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Comparing deliantra/server/server/time.C (file contents):
Revision 1.82 by root, Mon Sep 29 10:32:51 2008 UTC vs.
Revision 1.103 by root, Fri Mar 26 00:53:26 2010 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 25/*
49 } 50 }
50 } 51 }
51 52
52 if (op->other_arch) 53 if (op->other_arch)
53 { 54 {
54 object *tmp = arch_to_object (op->other_arch); 55 object *tmp = op->other_arch->instance ();
55 tmp->x = op->x; 56 tmp->x = op->x;
56 tmp->y = op->y; 57 tmp->y = op->y;
57 tmp->map = op->map; 58 tmp->map = op->map;
58 tmp->level = op->level; 59 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 60 insert_ob_in_map (tmp, op->map, op, 0);
78 } 79 }
79 } 80 }
80 81
81 if (op->other_arch) 82 if (op->other_arch)
82 { 83 {
83 tmp = arch_to_object (op->other_arch); 84 tmp = op->other_arch->instance ();
84 tmp->x = op->x; 85 tmp->x = op->x;
85 tmp->y = op->y; 86 tmp->y = op->y;
86 tmp->map = op->map; 87 tmp->map = op->map;
87 tmp->level = op->level; 88 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 89 insert_ob_in_map (tmp, op->map, op, 0);
89 } 90 }
90 91
91 op->drop_and_destroy (); 92 op->drop_and_destroy ();
92} 93}
93 94
94void 95static void
95generate_monster (object *gen) 96generate_monster (object *gen)
96{ 97{
97 if (!gen->map) 98 if (!gen->map)
98 return; 99 return;
99 100
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
102 return;
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])
101 return; 107 return;
102 108
103 object *op; 109 object *op;
104 int dir; 110 int dir;
105 111
129 // ...or use other_arch 135 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0) 137 if (dir < 0)
132 return; 138 return;
133 139
134 op = arch_to_object (gen->other_arch); 140 op = gen->other_arch->instance ();
135 } 141 }
136 else 142 else
137 return; 143 return;
138 144
139 op->expand_tail (); 145 op->expand_tail ();
152 } 158 }
153 159
154 op->destroy (); 160 op->destroy ();
155} 161}
156 162
157void 163static void
158remove_force (object *op) 164remove_force (object *op)
159{ 165{
160 if (--op->duration > 0) 166 if (--op->duration > 0)
161 return; 167 return;
162 168
174 } 180 }
175 181
176 op->destroy (); 182 op->destroy ();
177} 183}
178 184
179void 185static void
180remove_blindness (object *op) 186remove_blindness (object *op)
181{ 187{
182 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
183 return; 189 return;
184 190
191 } 197 }
192 198
193 op->destroy (); 199 op->destroy ();
194} 200}
195 201
196void 202static void
197poison_more (object *op) 203poison_more (object *op)
198{ 204{
199 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)
200 { 206 {
201 op->destroy (); 207 op->destroy ();
226 232
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228} 234}
229 235
230 236
231void 237static void
232move_gate (object *op) 238move_gate (object *op)
233{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
234 object *tmp; 240 object *tmp;
235 241
236 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))
243 if (op->value) 249 if (op->value)
244 { 250 {
245 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
247 op->stats.wc = 0; 253 op->stats.wc = 0;
248 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
249 op->value = 0; 255 op->value = 0;
250 else 256 else
251 op->set_speed (0); 257 op->set_speed (0);
252 } 258 }
253 259
279 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))
280 break; 286 break;
281 287
282 if (!tmp) 288 if (!tmp)
283 { 289 {
284 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
285 op->value = 1; 291 op->value = 1;
286 else 292 else
287 op->set_speed (0); 293 op->set_speed (0);
288 294
289 return; 295 return;
370 376
371/* hp : how long door is open/closed 377/* hp : how long door is open/closed
372 * maxhp : initial value for hp 378 * maxhp : initial value for hp
373 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
374 */ 380 */
375void 381static void
376move_timed_gate (object *op) 382move_timed_gate (object *op)
377{ 383{
378 int v = op->value; 384 int v = op->value;
379 385
380 if (op->stats.sp) 386 if (op->stats.sp)
399 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
400 * connected: connected value of detector 406 * connected: connected value of detector
401 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
403 */ 409 */
404 410static void
405void
406move_detector (object *op) 411move_detector (object *op)
407{ 412{
408 object *tmp; 413 object *tmp;
409 int last = op->value; 414 int last = op->value;
410 int detected; 415 int detected;
437 if (op->stats.sp == 1) 442 if (op->stats.sp == 1)
438 { 443 {
439 if (detected && last == 0) 444 if (detected && last == 0)
440 { 445 {
441 op->value = 1; 446 op->value = 1;
442 push_button (op); 447 push_button (op, tmp);
443 } 448 }
444 449
445 if (!detected && last == 1) 450 if (!detected && last == 1)
446 { 451 {
447 op->value = 0; 452 op->value = 0;
448 push_button (op); 453 push_button (op, tmp);
449 } 454 }
450 } 455 }
451 else 456 else
452 { /* in this case, we unset buttons */ 457 { /* in this case, we unset buttons */
453 if (detected && last == 1) 458 if (detected && last == 1)
454 { 459 {
455 op->value = 0; 460 op->value = 0;
456 push_button (op); 461 push_button (op, tmp);
457 } 462 }
458 463
459 if (!detected && last == 0) 464 if (!detected && last == 0)
460 { 465 {
461 op->value = 1; 466 op->value = 1;
462 push_button (op); 467 push_button (op, tmp);
463 } 468 }
464 } 469 }
465} 470}
466 471
467void 472void
477 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
478 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
479 } 484 }
480} 485}
481 486
482void 487static void
483move_hole (object *op) 488move_hole (object *op)
484{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
485 if (op->value) 490 if (op->value)
486 { /* We're opening */ 491 { /* We're opening */
487 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
594 599
595 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
596 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
597 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
598 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
599 605
600 if (op->spellarg)
601 {
602 op->slaying = op->spellarg;
603 free (op->spellarg);
604 op->spellarg = 0;
605 }
606 else
607 op->slaying = 0;
608
609 /* 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 */
610 op->spellarg = NULL; 607 op->custom_name = 0;
611 op->stats.sp = 0; 608 op->stats.sp = 0;
612 op->stats.hp = 0; 609 op->stats.hp = 0;
613 op->stats.grace = 0; 610 op->stats.grace = 0;
614 op->level = 0; 611 op->level = 0;
615 op->face = op->arch->face; 612 op->face = op->arch->face;
616 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
617 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
618 return op; 617 return op;
619} 618}
620 619
621/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
622 * 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
811 return; 810 return;
812 } 811 }
813 812
814 /* update object image for new facing */ 813 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
817 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
818 } /* object is reflected */ 817 } /* object is reflected */
819 } /* object ran into a wall */ 818 } /* object ran into a wall */
820 819
821 /* 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
822 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
825 824
826 /* Move the arrow. */ 825 /* Move the arrow. */
827 op->move_to (pos); 826 op->move_to (pos);
828} 827}
829 828
830void 829static void
831change_object (object *op) 830change_object (object *op)
832{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch) 832 if (!op->other_arch)
836 { 833 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); 834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return; 835 return;
839 } 836 }
848 } 845 }
849 846
850 object *env = op->env; 847 object *env = op->env;
851 848
852 op->remove (); 849 op->remove ();
853 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
854 { 851 {
855 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
856
857 if (op->type == LAMP)
858 tmp->stats.food = op->stats.food - 1;
859 853
860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861 855
862 if (env) 856 if (env)
863 env->insert (tmp); 857 env->insert (tmp);
864 else 858 else
865 { 859 {
866 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
867 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
868 tmp->destroy (); 863 tmp->destroy ();
869 else 864 else
870 { 865 {
871 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
945/* This object will teleport someone to a different map 940/* This object will teleport someone to a different map
946 and will also apply changes to the player from its inventory. 941 and will also apply changes to the player from its inventory.
947 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
948 can't be generalized. 943 can't be generalized.
949*/ 944*/
950void 945static void
951move_player_changer (object *op) 946move_player_changer (object *op)
952{ 947{
953 object *player;
954 object *walk;
955
956 if (!op->above || !EXIT_PATH (op)) 948 if (!op->above || !EXIT_PATH (op))
957 return; 949 return;
958 950
959 /* This isn't all that great - means that the player_mover 951 /* This isn't all that great - means that the player_mover
960 * needs to be on top. 952 * needs to be on top.
961 */ 953 */
962 if (op->above->type == PLAYER) 954 if (op->above->type == PLAYER)
963 { 955 {
956 object *player = op->above;
957
964 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
965 return; 959 return;
966 960
967 player = op->above;
968
969 for (walk = op->inv; walk; walk = walk->below) 961 for (object *walk = op->inv; walk; walk = walk->below)
970 apply_changes_to_player (player, walk); 962 apply_changes_to_player (player, walk);
971 963
972 player->update_stats (); 964 player->update_stats ();
973 965
974 esrv_send_inventory (op->above, op->above); 966 esrv_send_inventory (op->above, op->above);
1021 * 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.
1022 * 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,
1023 * 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,
1024 * it'll paralyze the victim for hp*his speed/op->speed 1016 * it'll paralyze the victim for hp*his speed/op->speed
1025 */ 1017 */
1026void 1018static void
1027move_player_mover (object *op) 1019move_player_mover (object *op)
1028{ 1020{
1029 int dir = op->stats.sp; 1021 int dir = op->stats.sp;
1030 sint16 nx, ny; 1022 sint16 nx, ny;
1031 maptile *m; 1023 maptile *m;
1075 /* only level >=1 movers move people */ 1067 /* only level >=1 movers move people */
1076 if (op->level) 1068 if (op->level)
1077 { 1069 {
1078 /* 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
1079 * is cleared, otherwise the player will get stuck in 1071 * is cleared, otherwise the player will get stuck in
1080 * place. This can happen if the player used a spell to 1072 * place. This can happen if the player used a spell to
1081 * get to this space. 1073 * get to this space.
1082 */ 1074 */
1083 victim->contr->fire_on = 0; 1075 victim->contr->fire_on = 0;
1084 victim->speed_left = 1.f; 1076 victim->speed_left = 1.f;
1085 move_player (victim, dir); 1077 move_player (victim, dir);
1086 } 1078 }
1087 else 1079 else
1088 return; 1080 return;
1089 } 1081 }
1090 else 1082 else
1091 move_object (victim, dir); 1083 victim->move (dir);
1092 1084
1093 if (!op->stats.maxsp && op->attacktype) 1085 if (!op->stats.maxsp && op->attacktype)
1094 op->stats.maxsp = 2; 1086 op->stats.maxsp = 2;
1095 1087
1096 if (op->attacktype) 1088 if (op->attacktype)
1097 { /* flag to paralyze the player */ 1089 { /* flag to paralyze the player */
1098 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);
1099 } 1091 }
1100 } 1092 }
1101 } 1093 }
1102} 1094}
1103 1095
1233 { 1225 {
1234 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1235 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1236 force->destroy (); 1228 force->destroy ();
1237 1229
1238 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1239 { 1231 {
1240 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1241 1233
1242 if (op->msg) 1234 if (op->msg)
1243 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1255 } 1247 }
1256 } 1248 }
1257 } 1249 }
1258} 1250}
1259 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
1260void 1298void
1261process_object (object *op) 1299process_object (object *op)
1262{ 1300{
1263 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1264 return; 1302 return;
1436 1474
1437 case PLAYER: 1475 case PLAYER:
1438 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1439 ++op->speed_left; 1477 ++op->speed_left;
1440 break; 1478 break;
1441 }
1442}
1443 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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