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Comparing deliantra/server/server/time.C (file contents):
Revision 1.47 by root, Fri May 11 21:24:29 2007 UTC vs.
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC

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 {
954 return; 954 return;
955 teleport (head, TELEPORTER, tmp); 955 teleport (head, TELEPORTER, tmp);
956 } 956 }
957} 957}
958 958
959
960/* This object will teleport someone to a different map 959/* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory. 960 and will also apply changes to the player from its inventory.
962 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
963 can't be generalized. 962 can't be generalized.
964*/ 963*/
1039 * it'll paralyze the victim for hp*his speed/op->speed 1038 * it'll paralyze the victim for hp*his speed/op->speed
1040 */ 1039 */
1041void 1040void
1042move_player_mover (object *op) 1041move_player_mover (object *op)
1043{ 1042{
1044 object *victim, *nextmover;
1045 int dir = op->stats.sp; 1043 int dir = op->stats.sp;
1046 sint16 nx, ny; 1044 sint16 nx, ny;
1047 maptile *m; 1045 maptile *m;
1048 1046
1049 /* 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 */
1050 if (!dir) 1048 if (!dir)
1051 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1052 1050
1053 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)
1054 { 1052 {
1055 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1056 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1057 { 1055 {
1058 1056
1075 } 1073 }
1076 1074
1077 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1078 return; 1076 return;
1079 1077
1080 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)
1081 { 1079 {
1082 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1083 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99f;
1082
1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1083 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1085 {
1086 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 */
1087 }
1088 } 1085 }
1089 1086
1090 if (victim->type == PLAYER) 1087 if (victim->type == PLAYER)
1091 { 1088 {
1092 /* only level >=1 movers move people */ 1089 /* only level >=1 movers move people */
1096 * is cleared, otherwise the player will get stuck in 1093 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to 1094 * place. This can happen if the player used a spell to
1098 * get to this space. 1095 * get to this space.
1099 */ 1096 */
1100 victim->contr->fire_on = 0; 1097 victim->contr->fire_on = 0;
1101 victim->speed_left = -FABS (victim->speed); 1098 victim->speed_left = 1.f;
1102 move_player (victim, dir); 1099 move_player (victim, dir);
1103 } 1100 }
1104 else 1101 else
1105 return; 1102 return;
1106 } 1103 }
1110 if (!op->stats.maxsp && op->attacktype) 1107 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2; 1108 op->stats.maxsp = 2;
1112 1109
1113 if (op->attacktype) 1110 if (op->attacktype)
1114 { /* flag to paralyze the player */ 1111 { /* flag to paralyze the player */
1115
1116 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));
1117 /* Not sure why, but for some chars on metalforge, they
1118 * would sometimes get -inf speed_left, and from the
1119 * description, it could only happen here, so just put
1120 * a lower sanity limit. My only guess is that the
1121 * mover has 0 speed.
1122 */
1123 if (victim->speed_left < -5.0)
1124 victim->speed_left = -5.0;
1125 } 1113 }
1126 } 1114 }
1127 } 1115 }
1128} 1116}
1129 1117
1308 } 1296 }
1309 } 1297 }
1310 } 1298 }
1311} 1299}
1312 1300
1313int 1301void
1314process_object (object *op) 1302process_object (object *op)
1315{ 1303{
1316 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1304 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1317 return 0; 1305 return;
1318 1306
1319 if (INVOKE_OBJECT (TICK, op)) 1307 if (INVOKE_OBJECT (TICK, op))
1320 return 0; 1308 return;
1321 1309
1322 if (QUERY_FLAG (op, FLAG_MONSTER)) 1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1323 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1324 return 1; 1312 return;
1325 1313
1326 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1327 { 1315 {
1328 if (op->type == PLAYER)
1329 animate_object (op, op->facing);
1330 else
1331 animate_object (op, op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1332 1317
1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1334 make_sure_seen (op); 1319 make_sure_seen (op);
1335 } 1320 }
1336 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1337 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1338 { 1327 {
1339 change_object (op); 1328 change_object (op);
1340 return 1; 1329 return;
1341 } 1330 }
1342 1331
1343 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1344 generate_monster (op); 1333 generate_monster (op);
1345 1334
1346 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)
1347 { 1336 {
1348 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1349 remove_force (op); 1338 remove_force (op);
1350 else 1339 else
1351 { 1340 {
1352 /* IF necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1353 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1354 1343
1355 if (pl) 1344 if (pl)
1356 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1357 1346
1358 op->remove (); 1347 op->remove ();
1359 1348
1360 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1361 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1362 1351
1363 op->destroy (); 1352 op->destroy ();
1364 } 1353 }
1365 1354
1366 return 1; 1355 return;
1356 }
1367 } 1357 }
1368 1358
1369 switch (op->type) 1359 switch (op->type)
1370 { 1360 {
1371 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1372 move_spell_effect (op); 1362 move_spell_effect (op);
1373 return 1; 1363 break;
1374 1364
1375 case ROD: 1365 case ROD:
1376 case HORN: 1366 case HORN:
1377 regenerate_rod (op); 1367 regenerate_rod (op);
1378 return 1; 1368 break;
1379 1369
1380 case FORCE: 1370 case FORCE:
1381 case POTION_EFFECT: 1371 case POTION_EFFECT:
1382 remove_force (op); 1372 remove_force (op);
1383 return 1; 1373 break;
1384 1374
1385 case BLINDNESS: 1375 case BLINDNESS:
1386 remove_blindness (op); 1376 remove_blindness (op);
1387 return 0; 1377 break;
1388 1378
1389 case POISONING: 1379 case POISONING:
1390 poison_more (op); 1380 poison_more (op);
1391 return 0; 1381 break;
1392 1382
1393 case DISEASE: 1383 case DISEASE:
1394 move_disease (op); 1384 move_disease (op);
1395 return 0; 1385 break;
1396 1386
1397 case SYMPTOM: 1387 case SYMPTOM:
1398 move_symptom (op); 1388 move_symptom (op);
1399 return 0; 1389 break;
1400 1390
1401 case THROWN_OBJ: 1391 case THROWN_OBJ:
1402 case ARROW: 1392 case ARROW:
1403 move_arrow (op); 1393 move_arrow (op);
1404 return 0; 1394 break;
1405 1395
1406 case DOOR: 1396 case DOOR:
1407 remove_door (op); 1397 remove_door (op);
1408 return 0; 1398 break;
1409 1399
1410 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1411 remove_door2 (op); 1401 remove_door2 (op);
1412 return 0; 1402 break;
1413 1403
1414 case TELEPORTER: 1404 case TELEPORTER:
1415 move_teleporter (op); 1405 move_teleporter (op);
1416 return 0; 1406 break;
1417 1407
1418 case GOLEM: 1408 case GOLEM:
1419 move_golem (op); 1409 move_golem (op);
1420 return 0; 1410 break;
1421 1411
1422 case EARTHWALL: 1412 case EARTHWALL:
1423 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1424 return 0; 1414 break;
1425 1415
1426 case FIREWALL: 1416 case FIREWALL:
1427 move_firewall (op); 1417 move_firewall (op);
1428 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1429 animate_turning (op); 1419 animate_turning (op);
1430 return 0; 1420 break;
1431 1421
1432 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1433 do_mood_floor (op); 1423 do_mood_floor (op);
1434 return 0; 1424 break;
1435 1425
1436 case GATE: 1426 case GATE:
1437 move_gate (op); 1427 move_gate (op);
1438 return 0; 1428 break;
1439 1429
1440 case TIMED_GATE: 1430 case TIMED_GATE:
1441 move_timed_gate (op); 1431 move_timed_gate (op);
1442 return 0; 1432 break;
1443 1433
1444 case TRIGGER: 1434 case TRIGGER:
1445 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1448 animate_trigger (op); 1438 animate_trigger (op);
1449 return 0; 1439 break;
1450 1440
1451 case DETECTOR: 1441 case DETECTOR:
1452 move_detector (op); 1442 move_detector (op);
1453 1443
1454 case DIRECTOR: 1444 case DIRECTOR:
1455 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1456 animate_turning (op); 1446 animate_turning (op);
1457 return 0; 1447 break;
1458 1448
1459 case HOLE: 1449 case HOLE:
1460 move_hole (op); 1450 move_hole (op);
1461 return 0; 1451 break;
1462 1452
1463 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1464 move_deep_swamp (op); 1454 move_deep_swamp (op);
1465 return 0; 1455 break;
1466 1456
1467 case RUNE: 1457 case RUNE:
1468 case TRAP: 1458 case TRAP:
1469 move_rune (op); 1459 move_rune (op);
1470 return 0; 1460 break;
1471 1461
1472 case PLAYERMOVER: 1462 case PLAYERMOVER:
1473 move_player_mover (op); 1463 move_player_mover (op);
1474 return 0; 1464 break;
1475 1465
1476 case CREATOR: 1466 case CREATOR:
1477 move_creator (op); 1467 move_creator (op);
1478 return 0; 1468 break;
1479 1469
1480 case MARKER: 1470 case MARKER:
1481 move_marker (op); 1471 move_marker (op);
1482 return 0; 1472 break;
1483 1473
1484 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1485 move_player_changer (op); 1475 move_player_changer (op);
1486 return 0; 1476 break;
1487 1477
1488 case PEACEMAKER: 1478 case PEACEMAKER:
1489 move_peacemaker (op); 1479 move_peacemaker (op);
1490 return 0; 1480 break;
1491 }
1492 1481
1493 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1494} 1487}
1488

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