Crossfire Server, Trunk
player_mover.cpp
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2007 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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#include <
global.h
>
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#include <
ob_methods.h
>
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#include <
ob_types.h
>
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#include <
sounds.h
>
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#include <
sproto.h
>
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static
method_ret
player_mover_type_move_on
(
object
*trap,
object
*
victim
,
object
*originator);
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void
init_type_player_mover
(
void
) {
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register_move_on
(
PLAYERMOVER
,
player_mover_type_move_on
);
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}
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static
method_ret
player_mover_type_move_on
(
object
*trap,
object
*
victim
,
object
*originator) {
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if
(
common_pre_ob_move_on
(trap,
victim
, originator) ==
METHOD_ERROR
)
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return
METHOD_OK
;
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if
(trap->
attacktype
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&& (trap->
level
||
victim
->type !=
PLAYER
)
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&& !
should_director_abort
(trap,
victim
)) {
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if
(!trap->
stats
.
maxsp
)
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trap->
stats
.
maxsp
= 2;
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/* Is this correct? From the docs, it doesn't look like it
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* should be divided by trap->speed
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*/
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victim
->speed_left = -
FABS
(trap->
stats
.
maxsp
*
victim
->speed/trap->
speed
);
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/* Just put in some sanity check. I think there is a bug in the
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* above with some objects have zero speed, and thus the player
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* getting permanently paralyzed.
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*/
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if
(
victim
->speed_left < -50.0)
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victim
->speed_left = -50.0;
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}
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common_post_ob_move_on
(trap,
victim
, originator);
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return
METHOD_OK
;
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}
PLAYER
@ PLAYER
Definition:
object.h:112
init_type_player_mover
void init_type_player_mover(void)
Definition:
player_mover.cpp:38
global.h
FABS
#define FABS(x)
Definition:
define.h:22
object::speed
float speed
Definition:
object.h:337
METHOD_OK
#define METHOD_OK
Definition:
ob_methods.h:15
register_move_on
void register_move_on(int ob_type, move_on_func method)
Definition:
ob_types.cpp:89
object::level
int16_t level
Definition:
object.h:361
player_mover_type_move_on
static method_ret player_mover_type_move_on(object *trap, object *victim, object *originator)
Definition:
player_mover.cpp:48
sword_of_souls.victim
victim
Definition:
sword_of_souls.py:12
common_pre_ob_move_on
method_ret common_pre_ob_move_on(object *trap, object *victim, object *originator)
Definition:
common_apply.cpp:35
PLAYERMOVER
@ PLAYERMOVER
Definition:
object.h:145
should_director_abort
int should_director_abort(const object *op, const object *victim)
Definition:
apply.cpp:68
sproto.h
method_ret
char method_ret
Definition:
ob_methods.h:14
ob_types.h
sounds.h
living::maxsp
int16_t maxsp
Definition:
living.h:43
METHOD_ERROR
#define METHOD_ERROR
Definition:
ob_methods.h:17
ob_methods.h
object::stats
living stats
Definition:
object.h:378
object::attacktype
uint32_t attacktype
Definition:
object.h:352
common_post_ob_move_on
void common_post_ob_move_on(object *trap, object *victim, object *originator)
Definition:
common_apply.cpp:67
crossfire-crossfire-server
types
player_mover
player_mover.cpp
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