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Revision: 1.101
Committed: Sun Nov 29 17:26:28 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.100: +4 -5 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /*
26 * Routines that is executed from objects based on their speed have been
27 * collected in this file.
28 */
29 #include <global.h>
30 #include <spells.h>
31 #include <sproto.h>
32
33 /* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.)
36 */
37 void
38 remove_door (object *op)
39 {
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64 }
65
66 void
67 remove_door2 (object *op)
68 {
69 int i;
70 object *tmp;
71
72 for (i = 1; i < 9; i += 2)
73 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
77 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2f;
79 }
80 }
81
82 if (op->other_arch)
83 {
84 tmp = arch_to_object (op->other_arch);
85 tmp->x = op->x;
86 tmp->y = op->y;
87 tmp->map = op->map;
88 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0);
90 }
91
92 op->drop_and_destroy ();
93 }
94
95 static void
96 generate_monster (object *gen)
97 {
98 if (!gen->map)
99 return;
100
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])
107 return;
108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = arch_to_object (gen->other_arch);
141 }
142 else
143 return;
144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161 }
162
163 static void
164 remove_force (object *op)
165 {
166 if (--op->duration > 0)
167 return;
168
169 if (op->env)
170 switch (op->subtype)
171 {
172 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175
176 default:
177 CLEAR_FLAG (op, FLAG_APPLIED);
178 change_abil (op->env, op);
179 op->env->update_stats ();
180 }
181
182 op->destroy ();
183 }
184
185 static void
186 remove_blindness (object *op)
187 {
188 if (--op->stats.food > 0)
189 return;
190
191 CLEAR_FLAG (op, FLAG_APPLIED);
192
193 if (op->env)
194 {
195 change_abil (op->env, op);
196 op->env->update_stats ();
197 }
198
199 op->destroy ();
200 }
201
202 static void
203 poison_more (object *op)
204 {
205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
206 {
207 op->destroy ();
208 return;
209 }
210
211 if (op->stats.food == 1)
212 {
213 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything.
215 */
216 if (op->env->type == PLAYER)
217 {
218 CLEAR_FLAG (op, FLAG_APPLIED);
219 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 }
222
223 op->destroy ();
224 return;
225 }
226
227 if (op->env->type == PLAYER)
228 {
229 op->env->stats.food--;
230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
231 }
232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234 }
235
236
237 static void
238 move_gate (object *op)
239 { /* 1 = going down, 0 = going up */
240 object *tmp;
241
242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 {
244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 op->stats.wc = 0;
246 }
247
248 /* We're going down */
249 if (op->value)
250 {
251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */
253 op->stats.wc = 0;
254 if (op->arch->has_active_speed ())
255 op->value = 0;
256 else
257 op->set_speed (0);
258 }
259
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 {
262 op->move_block = 0;
263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y);
265 }
266
267 SET_ANIMATION (op, op->stats.wc);
268 update_object (op, UP_OBJ_CHANGE);
269 return;
270 }
271
272 /* We're going up */
273
274 /* First, lets see if we are already at the top */
275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 {
277
278 /* Check to make sure that only non pickable and non rollable
279 * objects are above the gate. If so, we finish closing the gate,
280 * otherwise, we fall through to the code below which should lower
281 * the gate slightly.
282 */
283
284 for (tmp = op->above; tmp; tmp = tmp->above)
285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
286 break;
287
288 if (!tmp)
289 {
290 if (op->arch->has_active_speed ())
291 op->value = 1;
292 else
293 op->set_speed (0);
294
295 return;
296 }
297 }
298
299 if (op->stats.food)
300 { /* The gate is going temporarily down */
301 if (--op->stats.wc <= 0)
302 { /* Gone all the way down? */
303 op->stats.food = 0; /* Then let's try again */
304 op->stats.wc = 0;
305 }
306 }
307 else
308 { /* The gate is still going up */
309 op->stats.wc++;
310
311 if (op->stats.wc >= NUM_ANIMATIONS (op))
312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
313
314 /* If there is something on top of the gate, we try to roll it off.
315 * If a player/monster, we don't roll, we just hit them with damage
316 */
317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
318 {
319 /* Halfway or further, check blocks */
320 /* First, get the top object on the square. */
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
323
324 if (tmp)
325 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
327 {
328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
331 if (tmp->type == PLAYER)
332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
333 }
334 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object
336 * off the gate.
337 */
338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
339 {
340 /* If it has speed, it should move itself, otherwise: */
341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
342
343 /* If there is a free spot, move the object someplace */
344 if (i > 0)
345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
349 tmp->move_to (pos);
350 }
351 }
352 }
353
354 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above)
356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
357 break;
358
359 /* IF there is, start putting the gate down */
360 if (tmp)
361 op->stats.food = 1;
362 else
363 {
364 op->move_block = MOVE_ALL;
365
366 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y);
369 }
370 } /* gate is halfway up */
371
372 SET_ANIMATION (op, op->stats.wc);
373 update_object (op, UP_OBJ_CHANGE);
374 } /* gate is going up */
375 }
376
377 /* hp : how long door is open/closed
378 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close
380 */
381 static void
382 move_timed_gate (object *op)
383 {
384 int v = op->value;
385
386 if (op->stats.sp)
387 {
388 move_gate (op);
389
390 if (op->value != v) /* change direction ? */
391 op->stats.sp = 0;
392 return;
393 }
394
395 if (--op->stats.hp <= 0)
396 { /* keep gate down */
397 move_gate (op);
398
399 if (op->value != v)
400 op->set_speed (0);
401 }
402 }
403
404 /* slaying: name of the thing the detector is to look for
405 * speed: frequency of 'glances'
406 * connected: connected value of detector
407 * sp: 1 if detection sets buttons
408 * -1 if detection unsets buttons
409 */
410 static void
411 move_detector (object *op)
412 {
413 object *tmp;
414 int last = op->value;
415 int detected;
416
417 detected = 0;
418
419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
420 {
421 object *tmp2;
422
423 if (op->stats.hp)
424 {
425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
426 {
427 if (op->slaying && op->slaying == tmp->name)
428 detected = 1;
429
430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
431 detected = 1;
432 }
433 }
434
435 if (op->slaying && op->slaying == tmp->name)
436 detected = 1;
437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
438 detected = 1;
439 }
440
441 /* the detector sets the button if detection is found */
442 if (op->stats.sp == 1)
443 {
444 if (detected && last == 0)
445 {
446 op->value = 1;
447 push_button (op, tmp);
448 }
449
450 if (!detected && last == 1)
451 {
452 op->value = 0;
453 push_button (op, tmp);
454 }
455 }
456 else
457 { /* in this case, we unset buttons */
458 if (detected && last == 1)
459 {
460 op->value = 0;
461 push_button (op, tmp);
462 }
463
464 if (!detected && last == 0)
465 {
466 op->value = 1;
467 push_button (op, tmp);
468 }
469 }
470 }
471
472 void
473 animate_trigger (object *op)
474 {
475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 {
477 op->stats.wc = 0;
478 check_trigger (op, NULL);
479 }
480 else
481 {
482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE);
484 }
485 }
486
487 static void
488 move_hole (object *op)
489 { /* 1 = opening, 0 = closing */
490 if (op->value)
491 { /* We're opening */
492 if (--op->stats.wc <= 0)
493 { /* Opened, let's stop */
494 op->stats.wc = 0;
495 op->set_speed (0);
496
497 /* Hard coding this makes sense for holes I suppose */
498 op->move_on = MOVE_WALK;
499 for (object *next, *tmp = op->above; tmp; tmp = next)
500 {
501 next = tmp->above;
502 move_apply (op, tmp, tmp);
503 }
504 }
505
506 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */
522 }
523
524
525 /* stop_item() returns a pointer to the stopped object. The stopped object
526 * may or may not have been removed from maps or inventories. It will not
527 * have been merged with other items.
528 *
529 * This function assumes that only items on maps need special treatment.
530 *
531 * If the object can't be stopped, or it was destroyed while trying to stop
532 * it, NULL is returned.
533 *
534 * fix_stopped_item() should be used if the stopped item should be put on
535 * the map.
536 */
537 object *
538 stop_item (object *op)
539 {
540 if (op->map == NULL)
541 return op;
542
543 switch (op->type)
544 {
545 case THROWN_OBJ:
546 {
547 object *payload = op->inv;
548
549 if (payload == NULL)
550 return NULL;
551
552 payload->remove ();
553 op->destroy ();
554 return payload;
555 }
556
557 case ARROW:
558 if (op->has_active_speed ())
559 op = fix_stopped_arrow (op);
560 return op;
561
562 default:
563 return op;
564 }
565 }
566
567 /* fix_stopped_item() - put stopped item where stop_item() had found it.
568 * Inserts item into the old map, or merges it if it already is on the map.
569 *
570 * 'map' must be the value of op->map before stop_item() was called.
571 */
572 void
573 fix_stopped_item (object *op, maptile *map, object *originator)
574 {
575 if (map == NULL)
576 return;
577
578 if (QUERY_FLAG (op, FLAG_REMOVED))
579 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */
582 }
583
584 object *
585 fix_stopped_arrow (object *op)
586 {
587 if (rndm (0, 99) < op->stats.food)
588 {
589 /* Small chance of breaking */
590 op->destroy ();
591 return NULL;
592 }
593
594 op->set_speed (0);
595 op->direction = 0;
596 op->move_on = 0;
597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
605
606 /* Reset these to defaults, so that object::can_merge will work properly */
607 op->custom_name = 0;
608 op->stats.sp = 0;
609 op->stats.hp = 0;
610 op->stats.grace = 0;
611 op->level = 0;
612 op->face = op->arch->face;
613 op->owner = 0;
614
615 update_object (op, UP_OBJ_CHANGE);
616
617 return op;
618 }
619
620 /* stop_arrow() - what to do when a non-living flying object
621 * has to stop. Sept 96 - I added in thrown object code in
622 * here too. -b.t.
623 *
624 * Returns a pointer to the stopped object (which will have been removed
625 * from maps or inventories), or NULL if was destroyed.
626 */
627 static void
628 stop_arrow (object *op)
629 {
630 if (INVOKE_OBJECT (STOP, op))
631 return;
632
633 if (op->inv)
634 {
635 // replace this by straightforward drop to ground?
636 object *payload = op->inv;
637
638 payload->owner = 0;
639 insert_ob_in_map (payload, op->map, payload, 0);
640 op->destroy ();
641 }
642 else
643 {
644 op = fix_stopped_arrow (op);
645
646 if (op)
647 merge_ob (op, 0);
648 }
649 }
650
651 /* Move an arrow along its course. op is the arrow or thrown object.
652 */
653 void
654 move_arrow (object *op)
655 {
656 int was_reflected;
657
658 if (!op->map)
659 {
660 LOG (llevError, "BUG: Arrow had no map.\n");
661 op->destroy ();
662 return;
663 }
664
665 /* we need to stop thrown objects at some point. Like here. */
666 if (op->type == THROWN_OBJ)
667 {
668 /* If the object that the THROWN_OBJ encapsulates disappears,
669 * we need to have this object go away also - otherwise, you get
670 * left over remnants on the map. Where this currently happens
671 * is if the player throws a bomb - the bomb explodes on its own,
672 * but this object sticks around. We could handle the cleanup in the
673 * bomb code, but there are potential other cases where that could happen,
674 * and it is easy enough to clean it up here.
675 */
676 if (!op->inv)
677 {
678 op->destroy ();
679 return;
680 }
681
682 if (op->last_sp-- < 0)
683 {
684 stop_arrow (op);
685 return;
686 }
687 }
688
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW)
692 {
693 stop_arrow (op);
694 return;
695 }
696
697 /* Calculate target map square */
698 was_reflected = 0;
699
700 mapxy pos (op); pos.move (op->direction);
701
702 if (!pos.normalise ())
703 {
704 stop_arrow (op);
705 return;
706 }
707
708 /* only need to look for living creatures if this flag is set */
709 if (pos->flags () & P_IS_ALIVE)
710 {
711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break;
716
717 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then
719 * move into it.
720 */
721 if (tmp && tmp != op->owner)
722 {
723 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.)
726 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
728 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4);
732 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */
734 }
735 else
736 {
737 /* Attack the object. */
738 op = hit_with_arrow (op, tmp);
739
740 if (!op)
741 return;
742 }
743 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */
745
746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 {
748 int retry = 0;
749
750 /* if the object doesn't reflect, stop the arrow from moving
751 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem.
755 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
757 {
758 stop_arrow (op);
759 return;
760 }
761 else
762 {
763 /* If one of the major directions (n,s,e,w), just reverse it */
764 if (op->direction & 1)
765 {
766 op->direction = absdir (op->direction + 4);
767 retry = 1;
768 }
769
770 /* There were two blocks with identical code -
771 * use this retry here to make this one block
772 * that did the same thing.
773 */
774 while (retry < 2)
775 {
776 retry++;
777
778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
779 * over a corner in a tiled map, it is possible that
780 * op->direction is within an adjacent map but either
781 * op->direction-1 or op->direction+1 does not exist.
782 */
783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
785
786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788
789 if (left == right)
790 op->direction = absdir (op->direction + 4);
791 else if (left)
792 op->direction = absdir (op->direction + 2);
793 else if (right)
794 op->direction = absdir (op->direction - 2);
795
796 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again.
798 */
799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
801 break;
802 }
803
804 /* Couldn't find a direction to move the arrow to - just
805 * stop it from moving.
806 */
807 if (retry == 2)
808 {
809 stop_arrow (op);
810 return;
811 }
812
813 /* update object image for new facing */
814 /* many thrown objects *don't* have more than one face */
815 if (op->has_anim ())
816 op->set_anim_frame (op->direction);
817 } /* object is reflected */
818 } /* object ran into a wall */
819
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */
826 op->move_to (pos);
827 }
828
829 static void
830 change_object (object *op)
831 { /* Doesn`t handle linked objs yet */
832 if (!op->other_arch)
833 {
834 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
835 return;
836 }
837
838 /* In non-living items only change when food value is 0 */
839 if (!QUERY_FLAG (op, FLAG_ALIVE))
840 {
841 if (op->stats.food-- > 0)
842 return;
843
844 op->stats.food = 1; /* so 1 other_arch is made */
845 }
846
847 object *env = op->env;
848
849 op->remove ();
850 for (int i = 0; i < op->stats.food; i++)
851 {
852 object *tmp = op->other_arch->instance ();
853
854 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
855
856 if (env)
857 env->insert (tmp);
858 else
859 {
860 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
861
862 if (j < 0) /* No free spot */
863 tmp->destroy ();
864 else
865 {
866 mapxy pos (op); pos.move (j);
867
868 if (pos.normalise ())
869 pos.insert (tmp, op);
870 }
871 }
872 }
873
874 op->destroy ();
875 }
876
877 void
878 move_teleporter (object *op)
879 {
880 object *tmp, *head = op;
881
882 /* if this is a multipart teleporter, handle the other parts
883 * The check for speed isn't strictly needed - basically, if
884 * there is an old multipart teleporter in which the other parts
885 * have speed, we don't really want to call it twice for the same
886 * function - in fact, as written below, part N would get called
887 * N times without the speed check.
888 */
889 if (op->more && !op->more->has_active_speed ())
890 move_teleporter (op->more);
891
892 if (op->head)
893 head = op->head;
894
895 for (tmp = op->above; tmp; tmp = tmp->above)
896 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
897 break;
898
899 /* If nothing above us to move, nothing to do */
900 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
901 return;
902
903 if (EXIT_PATH (head))
904 {
905 if (tmp->type == PLAYER)
906 {
907 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
908 return;
909
910 tmp->enter_exit (head);
911 }
912 else
913 /* Currently only players can transfer maps */
914 return;
915 }
916 else if (EXIT_X (head) || EXIT_Y (head))
917 {
918 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
919 {
920 LOG (llevError, "Removed illegal teleporter.\n");
921 head->destroy ();
922 return;
923 }
924
925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
926 return;
927
928 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
929 }
930 else
931 {
932 /* Random teleporter */
933 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
934 return;
935
936 teleport (head, TELEPORTER, tmp);
937 }
938 }
939
940 /* This object will teleport someone to a different map
941 and will also apply changes to the player from its inventory.
942 This was invented for giving classes, but there's no reason it
943 can't be generalized.
944 */
945 static void
946 move_player_changer (object *op)
947 {
948 if (!op->above || !EXIT_PATH (op))
949 return;
950
951 /* This isn't all that great - means that the player_mover
952 * needs to be on top.
953 */
954 if (op->above->type == PLAYER)
955 {
956 object *player = op->above;
957
958 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
959 return;
960
961 for (object *walk = op->inv; walk; walk = walk->below)
962 apply_changes_to_player (player, walk);
963
964 player->update_stats ();
965
966 esrv_send_inventory (op->above, op->above);
967 esrv_update_item (UPD_FACE, op->above, op->above);
968
969 /* update players death & WoR home-position */
970 if (*EXIT_PATH (op) == '/')
971 {
972 player->contr->savebed_map = EXIT_PATH (op);
973 player->contr->bed_x = EXIT_X (op);
974 player->contr->bed_y = EXIT_Y (op);
975 }
976 else
977 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
978
979 op->above->enter_exit (op);
980 }
981 }
982
983 /* firewalls fire other spells.
984 * The direction of the wall is stored in op->stats.sp.
985 * walls can have hp, so they can be torn down.
986 */
987 void
988 move_firewall (object *op)
989 {
990 object *spell;
991
992 if (!op->map)
993 return; /* dm has created a firewall in his inventory */
994
995 spell = op->inv;
996
997 if (!spell || spell->type != SPELL)
998 spell = op->other_arch;
999
1000 if (!spell)
1001 {
1002 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1003 return;
1004 }
1005
1006 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1007 }
1008
1009 /* move_player_mover: this function takes a "player mover" as an
1010 * argument, and performs the function of a player mover, which is:
1011 *
1012 * a player mover finds any players that are sitting on it. It
1013 * moves them in the op->stats.sp direction. speed is how often it'll move.
1014 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1015 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1016 * it'll paralyze the victim for hp*his speed/op->speed
1017 */
1018 static void
1019 move_player_mover (object *op)
1020 {
1021 int dir = op->stats.sp;
1022 sint16 nx, ny;
1023 maptile *m;
1024
1025 /* Determine direction now for random movers so we do the right thing */
1026 if (!dir)
1027 dir = rndm (1, 8);
1028
1029 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1030 {
1031 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1032 (victim->move_type & op->move_type || !victim->move_type))
1033 {
1034
1035 if (victim->head)
1036 victim = victim->head;
1037
1038 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1039 {
1040 op->remove ();
1041 return;
1042 }
1043
1044 nx = op->x + freearr_x[dir];
1045 ny = op->y + freearr_y[dir];
1046 m = op->map;
1047 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1048 {
1049 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1050 return;
1051 }
1052
1053 if (should_director_abort (op, victim))
1054 return;
1055
1056 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1057 {
1058 if (nextmover->type == PLAYERMOVER)
1059 nextmover->speed_left = -.99f;
1060
1061 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1062 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1063 }
1064
1065 if (victim->type == PLAYER)
1066 {
1067 /* only level >=1 movers move people */
1068 if (op->level)
1069 {
1070 /* Following is a bit of hack. We need to make sure it
1071 * is cleared, otherwise the player will get stuck in
1072 * place. This can happen if the player used a spell to
1073 * get to this space.
1074 */
1075 victim->contr->fire_on = 0;
1076 victim->speed_left = 1.f;
1077 move_player (victim, dir);
1078 }
1079 else
1080 return;
1081 }
1082 else
1083 move_object (victim, dir);
1084
1085 if (!op->stats.maxsp && op->attacktype)
1086 op->stats.maxsp = 2;
1087
1088 if (op->attacktype)
1089 { /* flag to paralyze the player */
1090 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1091 }
1092 }
1093 }
1094 }
1095
1096 /*
1097 * Will duplicate a specified object placed on top of it.
1098 * connected: what will trigger it.
1099 * level: multiplier. 0 to destroy.
1100 * other_arch: the object to look for and duplicate.
1101 */
1102
1103 void
1104 move_duplicator (object *op)
1105 {
1106 object *tmp;
1107
1108 if (!op->other_arch)
1109 {
1110 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1111 return;
1112 }
1113
1114 if (op->above == NULL)
1115 return;
1116
1117 for (tmp = op->above; tmp; tmp = tmp->above)
1118 {
1119 if (op->other_arch->archname == tmp->arch->archname)
1120 {
1121 if (op->level <= 0)
1122 tmp->destroy ();
1123 else
1124 {
1125 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1126
1127 if (new_nrof >= 1UL << 31)
1128 new_nrof = 1UL << 31;
1129
1130 tmp->nrof = new_nrof;
1131 }
1132
1133 break;
1134 }
1135 }
1136 }
1137
1138 /* move_creator (by peterm)
1139 * it has the creator object create it's other_arch right on top of it.
1140 * connected: what will trigger it
1141 * hp: how many times it may create before stopping
1142 * lifesave: if set, it'll never disappear but will go on creating
1143 * everytime it's triggered
1144 * other_arch: the object to create
1145 * Note this can create large objects, however, in that case, it
1146 * has to make sure that there is in fact space for the object.
1147 * It should really do this for small objects also, but there is
1148 * more concern with large objects, most notably a part being placed
1149 * outside of the map which would cause the server to crash
1150 */
1151 void
1152 move_creator (object *creator)
1153 {
1154 object *new_ob;
1155
1156 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1157 {
1158 creator->stats.hp = -1;
1159 return;
1160 }
1161
1162 if (creator->inv)
1163 {
1164 object *ob;
1165 int i;
1166 object *ob_to_copy;
1167
1168 /* select random object from inventory to copy */
1169 ob_to_copy = creator->inv;
1170 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1171 {
1172 if (rndm (0, i) == 0)
1173 {
1174 ob_to_copy = ob;
1175 }
1176 }
1177 new_ob = ob_to_copy->deep_clone ();
1178 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1179 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1180 }
1181 else
1182 {
1183 if (!creator->other_arch)
1184 {
1185 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1186 &creator->name, &creator->map->path, creator->x, creator->y);
1187 return;
1188 }
1189
1190 new_ob = object_create_arch (creator->other_arch);
1191 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1192 }
1193
1194 /* Make sure this multipart object fits */
1195 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1196 {
1197 new_ob->destroy ();
1198 return;
1199 }
1200
1201 // for now lets try to identify everything generated here, it mostly
1202 // happens automated, so this will at least fix many identify-experience holes
1203 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1204
1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1206 if (QUERY_FLAG (new_ob, FLAG_FREED))
1207 return;
1208
1209 if (creator->slaying)
1210 new_ob->name = new_ob->title = creator->slaying;
1211 }
1212
1213 /* move_marker --peterm@soda.csua.berkeley.edu
1214 when moved, a marker will search for a player sitting above
1215 it, and insert an invisible, weightless force into him
1216 with a specific code as the slaying field.
1217 At that time, it writes the contents of its own message
1218 field to the player. The marker will decrement hp to
1219 0 and then delete itself every time it grants a mark.
1220 unless hp was zero to start with, in which case it is infinite.*/
1221 void
1222 move_marker (object *op)
1223 {
1224 if (object *tmp = op->ms ().player ())
1225 {
1226 /* remove an old force with a slaying field == op->name */
1227 if (object *force = tmp->force_find (op->name))
1228 force->destroy ();
1229
1230 if (op->slaying && !tmp->force_find (op->slaying))
1231 {
1232 tmp->force_add (op->slaying, op->stats.food);
1233
1234 if (op->msg)
1235 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1236
1237 if (op->stats.hp > 0)
1238 {
1239 op->stats.hp--;
1240
1241 if (op->stats.hp == 0)
1242 {
1243 /* marker expires--granted mark number limit */
1244 op->destroy ();
1245 return;
1246 }
1247 }
1248 }
1249 }
1250 }
1251
1252 // mapscript objects activate themselves (only) then their timer fires
1253 // TODO: maybe they should simply trigger the link like any other object?
1254 static void
1255 move_mapscript (object *op)
1256 {
1257 op->set_speed (0);
1258 cfperl_mapscript_activate (op, true, op, 0);
1259 }
1260
1261 static void
1262 move_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
1298 void
1299 process_object (object *op)
1300 {
1301 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1302 return;
1303
1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1305 return;
1306
1307 if (QUERY_FLAG (op, FLAG_MONSTER))
1308 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1309 return;
1310
1311 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1312 {
1313 animate_object (op, op->contr ? op->facing : op->direction);
1314
1315 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1316 make_sure_seen (op);
1317 }
1318
1319 if (expect_false (
1320 op->flag [FLAG_GENERATOR]
1321 || op->flag [FLAG_CHANGING]
1322 || op->flag [FLAG_IS_USED_UP]
1323 ))
1324 {
1325 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1326 {
1327 change_object (op);
1328 return;
1329 }
1330
1331 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1332 generate_monster (op);
1333
1334 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1335 {
1336 if (QUERY_FLAG (op, FLAG_APPLIED))
1337 remove_force (op);
1338 else
1339 {
1340 op->remove (); // TODO: really necessary?
1341
1342 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1343 make_sure_not_seen (op);
1344
1345 op->drop_and_destroy ();
1346 }
1347
1348 return;
1349 }
1350 }
1351
1352 switch (op->type)
1353 {
1354 case SPELL_EFFECT:
1355 move_spell_effect (op);
1356 break;
1357
1358 case ROD:
1359 case HORN:
1360 regenerate_rod (op);
1361 break;
1362
1363 case FORCE:
1364 case POTION_EFFECT:
1365 remove_force (op);
1366 break;
1367
1368 case BLINDNESS:
1369 remove_blindness (op);
1370 break;
1371
1372 case POISONING:
1373 poison_more (op);
1374 break;
1375
1376 case DISEASE:
1377 move_disease (op);
1378 break;
1379
1380 case SYMPTOM:
1381 move_symptom (op);
1382 break;
1383
1384 case THROWN_OBJ:
1385 case ARROW:
1386 move_arrow (op);
1387 break;
1388
1389 case DOOR:
1390 remove_door (op);
1391 break;
1392
1393 case LOCKED_DOOR:
1394 remove_door2 (op);
1395 break;
1396
1397 case TELEPORTER:
1398 move_teleporter (op);
1399 break;
1400
1401 case GOLEM:
1402 move_golem (op);
1403 break;
1404
1405 case EARTHWALL:
1406 hit_player (op, 2, op, AT_PHYSICAL, 1);
1407 break;
1408
1409 case FIREWALL:
1410 move_firewall (op);
1411 if (op->stats.maxsp)
1412 animate_turning (op);
1413 break;
1414
1415 case MOOD_FLOOR:
1416 do_mood_floor (op);
1417 break;
1418
1419 case GATE:
1420 move_gate (op);
1421 break;
1422
1423 case TIMED_GATE:
1424 move_timed_gate (op);
1425 break;
1426
1427 case TRIGGER:
1428 case TRIGGER_BUTTON:
1429 case TRIGGER_PEDESTAL:
1430 case TRIGGER_ALTAR:
1431 animate_trigger (op);
1432 break;
1433
1434 case DETECTOR:
1435 move_detector (op);
1436
1437 case DIRECTOR:
1438 if (op->stats.maxsp)
1439 animate_turning (op);
1440 break;
1441
1442 case HOLE:
1443 move_hole (op);
1444 break;
1445
1446 case DEEP_SWAMP:
1447 move_deep_swamp (op);
1448 break;
1449
1450 case RUNE:
1451 case TRAP:
1452 move_rune (op);
1453 break;
1454
1455 case PLAYERMOVER:
1456 move_player_mover (op);
1457 break;
1458
1459 case CREATOR:
1460 move_creator (op);
1461 break;
1462
1463 case MARKER:
1464 move_marker (op);
1465 break;
1466
1467 case PLAYER_CHANGER:
1468 move_player_changer (op);
1469 break;
1470
1471 case PEACEMAKER:
1472 move_peacemaker (op);
1473 break;
1474
1475 case PLAYER:
1476 // players have their own speed-management, so undo the --speed_left
1477 ++op->speed_left;
1478 break;
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