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Comparing deliantra/server/server/time.C (file contents):
Revision 1.66 by root, Mon Aug 27 06:29:18 2007 UTC vs.
Revision 1.103 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
25 * 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
26 * collected in this file. 27 * collected in this file.
34 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
35 */ 36 */
36void 37void
37remove_door (object *op) 38remove_door (object *op)
38{ 39{
39 int i; 40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
40 object *tmp; 42 object *tmp;
41 43 mapxy pos (op);
42 for (i = 1; i < 9; i += 2) 44 pos.move (i);
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
44 { 47 {
45 tmp->set_speed (0.1f); 48 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 49 tmp->speed_left = -0.2f;
47 } 50 }
51 }
48 52
49 if (op->other_arch) 53 if (op->other_arch)
50 { 54 {
51 tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
52 tmp->x = op->x; 56 tmp->x = op->x;
53 tmp->y = op->y; 57 tmp->y = op->y;
54 tmp->map = op->map; 58 tmp->map = op->map;
55 tmp->level = op->level; 59 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
57 } 61 }
58 62
59 op->destroy (); 63 op->drop_and_destroy ();
60} 64}
61 65
62void 66void
63remove_door2 (object *op) 67remove_door2 (object *op)
64{ 68{
75 } 79 }
76 } 80 }
77 81
78 if (op->other_arch) 82 if (op->other_arch)
79 { 83 {
80 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
81 tmp->x = op->x; 85 tmp->x = op->x;
82 tmp->y = op->y; 86 tmp->y = op->y;
83 tmp->map = op->map; 87 tmp->map = op->map;
84 tmp->level = op->level; 88 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
86 } 90 }
87 91
88 op->destroy (); 92 op->drop_and_destroy ();
89} 93}
90 94
91void 95static void
92generate_monster (object *gen) 96generate_monster (object *gen)
93{ 97{
94 if (!gen->map) 98 if (!gen->map)
95 return; 99 return;
96 100
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 102 return;
99 103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
100 object *op; 109 object *op;
101 int i; 110 int dir;
102 111
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 113 {
105 // either copy one item from the inventory... 114 // either copy one item from the inventory...
106 if (!gen->inv) 115 if (!gen->inv)
110 int index = 0; 119 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 121 if (!rndm (++index))
113 op = tmp; 122 op = tmp;
114 123
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (i < 0) 125 if (dir < 0)
117 return; 126 return;
118 127
119 op = object_create_clone (op); 128 op = op->deep_clone ();
120 129
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 132 }
124 else if (gen->other_arch) 133 else if (gen->other_arch)
125 { 134 {
126 // ...or use other_arch 135 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (i < 0) 137 if (dir < 0)
129 return; 138 return;
130 139
131 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
132 } 141 }
133 else 142 else
134 return; 143 return;
135 144
136 op->expand_tail (); 145 op->expand_tail ();
137 146
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
139 { 150 {
140 if (rndm (0, 9)) 151 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty); 152 generate_artifact (op, gen->map->difficulty);
142 153
143 if (op->has_random_items ()) 154 if (op->has_random_items ())
147 } 158 }
148 159
149 op->destroy (); 160 op->destroy ();
150} 161}
151 162
152void 163static void
153remove_force (object *op) 164remove_force (object *op)
154{ 165{
155 if (--op->duration > 0) 166 if (--op->duration > 0)
156 return; 167 return;
157 168
169 } 180 }
170 181
171 op->destroy (); 182 op->destroy ();
172} 183}
173 184
174void 185static void
175remove_blindness (object *op) 186remove_blindness (object *op)
176{ 187{
177 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
178 return; 189 return;
179 190
186 } 197 }
187 198
188 op->destroy (); 199 op->destroy ();
189} 200}
190 201
191void 202static void
192poison_more (object *op) 203poison_more (object *op)
193{ 204{
194 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) 205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
195 { 206 {
196 op->destroy (); 207 op->destroy ();
221 232
222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
223} 234}
224 235
225 236
226void 237static void
227move_gate (object *op) 238move_gate (object *op)
228{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
229 object *tmp; 240 object *tmp;
230 241
231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
238 if (op->value) 249 if (op->value)
239 { 250 {
240 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
241 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
242 op->stats.wc = 0; 253 op->stats.wc = 0;
243 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
244 op->value = 0; 255 op->value = 0;
245 else 256 else
246 op->set_speed (0); 257 op->set_speed (0);
247 } 258 }
248 259
274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
275 break; 286 break;
276 287
277 if (!tmp) 288 if (!tmp)
278 { 289 {
279 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
280 op->value = 1; 291 op->value = 1;
281 else 292 else
282 op->set_speed (0); 293 op->set_speed (0);
283 294
284 return; 295 return;
295 } 306 }
296 else 307 else
297 { /* The gate is still going up */ 308 { /* The gate is still going up */
298 op->stats.wc++; 309 op->stats.wc++;
299 310
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 311 if (op->stats.wc >= NUM_ANIMATIONS (op))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
302 313
303 /* If there is something on top of the gate, we try to roll it off. 314 /* If there is something on top of the gate, we try to roll it off.
304 * If a player/monster, we don't roll, we just hit them with damage 315 * If a player/monster, we don't roll, we just hit them with damage
305 */ 316 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 { 318 {
308 /* Halfway or further, check blocks */ 319 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */ 320 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ; 322 ;
325 * off the gate. 336 * off the gate.
326 */ 337 */
327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
328 { 339 {
329 /* If it has speed, it should move itself, otherwise: */ 340 /* If it has speed, it should move itself, otherwise: */
330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
331 342
332 /* If there is a free spot, move the object someplace */ 343 /* If there is a free spot, move the object someplace */
333 if (i != -1) 344 if (i > 0)
334 { 345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
335 tmp->remove (); 349 tmp->move_to (pos);
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
337 insert_ob_in_map (tmp, op->map, op, 0);
338 } 350 }
339 } 351 }
340 } 352 }
341 353
342 /* See if there is still anything blocking the gate */ 354 /* See if there is still anything blocking the gate */
364 376
365/* hp : how long door is open/closed 377/* hp : how long door is open/closed
366 * maxhp : initial value for hp 378 * maxhp : initial value for hp
367 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
368 */ 380 */
369void 381static void
370move_timed_gate (object *op) 382move_timed_gate (object *op)
371{ 383{
372 int v = op->value; 384 int v = op->value;
373 385
374 if (op->stats.sp) 386 if (op->stats.sp)
393 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
394 * connected: connected value of detector 406 * connected: connected value of detector
395 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
396 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
397 */ 409 */
398 410static void
399void
400move_detector (object *op) 411move_detector (object *op)
401{ 412{
402 object *tmp; 413 object *tmp;
403 int last = op->value; 414 int last = op->value;
404 int detected; 415 int detected;
431 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
432 { 443 {
433 if (detected && last == 0) 444 if (detected && last == 0)
434 { 445 {
435 op->value = 1; 446 op->value = 1;
436 push_button (op); 447 push_button (op, tmp);
437 } 448 }
438 449
439 if (!detected && last == 1) 450 if (!detected && last == 1)
440 { 451 {
441 op->value = 0; 452 op->value = 0;
442 push_button (op); 453 push_button (op, tmp);
443 } 454 }
444 } 455 }
445 else 456 else
446 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
447 if (detected && last == 1) 458 if (detected && last == 1)
448 { 459 {
449 op->value = 0; 460 op->value = 0;
450 push_button (op); 461 push_button (op, tmp);
451 } 462 }
452 463
453 if (!detected && last == 0) 464 if (!detected && last == 0)
454 { 465 {
455 op->value = 1; 466 op->value = 1;
456 push_button (op); 467 push_button (op, tmp);
457 } 468 }
458 } 469 }
459} 470}
460 471
461void 472void
471 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
472 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
473 } 484 }
474} 485}
475 486
476void 487static void
477move_hole (object *op) 488move_hole (object *op)
478{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
479 object *next, *tmp;
480
481 if (op->value) 490 if (op->value)
482 { /* We're opening */ 491 { /* We're opening */
483 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
484 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
485 op->stats.wc = 0; 494 op->stats.wc = 0;
486 op->set_speed (0); 495 op->set_speed (0);
487 496
488 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
489 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
490 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
491 { 500 {
492 next = tmp->above; 501 next = tmp->above;
493 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
494 } 503 }
495 } 504 }
537 { 546 {
538 object *payload = op->inv; 547 object *payload = op->inv;
539 548
540 if (payload == NULL) 549 if (payload == NULL)
541 return NULL; 550 return NULL;
551
542 payload->remove (); 552 payload->remove ();
543 op->destroy (); 553 op->destroy ();
544 return payload; 554 return payload;
545 } 555 }
546 556
589 599
590 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
591 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
592 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
593 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
594 605
595 if (op->spellarg)
596 {
597 op->slaying = op->spellarg;
598 free (op->spellarg);
599 op->spellarg = 0;
600 }
601 else
602 op->slaying = 0;
603
604 /* Reset these to zero, so that object::can_merge will work properly */ 606 /* Reset these to defaults, so that object::can_merge will work properly */
605 op->spellarg = NULL; 607 op->custom_name = 0;
606 op->stats.sp = 0; 608 op->stats.sp = 0;
607 op->stats.hp = 0; 609 op->stats.hp = 0;
608 op->stats.grace = 0; 610 op->stats.grace = 0;
609 op->level = 0; 611 op->level = 0;
610 op->face = op->arch->face; 612 op->face = op->arch->face;
611 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
612 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
613 return op; 617 return op;
614} 618}
615 619
616/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
617 * has to stop. Sept 96 - I added in thrown object code in 621 * has to stop. Sept 96 - I added in thrown object code in
626 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
627 return; 631 return;
628 632
629 if (op->inv) 633 if (op->inv)
630 { 634 {
635 // replace this by straightforward drop to ground?
631 object *payload = op->inv; 636 object *payload = op->inv;
632 637
633 payload->remove ();
634 payload->owner = 0; 638 payload->owner = 0;
635 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
636 op->destroy (); 640 op->destroy ();
637 } 641 }
638 else 642 else
667 * is if the player throws a bomb - the bomb explodes on its own, 671 * is if the player throws a bomb - the bomb explodes on its own,
668 * but this object sticks around. We could handle the cleanup in the 672 * but this object sticks around. We could handle the cleanup in the
669 * bomb code, but there are potential other cases where that could happen, 673 * bomb code, but there are potential other cases where that could happen,
670 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
671 */ 675 */
672 if (op->inv == NULL) 676 if (!op->inv)
673 { 677 {
674 op->destroy (); 678 op->destroy ();
675 return; 679 return;
676 } 680 }
677 681
806 return; 810 return;
807 } 811 }
808 812
809 /* update object image for new facing */ 813 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
812 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
813 } /* object is reflected */ 817 } /* object is reflected */
814 } /* object ran into a wall */ 818 } /* object ran into a wall */
815 819
816 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
817 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
820 824
821 /* Move the arrow. */ 825 /* Move the arrow. */
822 op->move_to (pos); 826 op->move_to (pos);
823} 827}
824 828
825/* This routine doesnt seem to work for "inanimate" objects that 829static void
826 * are being carried, ie a held torch leaps from your hands!.
827 * Modified this routine to allow held objects. b.t. */
828void
829change_object (object *op) 830change_object (object *op)
830{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
831 int i, j;
832
833 if (op->other_arch == NULL) 832 if (!op->other_arch)
834 { 833 {
835 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
836 return; 835 return;
837 } 836 }
838 837
839 /* In non-living items only change when food value is 0 */ 838 /* In non-living items only change when food value is 0 */
840 if (!QUERY_FLAG (op, FLAG_ALIVE)) 839 if (!QUERY_FLAG (op, FLAG_ALIVE))
841 { 840 {
842 if (op->stats.food-- > 0) 841 if (op->stats.food-- > 0)
843 return; 842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
844 else 858 else
845 op->stats.food = 1; /* so 1 other_arch is made */
846 }
847
848 object *pl = op->in_player ();
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < NROFNEWOBJS (op); i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 if (op->type == LAMP)
857 tmp->stats.food = op->stats.food - 1;
858
859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860 if (env)
861 {
862 tmp->x = env->x, tmp->y = env->y;
863 tmp = insert_ob_in_ob (tmp, env);
864
865 /* If this object is the players inventory, we need to tell the
866 * client of the change. Insert_ob_in_map takes care of the
867 * updating the client, so we don't need to do that below.
868 */
869 if (pl)
870 {
871 esrv_del_item (pl->contr, op->count);
872 esrv_send_item (pl, tmp);
873 }
874 } 859 {
875 else
876 {
877 j = find_first_free_spot (tmp, op->map, op->x, op->y); 860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
878 if (j == -1) /* No free spot */ 862 if (j < 0) /* No free spot */
879 tmp->destroy (); 863 tmp->destroy ();
880 else 864 else
881 { 865 {
882 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 866 mapxy pos (op); pos.move (j);
883 insert_ob_in_map (tmp, op->map, op, 0); 867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
884 } 870 }
885 } 871 }
886 } 872 }
887 873
888 op->destroy (); 874 op->destroy ();
944 else 930 else
945 { 931 {
946 /* Random teleporter */ 932 /* Random teleporter */
947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
948 return; 934 return;
935
949 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
950 } 937 }
951} 938}
952 939
953/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
954 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
955 This was invented for giving classes, but there's no reason it 942 This was invented for giving classes, but there's no reason it
956 can't be generalized. 943 can't be generalized.
957*/ 944*/
958void 945static void
959move_player_changer (object *op) 946move_player_changer (object *op)
960{ 947{
961 object *player;
962 object *walk;
963
964 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
965 return; 949 return;
966 950
967 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
968 * needs to be on top. 952 * needs to be on top.
969 */ 953 */
970 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
971 { 955 {
956 object *player = op->above;
957
972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
973 return; 959 return;
974 960
975 player = op->above;
976
977 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
978 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
979 963
980 player->update_stats (); 964 player->update_stats ();
981 965
982 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1029 * moves them in the op->stats.sp direction. speed is how often it'll move. 1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1030 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1031 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1032 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1033 */ 1017 */
1034void 1018static void
1035move_player_mover (object *op) 1019move_player_mover (object *op)
1036{ 1020{
1037 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1038 sint16 nx, ny; 1022 sint16 nx, ny;
1039 maptile *m; 1023 maptile *m;
1083 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1084 if (op->level) 1068 if (op->level)
1085 { 1069 {
1086 /* Following is a bit of hack. We need to make sure it 1070 /* Following is a bit of hack. We need to make sure it
1087 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1088 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1089 * get to this space. 1073 * get to this space.
1090 */ 1074 */
1091 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1092 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1093 move_player (victim, dir); 1077 move_player (victim, dir);
1094 } 1078 }
1095 else 1079 else
1096 return; 1080 return;
1097 } 1081 }
1098 else 1082 else
1099 move_object (victim, dir); 1083 victim->move (dir);
1100 1084
1101 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1102 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1103 1087
1104 if (op->attacktype) 1088 if (op->attacktype)
1105 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1107 } 1091 }
1108 } 1092 }
1109 } 1093 }
1110} 1094}
1111 1095
1173 { 1157 {
1174 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1175 return; 1159 return;
1176 } 1160 }
1177 1161
1178 if (creator->inv != NULL) 1162 if (creator->inv)
1179 { 1163 {
1180 object *ob; 1164 object *ob;
1181 int i; 1165 int i;
1182 object *ob_to_copy; 1166 object *ob_to_copy;
1183 1167
1188 if (rndm (0, i) == 0) 1172 if (rndm (0, i) == 0)
1189 { 1173 {
1190 ob_to_copy = ob; 1174 ob_to_copy = ob;
1191 } 1175 }
1192 } 1176 }
1193 new_ob = object_create_clone (ob_to_copy); 1177 new_ob = ob_to_copy->deep_clone ();
1194 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1195 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1196 } 1180 }
1197 else 1181 else
1198 { 1182 {
1199 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1200 { 1184 {
1201 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1202 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1203 return; 1187 return;
1204 } 1188 }
1206 new_ob = object_create_arch (creator->other_arch); 1190 new_ob = object_create_arch (creator->other_arch);
1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1208 } 1192 }
1209 1193
1210 /* Make sure this multipart object fits */ 1194 /* Make sure this multipart object fits */
1211 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1212 { 1196 {
1213 new_ob->destroy (); 1197 new_ob->destroy ();
1214 return; 1198 return;
1215 } 1199 }
1216 1200
1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1222 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1223 return; 1207 return;
1224 1208
1225 if (creator->slaying) 1209 if (creator->slaying)
1226 {
1227 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1228 }
1229} 1211}
1230 1212
1231/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1232 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1233 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1243 { 1225 {
1244 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1245 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1246 force->destroy (); 1228 force->destroy ();
1247 1229
1248 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1249 { 1231 {
1250 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1251 1233
1252 if (op->msg) 1234 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1265 } 1247 }
1266 } 1248 }
1267 } 1249 }
1268} 1250}
1269 1251
1252// mapscript objects activate themselves (only) then their timer fires
1253// TODO: maybe they should simply trigger the link like any other object?
1254static void
1255move_mapscript (object *op)
1256{
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259}
1260
1261static void
1262move_lamp (object *op)
1263{
1264 // if the lamp/torch is off, we should disable it.
1265 if (!op->glow_radius)
1266 {
1267 op->set_speed (0);
1268 return;
1269 }
1270 else
1271 {
1272 // check whether the face might need to be updated
1273 // (currently this is needed to have already switched on torches
1274 // on maps, as they just set the glow_radius in the archetype)
1275 if (op->other_arch
1276 && (
1277 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1278 || (op->flag [FLAG_ANIMATE]
1279 ? (op->animation_id != op->other_arch->animation_id)
1280 : (op->face != op->other_arch->face))
1281 ))
1282 get_animation_from_arch (op, op->other_arch);
1283 }
1284
1285 // lamps and torches on maps don't use up their fuel
1286 if (op->is_on_map ())
1287 return;
1288
1289 if (op->stats.food > 0)
1290 {
1291 op->stats.food--;
1292 return;
1293 }
1294
1295 apply_lamp (op, false);
1296}
1297
1270void 1298void
1271process_object (object *op) 1299process_object (object *op)
1272{ 1300{
1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1274 return; 1302 return;
1307 { 1335 {
1308 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1309 remove_force (op); 1337 remove_force (op);
1310 else 1338 else
1311 { 1339 {
1312 /* If necessary, delete the item from the players inventory */ 1340 op->remove (); // TODO: really necessary?
1313 object *pl = op->in_player ();
1314
1315 if (pl)
1316 esrv_del_item (pl->contr, op->count);
1317
1318 op->remove ();
1319 1341
1320 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1321 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1322 1344
1323 op->destroy (); 1345 op->drop_and_destroy ();
1324 } 1346 }
1325 1347
1326 return; 1348 return;
1327 } 1349 }
1328 } 1350 }
1452 1474
1453 case PLAYER: 1475 case PLAYER:
1454 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1455 ++op->speed_left; 1477 ++op->speed_left;
1456 break; 1478 break;
1457 }
1458}
1459 1479
1480 case MAPSCRIPT:
1481 move_mapscript (op);
1482 break;
1483
1484 case LAMP:
1485 case TORCH:
1486 move_lamp (op);
1487 break;
1488 }
1489}
1490

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