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Comparing deliantra/server/server/time.C (file contents):
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 UTC vs.
Revision 1.89 by elmex, Tue Jan 13 12:29:43 2009 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 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
57 tmp->map = op->map; 57 tmp->map = op->map;
58 tmp->level = op->level; 58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0); 59 insert_ob_in_map (tmp, op->map, op, 0);
60 } 60 }
61 61
62 op->destroy (); 62 op->drop_and_destroy ();
63} 63}
64 64
65void 65void
66remove_door2 (object *op) 66remove_door2 (object *op)
67{ 67{
86 tmp->map = op->map; 86 tmp->map = op->map;
87 tmp->level = op->level; 87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0); 88 insert_ob_in_map (tmp, op->map, op, 0);
89 } 89 }
90 90
91 op->destroy (); 91 op->drop_and_destroy ();
92} 92}
93 93
94void 94void
95generate_monster (object *gen) 95generate_monster (object *gen)
96{ 96{
97 if (!gen->map) 97 if (!gen->map)
98 return; 98 return;
99 99
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return;
102
103 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
101 return; 106 return;
102 107
103 object *op; 108 object *op;
104 int dir; 109 int dir;
105 110
117 122
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0) 124 if (dir < 0)
120 return; 125 return;
121 126
122 op = object_create_clone (op); 127 op = op->deep_clone ();
123 128
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE); 130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 } 131 }
127 else if (gen->other_arch) 132 else if (gen->other_arch)
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
480} 485}
481 486
482void 487void
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
632 if (INVOKE_OBJECT (STOP, op)) 636 if (INVOKE_OBJECT (STOP, op))
633 return; 637 return;
634 638
635 if (op->inv) 639 if (op->inv)
636 { 640 {
641 // replace this by straightforward drop to ground?
637 object *payload = op->inv; 642 object *payload = op->inv;
638 643
639 payload->remove ();
640 payload->owner = 0; 644 payload->owner = 0;
641 insert_ob_in_map (payload, op->map, payload, 0); 645 insert_ob_in_map (payload, op->map, payload, 0);
642 op->destroy (); 646 op->destroy ();
643 } 647 }
644 else 648 else
673 * is if the player throws a bomb - the bomb explodes on its own, 677 * 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 678 * 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, 679 * bomb code, but there are potential other cases where that could happen,
676 * and it is easy enough to clean it up here. 680 * and it is easy enough to clean it up here.
677 */ 681 */
678 if (op->inv == NULL) 682 if (!op->inv)
679 { 683 {
680 op->destroy (); 684 op->destroy ();
681 return; 685 return;
682 } 686 }
683 687
853 op->remove (); 857 op->remove ();
854 for (i = 0; i < op->stats.food; i++) 858 for (i = 0; i < op->stats.food; i++)
855 { 859 {
856 object *tmp = arch_to_object (op->other_arch); 860 object *tmp = arch_to_object (op->other_arch);
857 861
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
862 if (env) 864 if (env)
863 {
864 tmp = env->insert (tmp); 865 env->insert (tmp);
865
866 /* If this object is the players inventory, we need to tell the
867 * client of the change. Insert_ob_in_map takes care of the
868 * updating the client, so we don't need to do that below.
869 */
870 if (object *pl = op->in_player ())
871 {
872 esrv_del_item (pl->contr, op->count);
873 esrv_send_item (pl, tmp);
874 }
875 }
876 else 866 else
877 { 867 {
878 j = find_first_free_spot (tmp, op->map, op->x, op->y); 868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
879 if (j < 0) /* No free spot */ 869 if (j < 0) /* No free spot */
880 tmp->destroy (); 870 tmp->destroy ();
947 else 937 else
948 { 938 {
949 /* Random teleporter */ 939 /* Random teleporter */
950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
951 return; 941 return;
942
952 teleport (head, TELEPORTER, tmp); 943 teleport (head, TELEPORTER, tmp);
953 } 944 }
954} 945}
955 946
956/* This object will teleport someone to a different map 947/* This object will teleport someone to a different map
1176 { 1167 {
1177 creator->stats.hp = -1; 1168 creator->stats.hp = -1;
1178 return; 1169 return;
1179 } 1170 }
1180 1171
1181 if (creator->inv != NULL) 1172 if (creator->inv)
1182 { 1173 {
1183 object *ob; 1174 object *ob;
1184 int i; 1175 int i;
1185 object *ob_to_copy; 1176 object *ob_to_copy;
1186 1177
1191 if (rndm (0, i) == 0) 1182 if (rndm (0, i) == 0)
1192 { 1183 {
1193 ob_to_copy = ob; 1184 ob_to_copy = ob;
1194 } 1185 }
1195 } 1186 }
1196 new_ob = object_create_clone (ob_to_copy); 1187 new_ob = ob_to_copy->deep_clone ();
1197 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1198 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1199 } 1190 }
1200 else 1191 else
1201 { 1192 {
1202 if (creator->other_arch == NULL) 1193 if (!creator->other_arch)
1203 { 1194 {
1204 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1205 &creator->name, &creator->map->path, creator->x, creator->y); 1196 &creator->name, &creator->map->path, creator->x, creator->y);
1206 return; 1197 return;
1207 } 1198 }
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1226 return; 1217 return;
1227 1218
1228 if (creator->slaying) 1219 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1220 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1221}
1233 1222
1234/* move_marker --peterm@soda.csua.berkeley.edu 1223/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1224 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1225 it, and insert an invisible, weightless force into him
1268 } 1257 }
1269 } 1258 }
1270 } 1259 }
1271} 1260}
1272 1261
1262// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object?
1264void
1265move_mapscript (object *op)
1266{
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269}
1270
1271void move_lamp (object *op)
1272{
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1287 || (op->flag [FLAG_ANIMATE]
1288 ? (op->animation_id != op->other_arch->animation_id)
1289 : (op->face != op->other_arch->face))
1290 ))
1291 get_animation_from_arch (op, op->other_arch);
1292 }
1293
1294 // lamps and torches auf maps don't use up their fuel
1295 if (op->is_on_map ())
1296 return;
1297
1298 if (op->stats.food > 0)
1299 {
1300 op->stats.food--;
1301 return;
1302 }
1303
1304 apply_lamp (op, false);
1305}
1306
1273void 1307void
1274process_object (object *op) 1308process_object (object *op)
1275{ 1309{
1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1310 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1277 return; 1311 return;
1310 { 1344 {
1311 if (QUERY_FLAG (op, FLAG_APPLIED)) 1345 if (QUERY_FLAG (op, FLAG_APPLIED))
1312 remove_force (op); 1346 remove_force (op);
1313 else 1347 else
1314 { 1348 {
1315 /* If necessary, delete the item from the players inventory */ 1349 op->remove (); // TODO: really necessary?
1316 if (object *pl = op->in_player ())
1317 esrv_del_item (pl->contr, op->count);
1318
1319 op->remove ();
1320 1350
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1351 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1322 make_sure_not_seen (op); 1352 make_sure_not_seen (op);
1323 1353
1324 op->destroy (); 1354 op->drop_and_destroy ();
1325 } 1355 }
1326 1356
1327 return; 1357 return;
1328 } 1358 }
1329 } 1359 }
1453 1483
1454 case PLAYER: 1484 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left 1485 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left; 1486 ++op->speed_left;
1457 break; 1487 break;
1458 }
1459}
1460 1488
1489 case MAPSCRIPT:
1490 move_mapscript (op);
1491 break;
1492
1493 case LAMP:
1494 case TORCH:
1495 move_lamp (op);
1496 break;
1497 }
1498}
1499

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