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Comparing deliantra/server/server/time.C (file contents):
Revision 1.49 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.52 by root, Tue May 22 10:50:01 2007 UTC

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.f)
1124 victim->speed_left = -5.f;
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 animate_object (op, op->contr ? op->facing : op->direction); 1316 animate_object (op, op->contr ? op->facing : op->direction);
1329 1317
1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1331 make_sure_seen (op); 1319 make_sure_seen (op);
1332 } 1320 }
1333 1321
1322 if (op->flag [FLAG_GENERATOR]
1323 || op->flag [FLAG_CHANGING]
1324 || op->flag [FLAG_IS_USED_UP])
1325 {
1334 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1335 { 1327 {
1336 change_object (op); 1328 change_object (op);
1337 return 1; 1329 return;
1338 } 1330 }
1339 1331
1340 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1341 generate_monster (op); 1333 generate_monster (op);
1342 1334
1343 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)
1344 { 1336 {
1345 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1346 remove_force (op); 1338 remove_force (op);
1347 else 1339 else
1348 { 1340 {
1349 /* If necessary, delete the item from the players inventory */ 1341 /* If necessary, delete the item from the players inventory */
1350 object *pl = op->in_player (); 1342 object *pl = op->in_player ();
1351 1343
1352 if (pl) 1344 if (pl)
1353 esrv_del_item (pl->contr, op->count); 1345 esrv_del_item (pl->contr, op->count);
1354 1346
1355 op->remove (); 1347 op->remove ();
1356 1348
1357 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1358 make_sure_not_seen (op); 1350 make_sure_not_seen (op);
1359 1351
1360 op->destroy (); 1352 op->destroy ();
1361 } 1353 }
1362 1354
1363 return 1; 1355 return;
1356 }
1364 } 1357 }
1365 1358
1366 switch (op->type) 1359 switch (op->type)
1367 { 1360 {
1368 case SPELL_EFFECT: 1361 case SPELL_EFFECT:
1369 move_spell_effect (op); 1362 move_spell_effect (op);
1370 return 1; 1363 break;
1371 1364
1372 case ROD: 1365 case ROD:
1373 case HORN: 1366 case HORN:
1374 regenerate_rod (op); 1367 regenerate_rod (op);
1375 return 1; 1368 break;
1376 1369
1377 case FORCE: 1370 case FORCE:
1378 case POTION_EFFECT: 1371 case POTION_EFFECT:
1379 remove_force (op); 1372 remove_force (op);
1380 return 1; 1373 break;
1381 1374
1382 case BLINDNESS: 1375 case BLINDNESS:
1383 remove_blindness (op); 1376 remove_blindness (op);
1384 return 0; 1377 break;
1385 1378
1386 case POISONING: 1379 case POISONING:
1387 poison_more (op); 1380 poison_more (op);
1388 return 0; 1381 break;
1389 1382
1390 case DISEASE: 1383 case DISEASE:
1391 move_disease (op); 1384 move_disease (op);
1392 return 0; 1385 break;
1393 1386
1394 case SYMPTOM: 1387 case SYMPTOM:
1395 move_symptom (op); 1388 move_symptom (op);
1396 return 0; 1389 break;
1397 1390
1398 case THROWN_OBJ: 1391 case THROWN_OBJ:
1399 case ARROW: 1392 case ARROW:
1400 move_arrow (op); 1393 move_arrow (op);
1401 return 0; 1394 break;
1402 1395
1403 case DOOR: 1396 case DOOR:
1404 remove_door (op); 1397 remove_door (op);
1405 return 0; 1398 break;
1406 1399
1407 case LOCKED_DOOR: 1400 case LOCKED_DOOR:
1408 remove_door2 (op); 1401 remove_door2 (op);
1409 return 0; 1402 break;
1410 1403
1411 case TELEPORTER: 1404 case TELEPORTER:
1412 move_teleporter (op); 1405 move_teleporter (op);
1413 return 0; 1406 break;
1414 1407
1415 case GOLEM: 1408 case GOLEM:
1416 move_golem (op); 1409 move_golem (op);
1417 return 0; 1410 break;
1418 1411
1419 case EARTHWALL: 1412 case EARTHWALL:
1420 hit_player (op, 2, op, AT_PHYSICAL, 1); 1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1421 return 0; 1414 break;
1422 1415
1423 case FIREWALL: 1416 case FIREWALL:
1424 move_firewall (op); 1417 move_firewall (op);
1425 if (op->stats.maxsp) 1418 if (op->stats.maxsp)
1426 animate_turning (op); 1419 animate_turning (op);
1427 return 0; 1420 break;
1428 1421
1429 case MOOD_FLOOR: 1422 case MOOD_FLOOR:
1430 do_mood_floor (op); 1423 do_mood_floor (op);
1431 return 0; 1424 break;
1432 1425
1433 case GATE: 1426 case GATE:
1434 move_gate (op); 1427 move_gate (op);
1435 return 0; 1428 break;
1436 1429
1437 case TIMED_GATE: 1430 case TIMED_GATE:
1438 move_timed_gate (op); 1431 move_timed_gate (op);
1439 return 0; 1432 break;
1440 1433
1441 case TRIGGER: 1434 case TRIGGER:
1442 case TRIGGER_BUTTON: 1435 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL: 1436 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR: 1437 case TRIGGER_ALTAR:
1445 animate_trigger (op); 1438 animate_trigger (op);
1446 return 0; 1439 break;
1447 1440
1448 case DETECTOR: 1441 case DETECTOR:
1449 move_detector (op); 1442 move_detector (op);
1450 1443
1451 case DIRECTOR: 1444 case DIRECTOR:
1452 if (op->stats.maxsp) 1445 if (op->stats.maxsp)
1453 animate_turning (op); 1446 animate_turning (op);
1454 return 0; 1447 break;
1455 1448
1456 case HOLE: 1449 case HOLE:
1457 move_hole (op); 1450 move_hole (op);
1458 return 0; 1451 break;
1459 1452
1460 case DEEP_SWAMP: 1453 case DEEP_SWAMP:
1461 move_deep_swamp (op); 1454 move_deep_swamp (op);
1462 return 0; 1455 break;
1463 1456
1464 case RUNE: 1457 case RUNE:
1465 case TRAP: 1458 case TRAP:
1466 move_rune (op); 1459 move_rune (op);
1467 return 0; 1460 break;
1468 1461
1469 case PLAYERMOVER: 1462 case PLAYERMOVER:
1470 move_player_mover (op); 1463 move_player_mover (op);
1471 return 0; 1464 break;
1472 1465
1473 case CREATOR: 1466 case CREATOR:
1474 move_creator (op); 1467 move_creator (op);
1475 return 0; 1468 break;
1476 1469
1477 case MARKER: 1470 case MARKER:
1478 move_marker (op); 1471 move_marker (op);
1479 return 0; 1472 break;
1480 1473
1481 case PLAYER_CHANGER: 1474 case PLAYER_CHANGER:
1482 move_player_changer (op); 1475 move_player_changer (op);
1483 return 0; 1476 break;
1484 1477
1485 case PEACEMAKER: 1478 case PEACEMAKER:
1486 move_peacemaker (op); 1479 move_peacemaker (op);
1487 return 0; 1480 break;
1488 }
1489 1481
1490 return 0; 1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1491} 1487}
1492 1488

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