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Comparing deliantra/server/server/time.C (file contents):
Revision 1.86 by elmex, Tue Jan 13 12:07:42 2009 UTC vs.
Revision 1.99 by root, Sat Nov 7 18:30:06 2009 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/*
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
157 } 158 }
158 159
159 op->destroy (); 160 op->destroy ();
160} 161}
161 162
162void 163static void
163remove_force (object *op) 164remove_force (object *op)
164{ 165{
165 if (--op->duration > 0) 166 if (--op->duration > 0)
166 return; 167 return;
167 168
179 } 180 }
180 181
181 op->destroy (); 182 op->destroy ();
182} 183}
183 184
184void 185static void
185remove_blindness (object *op) 186remove_blindness (object *op)
186{ 187{
187 if (--op->stats.food > 0) 188 if (--op->stats.food > 0)
188 return; 189 return;
189 190
196 } 197 }
197 198
198 op->destroy (); 199 op->destroy ();
199} 200}
200 201
201void 202static void
202poison_more (object *op) 203poison_more (object *op)
203{ 204{
204 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)
205 { 206 {
206 op->destroy (); 207 op->destroy ();
231 232
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233} 234}
234 235
235 236
236void 237static void
237move_gate (object *op) 238move_gate (object *op)
238{ /* 1 = going down, 0 = going up */ 239{ /* 1 = going down, 0 = going up */
239 object *tmp; 240 object *tmp;
240 241
241 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))
248 if (op->value) 249 if (op->value)
249 { 250 {
250 if (--op->stats.wc <= 0) 251 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */ 252 { /* Reached bottom, let's stop */
252 op->stats.wc = 0; 253 op->stats.wc = 0;
253 if (op->arch->speed) 254 if (op->arch->has_active_speed ())
254 op->value = 0; 255 op->value = 0;
255 else 256 else
256 op->set_speed (0); 257 op->set_speed (0);
257 } 258 }
258 259
284 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))
285 break; 286 break;
286 287
287 if (!tmp) 288 if (!tmp)
288 { 289 {
289 if (op->arch->speed) 290 if (op->arch->has_active_speed ())
290 op->value = 1; 291 op->value = 1;
291 else 292 else
292 op->set_speed (0); 293 op->set_speed (0);
293 294
294 return; 295 return;
375 376
376/* hp : how long door is open/closed 377/* hp : how long door is open/closed
377 * maxhp : initial value for hp 378 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close 379 * sp : 1 = open, 0 = close
379 */ 380 */
380void 381static void
381move_timed_gate (object *op) 382move_timed_gate (object *op)
382{ 383{
383 int v = op->value; 384 int v = op->value;
384 385
385 if (op->stats.sp) 386 if (op->stats.sp)
404 * speed: frequency of 'glances' 405 * speed: frequency of 'glances'
405 * connected: connected value of detector 406 * connected: connected value of detector
406 * sp: 1 if detection sets buttons 407 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons 408 * -1 if detection unsets buttons
408 */ 409 */
409 410static void
410void
411move_detector (object *op) 411move_detector (object *op)
412{ 412{
413 object *tmp; 413 object *tmp;
414 int last = op->value; 414 int last = op->value;
415 int detected; 415 int detected;
482 SET_ANIMATION (op, op->stats.wc); 482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484 } 484 }
485} 485}
486 486
487void 487static void
488move_hole (object *op) 488move_hole (object *op)
489{ /* 1 = opening, 0 = closing */ 489{ /* 1 = opening, 0 = closing */
490 if (op->value) 490 if (op->value)
491 { /* We're opening */ 491 { /* We're opening */
492 if (--op->stats.wc <= 0) 492 if (--op->stats.wc <= 0)
599 599
600 // restore original wc, dam, attacktype and slaying 600 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp; 601 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp; 602 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace; 603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
604 605
605 if (op->spellarg)
606 {
607 op->slaying = op->spellarg;
608 free (op->spellarg);
609 op->spellarg = 0;
610 }
611 else
612 op->slaying = 0;
613
614 /* 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 */
615 op->spellarg = NULL; 607 op->custom_name = 0;
616 op->stats.sp = 0; 608 op->stats.sp = 0;
617 op->stats.hp = 0; 609 op->stats.hp = 0;
618 op->stats.grace = 0; 610 op->stats.grace = 0;
619 op->level = 0; 611 op->level = 0;
620 op->face = op->arch->face; 612 op->face = op->arch->face;
621 op->owner = NULL; /* So that stopped arrows will be saved */ 613 op->owner = 0;
614
622 update_object (op, UP_OBJ_CHANGE); 615 update_object (op, UP_OBJ_CHANGE);
616
623 return op; 617 return op;
624} 618}
625 619
626/* stop_arrow() - what to do when a non-living flying object 620/* stop_arrow() - what to do when a non-living flying object
627 * 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
816 return; 810 return;
817 } 811 }
818 812
819 /* update object image for new facing */ 813 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */ 814 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op)) 815 if (op->has_anim ())
822 SET_ANIMATION (op, op->direction); 816 op->set_anim_frame (op->direction);
823 } /* object is reflected */ 817 } /* object is reflected */
824 } /* object ran into a wall */ 818 } /* object ran into a wall */
825 819
826 /* 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
827 * about 17 squares. Tune as needed. 821 * about 17 squares. Tune as needed.
830 824
831 /* Move the arrow. */ 825 /* Move the arrow. */
832 op->move_to (pos); 826 op->move_to (pos);
833} 827}
834 828
835void 829static void
836change_object (object *op) 830change_object (object *op)
837{ /* Doesn`t handle linked objs yet */ 831{ /* Doesn`t handle linked objs yet */
838 int i, j; 832 int i, j;
839 833
840 if (!op->other_arch) 834 if (!op->other_arch)
947/* This object will teleport someone to a different map 941/* This object will teleport someone to a different map
948 and will also apply changes to the player from its inventory. 942 and will also apply changes to the player from its inventory.
949 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
950 can't be generalized. 944 can't be generalized.
951*/ 945*/
952void 946static void
953move_player_changer (object *op) 947move_player_changer (object *op)
954{ 948{
955 object *player;
956 object *walk;
957
958 if (!op->above || !EXIT_PATH (op)) 949 if (!op->above || !EXIT_PATH (op))
959 return; 950 return;
960 951
961 /* This isn't all that great - means that the player_mover 952 /* This isn't all that great - means that the player_mover
962 * needs to be on top. 953 * needs to be on top.
963 */ 954 */
964 if (op->above->type == PLAYER) 955 if (op->above->type == PLAYER)
965 { 956 {
957 object *player = op->above;
958
966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 959 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
967 return; 960 return;
968 961
969 player = op->above;
970
971 for (walk = op->inv; walk; walk = walk->below) 962 for (object *walk = op->inv; walk; walk = walk->below)
972 apply_changes_to_player (player, walk); 963 apply_changes_to_player (player, walk);
973 964
974 player->update_stats (); 965 player->update_stats ();
975 966
976 esrv_send_inventory (op->above, op->above); 967 esrv_send_inventory (op->above, op->above);
1023 * 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.
1024 * 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,
1025 * 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,
1026 * it'll paralyze the victim for hp*his speed/op->speed 1017 * it'll paralyze the victim for hp*his speed/op->speed
1027 */ 1018 */
1028void 1019static void
1029move_player_mover (object *op) 1020move_player_mover (object *op)
1030{ 1021{
1031 int dir = op->stats.sp; 1022 int dir = op->stats.sp;
1032 sint16 nx, ny; 1023 sint16 nx, ny;
1033 maptile *m; 1024 maptile *m;
1077 /* only level >=1 movers move people */ 1068 /* only level >=1 movers move people */
1078 if (op->level) 1069 if (op->level)
1079 { 1070 {
1080 /* 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
1081 * is cleared, otherwise the player will get stuck in 1072 * is cleared, otherwise the player will get stuck in
1082 * place. This can happen if the player used a spell to 1073 * place. This can happen if the player used a spell to
1083 * get to this space. 1074 * get to this space.
1084 */ 1075 */
1085 victim->contr->fire_on = 0; 1076 victim->contr->fire_on = 0;
1086 victim->speed_left = 1.f; 1077 victim->speed_left = 1.f;
1087 move_player (victim, dir); 1078 move_player (victim, dir);
1095 if (!op->stats.maxsp && op->attacktype) 1086 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2; 1087 op->stats.maxsp = 2;
1097 1088
1098 if (op->attacktype) 1089 if (op->attacktype)
1099 { /* flag to paralyze the player */ 1090 { /* flag to paralyze the player */
1100 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));
1101 } 1092 }
1102 } 1093 }
1103 } 1094 }
1104} 1095}
1105 1096
1235 { 1226 {
1236 /* remove an old force with a slaying field == op->name */ 1227 /* remove an old force with a slaying field == op->name */
1237 if (object *force = tmp->force_find (op->name)) 1228 if (object *force = tmp->force_find (op->name))
1238 force->destroy (); 1229 force->destroy ();
1239 1230
1240 if (!tmp->force_find (op->slaying)) 1231 if (op->slaying && !tmp->force_find (op->slaying))
1241 { 1232 {
1242 tmp->force_add (op->slaying, op->stats.food); 1233 tmp->force_add (op->slaying, op->stats.food);
1243 1234
1244 if (op->msg) 1235 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); 1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1259 } 1250 }
1260} 1251}
1261 1252
1262// mapscript objects activate themselves (only) then their timer fires 1253// mapscript objects activate themselves (only) then their timer fires
1263// TODO: maybe they should simply trigger the link like any other object? 1254// TODO: maybe they should simply trigger the link like any other object?
1264void 1255static void
1265move_mapscript (object *op) 1256move_mapscript (object *op)
1266{ 1257{
1267 op->set_speed (0); 1258 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0); 1259 cfperl_mapscript_activate (op, true, op, 0);
1269} 1260}
1270 1261
1262static void
1271void move_lamp (object *op) 1263move_lamp (object *op)
1272{ 1264{
1273 // if the lamp/torch is off, we should disable it. 1265 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius) 1266 if (!op->glow_radius)
1275 { 1267 {
1276 op->set_speed (0); 1268 op->set_speed (0);
1277 return; 1269 return;
1278 } 1270 }
1279 else 1271 else
1280 { 1272 {
1281 // check whether the face might needs to be updated 1273 // check whether the face might need to be updated
1282 // (currently this is needed to have already switched on torches 1274 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype) 1275 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch 1276 if (op->other_arch
1285 && ( 1277 && (
1278 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1286 op->flag [FLAG_ANIMATE] 1279 || (op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id) 1280 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face) 1281 : (op->face != op->other_arch->face))
1289 )) 1282 ))
1290 get_animation_from_arch (op, op->other_arch); 1283 get_animation_from_arch (op, op->other_arch);
1291 } 1284 }
1292 1285
1293 // lamps and torches auf maps don't use up their fuel 1286 // lamps and torches on maps don't use up their fuel
1294 if (op->is_on_map ()) 1287 if (op->is_on_map ())
1295 return; 1288 return;
1296 1289
1297 if (op->stats.food > 0) 1290 if (op->stats.food > 0)
1298 { 1291 {

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