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Comparing deliantra/server/server/time.C (file contents):
Revision 1.75 by root, Sun May 4 08:25:33 2008 UTC vs.
Revision 1.105 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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);
60 } 61 }
61 62
62 op->destroy (); 63 op->drop_and_destroy ();
63} 64}
64 65
65void 66void
66remove_door2 (object *op) 67remove_door2 (object *op)
67{ 68{
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->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 object *next, *tmp;
486
487 if (op->value) 490 if (op->value)
488 { /* We're opening */ 491 { /* We're opening */
489 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
490 { /* Opened, let's stop */ 493 { /* Opened, let's stop */
491 op->stats.wc = 0; 494 op->stats.wc = 0;
492 op->set_speed (0); 495 op->set_speed (0);
493 496
494 /* Hard coding this makes sense for holes I suppose */ 497 /* Hard coding this makes sense for holes I suppose */
495 op->move_on = MOVE_WALK; 498 op->move_on = MOVE_WALK;
496 for (tmp = op->above; tmp != NULL; tmp = next) 499 for (object *next, *tmp = op->above; tmp; tmp = next)
497 { 500 {
498 next = tmp->above; 501 next = tmp->above;
499 move_apply (op, tmp, tmp); 502 move_apply (op, tmp, tmp);
500 } 503 }
501 } 504 }
543 { 546 {
544 object *payload = op->inv; 547 object *payload = op->inv;
545 548
546 if (payload == NULL) 549 if (payload == NULL)
547 return NULL; 550 return NULL;
551
548 payload->remove (); 552 payload->remove ();
549 op->destroy (); 553 op->destroy ();
550 return payload; 554 return payload;
551 } 555 }
552 556
595 599
596 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
597 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
598 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
599 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
600 605
601 if (op->spellarg)
602 {
603 op->slaying = op->spellarg;
604 free (op->spellarg);
605 op->spellarg = 0;
606 }
607 else
608 op->slaying = 0;
609
610 /* 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 */
611 op->spellarg = NULL; 607 op->custom_name = 0;
612 op->stats.sp = 0; 608 op->stats.sp = 0;
613 op->stats.hp = 0; 609 op->stats.hp = 0;
614 op->stats.grace = 0; 610 op->stats.grace = 0;
615 op->level = 0; 611 op->level = 0;
616 op->face = op->arch->face; 612 op->face = op->arch->face;
617 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
618 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
619 return op; 617 return op;
620} 618}
621 619
622/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
623 * 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
632 if (INVOKE_OBJECT (STOP, op)) 630 if (INVOKE_OBJECT (STOP, op))
633 return; 631 return;
634 632
635 if (op->inv) 633 if (op->inv)
636 { 634 {
635 // replace this by straightforward drop to ground?
637 object *payload = op->inv; 636 object *payload = op->inv;
638 637
639 payload->remove ();
640 payload->owner = 0; 638 payload->owner = 0;
641 insert_ob_in_map (payload, op->map, payload, 0); 639 insert_ob_in_map (payload, op->map, payload, 0);
642 op->destroy (); 640 op->destroy ();
643 } 641 }
644 else 642 else
673 * 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,
674 * 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
675 * 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,
676 * and it is easy enough to clean it up here. 674 * and it is easy enough to clean it up here.
677 */ 675 */
678 if (op->inv == NULL) 676 if (!op->inv)
679 { 677 {
680 op->destroy (); 678 op->destroy ();
681 return; 679 return;
682 } 680 }
683 681
812 return; 810 return;
813 } 811 }
814 812
815 /* update object image for new facing */ 813 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
817 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
818 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
819 } /* object is reflected */ 817 } /* object is reflected */
820 } /* object ran into a wall */ 818 } /* object ran into a wall */
821 819
822 /* 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
823 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
826 824
827 /* Move the arrow. */ 825 /* Move the arrow. */
828 op->move_to (pos); 826 op->move_to (pos);
829} 827}
830 828
831void 829static void
832change_object (object *op) 830change_object (object *op)
833{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
834 int i, j;
835
836 if (!op->other_arch) 832 if (!op->other_arch)
837 { 833 {
838 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 ());
839 return; 835 return;
840 } 836 }
849 } 845 }
850 846
851 object *env = op->env; 847 object *env = op->env;
852 848
853 op->remove (); 849 op->remove ();
854 for (i = 0; i < op->stats.food; i++) 850 for (int i = 0; i < op->stats.food; i++)
855 { 851 {
856 object *tmp = arch_to_object (op->other_arch); 852 object *tmp = op->other_arch->instance ();
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860 853
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862 855
863 if (env) 856 if (env)
864 env->insert (tmp); 857 env->insert (tmp);
865 else 858 else
866 { 859 {
867 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
868 if (j < 0) /* No free spot */ 862 if (j < 0) /* No free spot */
869 tmp->destroy (); 863 tmp->destroy ();
870 else 864 else
871 { 865 {
872 mapxy pos (op); pos.move (j); 866 mapxy pos (op); pos.move (j);
936 else 930 else
937 { 931 {
938 /* Random teleporter */ 932 /* Random teleporter */
939 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
940 return; 934 return;
935
941 teleport (head, TELEPORTER, tmp); 936 teleport (head, TELEPORTER, tmp);
942 } 937 }
943} 938}
944 939
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
1165 { 1157 {
1166 creator->stats.hp = -1; 1158 creator->stats.hp = -1;
1167 return; 1159 return;
1168 } 1160 }
1169 1161
1170 if (creator->inv != NULL) 1162 if (creator->inv)
1171 { 1163 {
1172 object *ob; 1164 object *ob;
1173 int i; 1165 int i;
1174 object *ob_to_copy; 1166 object *ob_to_copy;
1175 1167
1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1188 } 1180 }
1189 else 1181 else
1190 { 1182 {
1191 if (creator->other_arch == NULL) 1183 if (!creator->other_arch)
1192 { 1184 {
1193 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",
1194 &creator->name, &creator->map->path, creator->x, creator->y); 1186 &creator->name, &creator->map->path, creator->x, creator->y);
1195 return; 1187 return;
1196 } 1188 }
1213 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);
1214 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1215 return; 1207 return;
1216 1208
1217 if (creator->slaying) 1209 if (creator->slaying)
1218 {
1219 new_ob->name = new_ob->title = creator->slaying; 1210 new_ob->name = new_ob->title = creator->slaying;
1220 }
1221} 1211}
1222 1212
1223/* move_marker --peterm@soda.csua.berkeley.edu 1213/* move_marker --peterm@soda.csua.berkeley.edu
1224 when moved, a marker will search for a player sitting above 1214 when moved, a marker will search for a player sitting above
1225 it, and insert an invisible, weightless force into him 1215 it, and insert an invisible, weightless force into him
1235 { 1225 {
1236 /* remove an old force with a slaying field == op->name */ 1226 /* remove an old force with a slaying field == op->name */
1237 if (object *force = tmp->force_find (op->name)) 1227 if (object *force = tmp->force_find (op->name))
1238 force->destroy (); 1228 force->destroy ();
1239 1229
1240 if (!tmp->force_find (op->slaying)) 1230 if (op->slaying && !tmp->force_find (op->slaying))
1241 { 1231 {
1242 tmp->force_add (op->slaying, op->stats.food); 1232 tmp->force_add (op->slaying, op->stats.food);
1243 1233
1244 if (op->msg) 1234 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1257 } 1247 }
1258 } 1248 }
1259 } 1249 }
1260} 1250}
1261 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
1262void 1298void
1263process_object (object *op) 1299process_object (object *op)
1264{ 1300{
1265 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1266 return; 1302 return;
1299 { 1335 {
1300 if (QUERY_FLAG (op, FLAG_APPLIED)) 1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1301 remove_force (op); 1337 remove_force (op);
1302 else 1338 else
1303 { 1339 {
1304 op->remove (); 1340 op->remove (); // TODO: really necessary?
1305 1341
1306 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1307 make_sure_not_seen (op); 1343 make_sure_not_seen (op);
1308 1344
1309 op->destroy (); 1345 op->drop_and_destroy ();
1310 } 1346 }
1311 1347
1312 return; 1348 return;
1313 } 1349 }
1314 } 1350 }
1438 1474
1439 case PLAYER: 1475 case PLAYER:
1440 // players have their own speed-management, so undo the --speed_left 1476 // players have their own speed-management, so undo the --speed_left
1441 ++op->speed_left; 1477 ++op->speed_left;
1442 break; 1478 break;
1443 }
1444}
1445 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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