /* Not sure why, but for some chars on metalforge, they
1114 * would sometimes get -inf speed_left, and from the
1115 * description, it could only happen here, so just put
1116 * a lower sanity limit. My only guess is that the
1117 * mover has 0 speed.
1118 */
1119 if (victim->speed_left < -5.0)
1120 victim->speed_left = -5.0;
1121 } 1113 }
1122 } 1114 }
1123 } 1115 }
1124} 1116}
1125 1117
1304 } 1296 }
1305 } 1297 }
1306 } 1298 }
1307} 1299}
1308 1300
1309int 1301void
1310process_object (object *op) 1302process_object (object *op)
1311{ 1303{
1312 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1313 return 0; 1305 return;
1314 1306
1315 if (INVOKE_OBJECT (TICK, op)) 1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1316 return 0; 1308 return;
1317 1309
1318 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1319 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1320 return 1; 1312 return;
1321 1313
1322 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1323 { 1315 {
1324 if (op->type == PLAYER)
1325 animate_object (op, op->facing);
1326 else
1327 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1328 1317
1329 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1330 make_sure_seen (op); 1319 make_sure_seen (op);
1331 } 1320 }
1332 1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 { 1329 {
1335 change_object (op); 1330 change_object (op);
1336 return 1; 1331 return;
1337 } 1332 }
1338 1333
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op); 1335 generate_monster (op);
1341 1336
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 { 1338 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED)) 1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op); 1340 remove_force (op);
1346 else 1341 else
1347 { 1342 {
1348 /* IF necessary, delete the item from the players inventory */ 1343 /* If necessary, delete the item from the players inventory */
1349 object *pl = op->in_player (); 1344 object *pl = op->in_player ();
1350 1345
1351 if (pl) 1346 if (pl)
1352 esrv_del_item (pl->contr, op->count); 1347 esrv_del_item (pl->contr, op->count);
1353 1348
1354 op->remove (); 1349 op->remove ();
1355 1350
1356 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1357 make_sure_not_seen (op); 1352 make_sure_not_seen (op);
1358 1353
1359 op->destroy (); 1354 op->destroy ();
1360 } 1355 }
1361 1356
1362 return 1; 1357 return;
1358 }
1363 } 1359 }
1364 1360
1365 switch (op->type) 1361 switch (op->type)
1366 { 1362 {
1367 case SPELL_EFFECT: 1363 case SPELL_EFFECT:
1368 move_spell_effect (op); 1364 move_spell_effect (op);
1369 return 1; 1365 break;
1370 1366
1371 case ROD: 1367 case ROD:
1372 case HORN: 1368 case HORN:
1373 regenerate_rod (op); 1369 regenerate_rod (op);
1374 return 1; 1370 break;
1375 1371
1376 case FORCE: 1372 case FORCE:
1377 case POTION_EFFECT: 1373 case POTION_EFFECT:
1378 remove_force (op); 1374 remove_force (op);
1379 return 1; 1375 break;
1380 1376
1381 case BLINDNESS: 1377 case BLINDNESS:
1382 remove_blindness (op); 1378 remove_blindness (op);
1383 return 0; 1379 break;
1384 1380
1385 case POISONING: 1381 case POISONING:
1386 poison_more (op); 1382 poison_more (op);
1387 return 0; 1383 break;
1388 1384
1389 case DISEASE: 1385 case DISEASE:
1390 move_disease (op); 1386 move_disease (op);
1391 return 0; 1387 break;
1392 1388
1393 case SYMPTOM: 1389 case SYMPTOM:
1394 move_symptom (op); 1390 move_symptom (op);
1395 return 0; 1391 break;
1396 1392
1397 case THROWN_OBJ: 1393 case THROWN_OBJ:
1398 case ARROW: 1394 case ARROW:
1399 move_arrow (op); 1395 move_arrow (op);
1400 return 0; 1396 break;
1401 1397
1402 case DOOR: 1398 case DOOR:
1403 remove_door (op); 1399 remove_door (op);
1404 return 0; 1400 break;
1405 1401
1406 case LOCKED_DOOR: 1402 case LOCKED_DOOR:
1407 remove_door2 (op); 1403 remove_door2 (op);
1408 return 0; 1404 break;
1409 1405
1410 case TELEPORTER: 1406 case TELEPORTER:
1411 move_teleporter (op); 1407 move_teleporter (op);
1412 return 0; 1408 break;
1413 1409
1414 case GOLEM: 1410 case GOLEM:
1415 move_golem (op); 1411 move_golem (op);
1416 return 0; 1412 break;
1417 1413
1418 case EARTHWALL: 1414 case EARTHWALL:
1419 hit_player (op, 2, op, AT_PHYSICAL, 1); 1415 hit_player (op, 2, op, AT_PHYSICAL, 1);
1420 return 0; 1416 break;
1421 1417
1422 case FIREWALL: 1418 case FIREWALL:
1423 move_firewall (op); 1419 move_firewall (op);
1424 if (op->stats.maxsp) 1420 if (op->stats.maxsp)
1425 animate_turning (op); 1421 animate_turning (op);
1426 return 0; 1422 break;
1427 1423
1428 case MOOD_FLOOR: 1424 case MOOD_FLOOR:
1429 do_mood_floor (op); 1425 do_mood_floor (op);
1430 return 0; 1426 break;
1431 1427
1432 case GATE: 1428 case GATE:
1433 move_gate (op); 1429 move_gate (op);
1434 return 0; 1430 break;
1435 1431
1436 case TIMED_GATE: 1432 case TIMED_GATE:
1437 move_timed_gate (op); 1433 move_timed_gate (op);
1438 return 0; 1434 break;
1439 1435
1440 case TRIGGER: 1436 case TRIGGER:
1441 case TRIGGER_BUTTON: 1437 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL: 1438 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR: 1439 case TRIGGER_ALTAR:
1444 animate_trigger (op); 1440 animate_trigger (op);
1445 return 0; 1441 break;
1446 1442
1447 case DETECTOR: 1443 case DETECTOR:
1448 move_detector (op); 1444 move_detector (op);
1449 1445
1450 case DIRECTOR: 1446 case DIRECTOR:
1451 if (op->stats.maxsp) 1447 if (op->stats.maxsp)
1452 animate_turning (op); 1448 animate_turning (op);
1453 return 0; 1449 break;
1454 1450
1455 case HOLE: 1451 case HOLE:
1456 move_hole (op); 1452 move_hole (op);
1457 return 0; 1453 break;
1458 1454
1459 case DEEP_SWAMP: 1455 case DEEP_SWAMP:
1460 move_deep_swamp (op); 1456 move_deep_swamp (op);
1461 return 0; 1457 break;
1462 1458
1463 case RUNE: 1459 case RUNE:
1464 case TRAP: 1460 case TRAP:
1465 move_rune (op); 1461 move_rune (op);
1466 return 0; 1462 break;
1467 1463
1468 case PLAYERMOVER: 1464 case PLAYERMOVER:
1469 move_player_mover (op); 1465 move_player_mover (op);
1470 return 0; 1466 break;
1471 1467
1472 case CREATOR: 1468 case CREATOR:
1473 move_creator (op); 1469 move_creator (op);
1474 return 0; 1470 break;
1475 1471
1476 case MARKER: 1472 case MARKER:
1477 move_marker (op); 1473 move_marker (op);
1478 return 0; 1474 break;
1479 1475
1480 case PLAYER_CHANGER: 1476 case PLAYER_CHANGER:
1481 move_player_changer (op); 1477 move_player_changer (op);
1482 return 0; 1478 break;
1483 1479
1484 case PEACEMAKER: 1480 case PEACEMAKER:
1485 move_peacemaker (op); 1481 move_peacemaker (op);
1486 return 0; 1482 break;
1487 }
1488 1483
1489 return 0; 1484 case PLAYER:
1485 // players have their own speed-management, so undo the --speed_left
1486 ++op->speed_left;
1487 break;
1488 }
1490} 1489}
1490

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