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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 1.99 by root, Sat Nov 7 18:30:06 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 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/*
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{
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
117 123
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); 124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0) 125 if (dir < 0)
120 return; 126 return;
121 127
122 op = object_create_clone (op); 128 op = op->deep_clone ();
123 129
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE); 131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 } 132 }
127 else if (gen->other_arch) 133 else if (gen->other_arch)
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; 832 int i, j;
835 833
836 if (!op->other_arch) 834 if (!op->other_arch)
853 op->remove (); 851 op->remove ();
854 for (i = 0; i < op->stats.food; i++) 852 for (i = 0; i < op->stats.food; i++)
855 { 853 {
856 object *tmp = arch_to_object (op->other_arch); 854 object *tmp = arch_to_object (op->other_arch);
857 855
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. */ 856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857
862 if (env) 858 if (env)
863 {
864 tmp = env->insert (tmp); 859 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 860 else
877 { 861 {
878 j = find_first_free_spot (tmp, op->map, op->x, op->y); 862 j = find_first_free_spot (tmp, op->map, op->x, op->y);
879 if (j < 0) /* No free spot */ 863 if (j < 0) /* No free spot */
880 tmp->destroy (); 864 tmp->destroy ();
947 else 931 else
948 { 932 {
949 /* Random teleporter */ 933 /* Random teleporter */
950 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
951 return; 935 return;
936
952 teleport (head, TELEPORTER, tmp); 937 teleport (head, TELEPORTER, tmp);
953 } 938 }
954} 939}
955 940
956/* This object will teleport someone to a different map 941/* This object will teleport someone to a different map
957 and will also apply changes to the player from its inventory. 942 and will also apply changes to the player from its inventory.
958 This was invented for giving classes, but there's no reason it 943 This was invented for giving classes, but there's no reason it
959 can't be generalized. 944 can't be generalized.
960*/ 945*/
961void 946static void
962move_player_changer (object *op) 947move_player_changer (object *op)
963{ 948{
964 object *player;
965 object *walk;
966
967 if (!op->above || !EXIT_PATH (op)) 949 if (!op->above || !EXIT_PATH (op))
968 return; 950 return;
969 951
970 /* This isn't all that great - means that the player_mover 952 /* This isn't all that great - means that the player_mover
971 * needs to be on top. 953 * needs to be on top.
972 */ 954 */
973 if (op->above->type == PLAYER) 955 if (op->above->type == PLAYER)
974 { 956 {
957 object *player = op->above;
958
975 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 959 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
976 return; 960 return;
977 961
978 player = op->above;
979
980 for (walk = op->inv; walk; walk = walk->below) 962 for (object *walk = op->inv; walk; walk = walk->below)
981 apply_changes_to_player (player, walk); 963 apply_changes_to_player (player, walk);
982 964
983 player->update_stats (); 965 player->update_stats ();
984 966
985 esrv_send_inventory (op->above, op->above); 967 esrv_send_inventory (op->above, op->above);
1032 * moves them in the op->stats.sp direction. speed is how often it'll move. 1014 * moves them in the op->stats.sp direction. speed is how often it'll move.
1033 * If attacktype is nonzero it will paralyze the player. If lifesave is set, 1015 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1034 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, 1016 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1035 * it'll paralyze the victim for hp*his speed/op->speed 1017 * it'll paralyze the victim for hp*his speed/op->speed
1036 */ 1018 */
1037void 1019static void
1038move_player_mover (object *op) 1020move_player_mover (object *op)
1039{ 1021{
1040 int dir = op->stats.sp; 1022 int dir = op->stats.sp;
1041 sint16 nx, ny; 1023 sint16 nx, ny;
1042 maptile *m; 1024 maptile *m;
1086 /* only level >=1 movers move people */ 1068 /* only level >=1 movers move people */
1087 if (op->level) 1069 if (op->level)
1088 { 1070 {
1089 /* Following is a bit of hack. We need to make sure it 1071 /* Following is a bit of hack. We need to make sure it
1090 * is cleared, otherwise the player will get stuck in 1072 * is cleared, otherwise the player will get stuck in
1091 * place. This can happen if the player used a spell to 1073 * place. This can happen if the player used a spell to
1092 * get to this space. 1074 * get to this space.
1093 */ 1075 */
1094 victim->contr->fire_on = 0; 1076 victim->contr->fire_on = 0;
1095 victim->speed_left = 1.f; 1077 victim->speed_left = 1.f;
1096 move_player (victim, dir); 1078 move_player (victim, dir);
1104 if (!op->stats.maxsp && op->attacktype) 1086 if (!op->stats.maxsp && op->attacktype)
1105 op->stats.maxsp = 2; 1087 op->stats.maxsp = 2;
1106 1088
1107 if (op->attacktype) 1089 if (op->attacktype)
1108 { /* flag to paralyze the player */ 1090 { /* flag to paralyze the player */
1109 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); 1091 victim->speed_left = max (-5.f, -fabs (op->stats.maxsp * victim->speed / op->speed));
1110 } 1092 }
1111 } 1093 }
1112 } 1094 }
1113} 1095}
1114 1096
1176 { 1158 {
1177 creator->stats.hp = -1; 1159 creator->stats.hp = -1;
1178 return; 1160 return;
1179 } 1161 }
1180 1162
1181 if (creator->inv != NULL) 1163 if (creator->inv)
1182 { 1164 {
1183 object *ob; 1165 object *ob;
1184 int i; 1166 int i;
1185 object *ob_to_copy; 1167 object *ob_to_copy;
1186 1168
1191 if (rndm (0, i) == 0) 1173 if (rndm (0, i) == 0)
1192 { 1174 {
1193 ob_to_copy = ob; 1175 ob_to_copy = ob;
1194 } 1176 }
1195 } 1177 }
1196 new_ob = object_create_clone (ob_to_copy); 1178 new_ob = ob_to_copy->deep_clone ();
1197 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1179 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1198 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1180 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1199 } 1181 }
1200 else 1182 else
1201 { 1183 {
1202 if (creator->other_arch == NULL) 1184 if (!creator->other_arch)
1203 { 1185 {
1204 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", 1186 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); 1187 &creator->name, &creator->map->path, creator->x, creator->y);
1206 return; 1188 return;
1207 } 1189 }
1224 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1225 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1207 if (QUERY_FLAG (new_ob, FLAG_FREED))
1226 return; 1208 return;
1227 1209
1228 if (creator->slaying) 1210 if (creator->slaying)
1229 {
1230 new_ob->name = new_ob->title = creator->slaying; 1211 new_ob->name = new_ob->title = creator->slaying;
1231 }
1232} 1212}
1233 1213
1234/* move_marker --peterm@soda.csua.berkeley.edu 1214/* move_marker --peterm@soda.csua.berkeley.edu
1235 when moved, a marker will search for a player sitting above 1215 when moved, a marker will search for a player sitting above
1236 it, and insert an invisible, weightless force into him 1216 it, and insert an invisible, weightless force into him
1246 { 1226 {
1247 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1248 if (object *force = tmp->force_find (op->name)) 1228 if (object *force = tmp->force_find (op->name))
1249 force->destroy (); 1229 force->destroy ();
1250 1230
1251 if (!tmp->force_find (op->slaying)) 1231 if (op->slaying && !tmp->force_find (op->slaying))
1252 { 1232 {
1253 tmp->force_add (op->slaying, op->stats.food); 1233 tmp->force_add (op->slaying, op->stats.food);
1254 1234
1255 if (op->msg) 1235 if (op->msg)
1256 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1268 } 1248 }
1269 } 1249 }
1270 } 1250 }
1271} 1251}
1272 1252
1253// mapscript objects activate themselves (only) then their timer fires
1254// TODO: maybe they should simply trigger the link like any other object?
1255static void
1256move_mapscript (object *op)
1257{
1258 op->set_speed (0);
1259 cfperl_mapscript_activate (op, true, op, 0);
1260}
1261
1262static void
1263move_lamp (object *op)
1264{
1265 // if the lamp/torch is off, we should disable it.
1266 if (!op->glow_radius)
1267 {
1268 op->set_speed (0);
1269 return;
1270 }
1271 else
1272 {
1273 // check whether the face might need to be updated
1274 // (currently this is needed to have already switched on torches
1275 // on maps, as they just set the glow_radius in the archetype)
1276 if (op->other_arch
1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1279 || (op->flag [FLAG_ANIMATE]
1280 ? (op->animation_id != op->other_arch->animation_id)
1281 : (op->face != op->other_arch->face))
1282 ))
1283 get_animation_from_arch (op, op->other_arch);
1284 }
1285
1286 // lamps and torches on maps don't use up their fuel
1287 if (op->is_on_map ())
1288 return;
1289
1290 if (op->stats.food > 0)
1291 {
1292 op->stats.food--;
1293 return;
1294 }
1295
1296 apply_lamp (op, false);
1297}
1298
1273void 1299void
1274process_object (object *op) 1300process_object (object *op)
1275{ 1301{
1276 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) 1302 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1277 return; 1303 return;
1310 { 1336 {
1311 if (QUERY_FLAG (op, FLAG_APPLIED)) 1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1312 remove_force (op); 1338 remove_force (op);
1313 else 1339 else
1314 { 1340 {
1315 /* If necessary, delete the item from the players inventory */ 1341 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 1342
1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1343 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1322 make_sure_not_seen (op); 1344 make_sure_not_seen (op);
1323 1345
1324 op->destroy (); 1346 op->drop_and_destroy ();
1325 } 1347 }
1326 1348
1327 return; 1349 return;
1328 } 1350 }
1329 } 1351 }
1453 1475
1454 case PLAYER: 1476 case PLAYER:
1455 // players have their own speed-management, so undo the --speed_left 1477 // players have their own speed-management, so undo the --speed_left
1456 ++op->speed_left; 1478 ++op->speed_left;
1457 break; 1479 break;
1458 }
1459}
1460 1480
1481 case MAPSCRIPT:
1482 move_mapscript (op);
1483 break;
1484
1485 case LAMP:
1486 case TORCH:
1487 move_lamp (op);
1488 break;
1489 }
1490}
1491

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