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Comparing deliantra/server/server/time.C (file contents):
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC vs.
Revision 1.53 by root, Mon May 28 21:28:36 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 {
574 return NULL; 574 return NULL;
575 } 575 }
576 576
577 op->set_speed (0); 577 op->set_speed (0);
578 op->direction = 0; 578 op->direction = 0;
579 op->move_on = 0; 579 op->move_on = 0;
580 op->move_type = 0; 580 op->move_type = 0;
581 op->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
581 op->stats.wc = op->stats.sp; 584 op->stats.wc = op->stats.sp;
582 op->stats.dam = op->stats.hp; 585 op->stats.dam = op->stats.hp;
583 op->attacktype = op->stats.grace; 586 op->attacktype = op->stats.grace;
584 op->slaying = 0;
585 op->skill = 0;
586 587
587 if (op->spellarg != NULL) 588 if (op->spellarg)
588 { 589 {
589 op->slaying = op->spellarg; 590 op->slaying = op->spellarg;
590 free (op->spellarg); 591 free (op->spellarg);
591 op->spellarg = NULL; 592 op->spellarg = 0;
592 } 593 }
593 else 594 else
594 op->slaying = NULL; 595 op->slaying = 0;
595 596
596 /* 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 */
597 op->spellarg = NULL; 598 op->spellarg = NULL;
598 op->stats.sp = 0; 599 op->stats.sp = 0;
599 op->stats.hp = 0; 600 op->stats.hp = 0;
628 op->destroy (); 629 op->destroy ();
629 } 630 }
630 else 631 else
631 { 632 {
632 op = fix_stopped_arrow (op); 633 op = fix_stopped_arrow (op);
634
633 if (op) 635 if (op)
634 merge_ob (op, NULL); 636 merge_ob (op, 0);
635 } 637 }
636} 638}
637 639
638/* 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.
639 */ 641 */
952 return; 954 return;
953 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
954 } 956 }
955} 957}
956 958
957
958/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
959 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
960 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
961 can't be generalized. 962 can't be generalized.
962*/ 963*/
1037 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1038 */ 1039 */
1039void 1040void
1040move_player_mover (object *op) 1041move_player_mover (object *op)
1041{ 1042{
1042 object *victim, *nextmover;
1043 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1044 sint16 nx, ny; 1044 sint16 nx, ny;
1045 maptile *m; 1045 maptile *m;
1046 1046
1047 /* 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 */
1048 if (!dir) 1048 if (!dir)
1049 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1050 1050
1051 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)
1052 { 1052 {
1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1054 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1055 { 1055 {
1056 1056
1073 } 1073 }
1074 1074
1075 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1076 return; 1076 return;
1077 1077
1078 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)
1079 { 1079 {
1080 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1081 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1083 {
1084 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 */
1085 }
1086 } 1085 }
1087 1086
1088 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1089 { 1088 {
1090 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1094 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1095 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1096 * get to this space. 1095 * get to this space.
1097 */ 1096 */
1098 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1099 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1100 move_player (victim, dir); 1099 move_player (victim, dir);
1101 } 1100 }
1102 else 1101 else
1103 return; 1102 return;
1104 } 1103 }
1108 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1109 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1110 1109
1111 if (op->attacktype) 1110 if (op->attacktype)
1112 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1113
1114 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));
1115 /* Not sure why, but for some chars on metalforge, they
1116 * would sometimes get -inf speed_left, and from the
1117 * description, it could only happen here, so just put
1118 * a lower sanity limit. My only guess is that the
1119 * mover has 0 speed.
1120 */
1121 if (victim->speed_left < -5.0)
1122 victim->speed_left = -5.0;
1123 } 1113 }
1124 } 1114 }
1125 } 1115 }
1126} 1116}
1127 1117
1306 } 1296 }
1307 } 1297 }
1308 } 1298 }
1309} 1299}
1310 1300
1311int 1301void
1312process_object (object *op) 1302process_object (object *op)
1313{ 1303{
1314 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1315 return 0; 1305 return;
1316 1306
1317 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1318 return 0; 1308 return;
1319 1309
1320 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1321 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1322 return 1; 1312 return;
1323 1313
1324 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1325 { 1315 {
1326 if (op->type == PLAYER)
1327 animate_object (op, op->facing);
1328 else
1329 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1330 1317
1331 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1332 make_sure_seen (op); 1319 make_sure_seen (op);
1333 } 1320 }
1334 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1335 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1336 { 1327 {
1337 change_object (op); 1328 change_object (op);
1338 return 1; 1329 return;
1339 } 1330 }
1340 1331
1341 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1342 generate_monster (op); 1333 generate_monster (op);
1343 1334
1344 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)
1345 { 1336 {
1346 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1347 remove_force (op); 1338 remove_force (op);
1348 else 1339 else
1349 { 1340 {
1350 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1351 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1352 1343
1353 if (pl) 1344 if (pl)
1354 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1355 1346
1356 op->remove (); 1347 op->remove ();
1357 1348
1358 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1359 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1360 1351
1361 op->destroy (); 1352 op->destroy ();
1362 } 1353 }
1363 1354
1364 return 1; 1355 return;
1356 }
1365 } 1357 }
1366 1358
1367 switch (op->type) 1359 switch (op->type)
1368 { 1360 {
1369 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1370 move_spell_effect (op); 1362 move_spell_effect (op);
1371 return 1; 1363 break;
1372 1364
1373 case ROD: 1365 case ROD:
1374 case HORN: 1366 case HORN:
1375 regenerate_rod (op); 1367 regenerate_rod (op);
1376 return 1; 1368 break;
1377 1369
1378 case FORCE: 1370 case FORCE:
1379 case POTION_EFFECT: 1371 case POTION_EFFECT:
1380 remove_force (op); 1372 remove_force (op);
1381 return 1; 1373 break;
1382 1374
1383 case BLINDNESS: 1375 case BLINDNESS:
1384 remove_blindness (op); 1376 remove_blindness (op);
1385 return 0; 1377 break;
1386 1378
1387 case POISONING: 1379 case POISONING:
1388 poison_more (op); 1380 poison_more (op);
1389 return 0; 1381 break;
1390 1382
1391 case DISEASE: 1383 case DISEASE:
1392 move_disease (op); 1384 move_disease (op);
1393 return 0; 1385 break;
1394 1386
1395 case SYMPTOM: 1387 case SYMPTOM:
1396 move_symptom (op); 1388 move_symptom (op);
1397 return 0; 1389 break;
1398 1390
1399 case THROWN_OBJ: 1391 case THROWN_OBJ:
1400 case ARROW: 1392 case ARROW:
1401 move_arrow (op); 1393 move_arrow (op);
1402 return 0; 1394 break;
1403 1395
1404 case DOOR: 1396 case DOOR:
1405 remove_door (op); 1397 remove_door (op);
1406 return 0; 1398 break;
1407 1399
1408 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1409 remove_door2 (op); 1401 remove_door2 (op);
1410 return 0; 1402 break;
1411 1403
1412 case TELEPORTER: 1404 case TELEPORTER:
1413 move_teleporter (op); 1405 move_teleporter (op);
1414 return 0; 1406 break;
1415 1407
1416 case GOLEM: 1408 case GOLEM:
1417 move_golem (op); 1409 move_golem (op);
1418 return 0; 1410 break;
1419 1411
1420 case EARTHWALL: 1412 case EARTHWALL:
1421 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1422 return 0; 1414 break;
1423 1415
1424 case FIREWALL: 1416 case FIREWALL:
1425 move_firewall (op); 1417 move_firewall (op);
1426 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1427 animate_turning (op); 1419 animate_turning (op);
1428 return 0; 1420 break;
1429 1421
1430 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1431 do_mood_floor (op); 1423 do_mood_floor (op);
1432 return 0; 1424 break;
1433 1425
1434 case GATE: 1426 case GATE:
1435 move_gate (op); 1427 move_gate (op);
1436 return 0; 1428 break;
1437 1429
1438 case TIMED_GATE: 1430 case TIMED_GATE:
1439 move_timed_gate (op); 1431 move_timed_gate (op);
1440 return 0; 1432 break;
1441 1433
1442 case TRIGGER: 1434 case TRIGGER:
1443 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1444 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1445 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1446 animate_trigger (op); 1438 animate_trigger (op);
1447 return 0; 1439 break;
1448 1440
1449 case DETECTOR: 1441 case DETECTOR:
1450 move_detector (op); 1442 move_detector (op);
1451 1443
1452 case DIRECTOR: 1444 case DIRECTOR:
1453 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1454 animate_turning (op); 1446 animate_turning (op);
1455 return 0; 1447 break;
1456 1448
1457 case HOLE: 1449 case HOLE:
1458 move_hole (op); 1450 move_hole (op);
1459 return 0; 1451 break;
1460 1452
1461 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1462 move_deep_swamp (op); 1454 move_deep_swamp (op);
1463 return 0; 1455 break;
1464 1456
1465 case RUNE: 1457 case RUNE:
1466 case TRAP: 1458 case TRAP:
1467 move_rune (op); 1459 move_rune (op);
1468 return 0; 1460 break;
1469 1461
1470 case PLAYERMOVER: 1462 case PLAYERMOVER:
1471 move_player_mover (op); 1463 move_player_mover (op);
1472 return 0; 1464 break;
1473 1465
1474 case CREATOR: 1466 case CREATOR:
1475 move_creator (op); 1467 move_creator (op);
1476 return 0; 1468 break;
1477 1469
1478 case MARKER: 1470 case MARKER:
1479 move_marker (op); 1471 move_marker (op);
1480 return 0; 1472 break;
1481 1473
1482 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1483 move_player_changer (op); 1475 move_player_changer (op);
1484 return 0; 1476 break;
1485 1477
1486 case PEACEMAKER: 1478 case PEACEMAKER:
1487 move_peacemaker (op); 1479 move_peacemaker (op);
1488 return 0; 1480 break;
1489 }
1490 1481
1491 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1492} 1487}
1488

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