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Revision: 1.113
Committed: Tue Oct 12 05:30:12 2010 UTC (13 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.112: +1 -1 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 = op->other_arch->instance ();
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 = op->other_arch->instance ();
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 (gen->flag [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 op->clr_flag (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 = gen->other_arch->instance ();
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 op->env->clr_flag (FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175
176 default:
177 op->clr_flag (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 op->clr_flag (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 || !op->env->flag [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 op->clr_flag (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 op->clr_flag (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 (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [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 (tmp->flag [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 (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [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 (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [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 op->set_flag (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_CHANGE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if (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_CHANGE);
520 if (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 (op->flag [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 or throwen_obj 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 | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
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 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
690 * about 17 squares. Tune as needed.
691 */
692 op->set_speed (op->speed - 0.05);
693
694 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
695 values look rediculous. */
696 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
697 {
698 stop_arrow (op);
699 return;
700 }
701
702 /* Calculate target map square */
703 was_reflected = 0;
704
705 mapxy pos (op); pos.move (op->direction);
706
707 if (!pos.normalise ())
708 {
709 stop_arrow (op);
710 return;
711 }
712
713 /* only need to look for living creatures if this flag is set */
714 if (pos->flags () & P_IS_ALIVE)
715 {
716 object *tmp;
717
718 for (tmp = pos->bot; tmp; tmp = tmp->above)
719 if (tmp->flag [FLAG_ALIVE])
720 break;
721
722 /* Not really fair, but don't let monsters hit themselves with
723 * their own arrow - this can be because they fire it then
724 * move into it.
725 */
726 if (tmp && tmp != op->owner)
727 {
728 /* Found living object, but it is reflecting the missile. Update
729 * as below. (Note that for living creatures there is a small
730 * chance that reflect_missile fails.)
731 */
732 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
733 {
734 int number = op->face;
735
736 op->direction = absdir (op->direction + 4);
737 update_turn_face (op);
738 was_reflected = 1; /* skip normal movement calculations */
739 }
740 else
741 {
742 /* Attack the object. */
743 op = hit_with_arrow (op, tmp);
744
745 if (!op)
746 return;
747 }
748 } /* if this is not hitting its owner */
749 } /* if there is something alive on this space */
750
751 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
752 {
753 int retry = 0;
754
755 /* if the object doesn't reflect, stop the arrow from moving
756 * note that this code will now catch cases where a monster is
757 * on a wall but has reflecting - the arrow won't reflect.
758 * Mapmakers shouldn't put monsters on top of wall in the first
759 * place, so I don't consider that a problem.
760 */
761 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
762 {
763 stop_arrow (op);
764 return;
765 }
766 else
767 {
768 /* If one of the major directions (n,s,e,w), just reverse it */
769 if (op->direction & 1)
770 {
771 op->direction = absdir (op->direction + 4);
772 retry = 1;
773 }
774
775 /* There were two blocks with identical code -
776 * use this retry here to make this one block
777 * that did the same thing.
778 */
779 while (retry < 2)
780 {
781 retry++;
782
783 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
784 * over a corner in a tiled map, it is possible that
785 * op->direction is within an adjacent map but either
786 * op->direction-1 or op->direction+1 does not exist.
787 */
788 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
789 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
790
791 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
792 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
793
794 if (left == right)
795 op->direction = absdir (op->direction + 4);
796 else if (left)
797 op->direction = absdir (op->direction + 2);
798 else if (right)
799 op->direction = absdir (op->direction - 2);
800
801 /* If this space is not out of the map and not blocked, valid space -
802 * don't need to retry again.
803 */
804 mapxy pos3 (pos); pos3.move (op->direction);
805 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
806 break;
807 }
808
809 /* Couldn't find a direction to move the arrow to - just
810 * stop it from moving.
811 */
812 if (retry == 2)
813 {
814 stop_arrow (op);
815 return;
816 }
817
818 /* update object image for new facing */
819 /* many thrown objects *don't* have more than one face */
820 if (op->has_anim ())
821 op->set_anim_frame (op->direction);
822 } /* object is reflected */
823 } /* object ran into a wall */
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 (!op->flag [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 (!tmp->flag [FLAG_IS_FLOOR])
897 break;
898
899 /* If nothing above us to move, nothing to do */
900 if (!tmp || tmp->flag [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 = 0;
1022
1023 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1024 {
1025 if (victim->flag [FLAG_ALIVE]
1026 && !victim->flag [FLAG_WIZPASS]
1027 && (victim->move_type & op->move_type || !victim->move_type))
1028 {
1029 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1030 {
1031 op->destroy ();
1032 return;
1033 }
1034
1035 /* Determine direction only once so we do the right thing */
1036 // why is it the right thing, though?
1037 if (!dir)
1038 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1039
1040 sint16 nx = op->x + freearr_x[dir];
1041 sint16 ny = op->y + freearr_y[dir];
1042 maptile *m = op->map;
1043 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1044 {
1045 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1046 return;
1047 }
1048
1049 if (victim->head)
1050 victim = victim->head;
1051
1052 if (should_director_abort (op, victim))
1053 return;
1054
1055 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1056 {
1057 if (nextmover->type == PLAYERMOVER)
1058 nextmover->speed_left = -.99f;
1059
1060 if (nextmover->flag [FLAG_ALIVE])
1061 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1062 }
1063
1064 if (victim->type == PLAYER)
1065 {
1066 /* only level >=1 movers move people */
1067 if (op->level)
1068 {
1069 /* Following is a bit of hack. We need to make sure it
1070 * is cleared, otherwise the player will get stuck in
1071 * place. This can happen if the player used a spell to
1072 * get to this space.
1073 */
1074 victim->contr->fire_on = 0;
1075 victim->speed_left = 1.f;
1076 move_player (victim, dir);
1077 }
1078 else
1079 return;
1080 }
1081 else
1082 victim->move (dir);
1083
1084 if (!op->stats.maxsp && op->attacktype)
1085 op->stats.maxsp = 2;
1086
1087 if (op->attacktype)
1088 { /* flag to paralyze the player */
1089 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1090 }
1091 }
1092 }
1093 }
1094
1095 /*
1096 * Will duplicate a specified object placed on top of it.
1097 * connected: what will trigger it.
1098 * level: multiplier. 0 to destroy.
1099 * other_arch: the object to look for and duplicate.
1100 */
1101
1102 void
1103 move_duplicator (object *op)
1104 {
1105 object *tmp;
1106
1107 if (!op->other_arch)
1108 {
1109 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1110 return;
1111 }
1112
1113 if (op->above == NULL)
1114 return;
1115
1116 for (tmp = op->above; tmp; tmp = tmp->above)
1117 {
1118 if (op->other_arch->archname == tmp->arch->archname)
1119 {
1120 if (op->level <= 0)
1121 tmp->destroy ();
1122 else
1123 {
1124 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1125
1126 if (new_nrof >= 1UL << 31)
1127 new_nrof = 1UL << 31;
1128
1129 tmp->nrof = new_nrof;
1130 }
1131
1132 break;
1133 }
1134 }
1135 }
1136
1137 /* move_creator (by peterm)
1138 * it has the creator object create it's other_arch right on top of it.
1139 * connected: what will trigger it
1140 * hp: how many times it may create before stopping
1141 * lifesave: if set, it'll never disappear but will go on creating
1142 * everytime it's triggered
1143 * other_arch: the object to create
1144 * Note this can create large objects, however, in that case, it
1145 * has to make sure that there is in fact space for the object.
1146 * It should really do this for small objects also, but there is
1147 * more concern with large objects, most notably a part being placed
1148 * outside of the map which would cause the server to crash
1149 */
1150 void
1151 move_creator (object *creator)
1152 {
1153 object *new_ob;
1154
1155 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1156 {
1157 creator->stats.hp = -1;
1158 return;
1159 }
1160
1161 if (creator->inv)
1162 {
1163 object *ob;
1164 int i;
1165 object *ob_to_copy;
1166
1167 /* select random object from inventory to copy */
1168 ob_to_copy = creator->inv;
1169 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1170 {
1171 if (rndm (0, i) == 0)
1172 {
1173 ob_to_copy = ob;
1174 }
1175 }
1176
1177 new_ob = ob_to_copy->deep_clone ();
1178 new_ob->clr_flag (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 if (new_ob->need_identify ())
1204 new_ob->set_flag (FLAG_IDENTIFIED);
1205
1206 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1207 if (new_ob->flag [FLAG_FREED])
1208 return;
1209
1210 if (creator->slaying)
1211 new_ob->name = new_ob->title = creator->slaying;
1212 }
1213
1214 /* move_marker --peterm@soda.csua.berkeley.edu
1215 when moved, a marker will search for a player sitting above
1216 it, and insert an invisible, weightless force into him
1217 with a specific code as the slaying field.
1218 At that time, it writes the contents of its own message
1219 field to the player. The marker will decrement hp to
1220 0 and then delete itself every time it grants a mark.
1221 unless hp was zero to start with, in which case it is infinite.*/
1222 void
1223 move_marker (object *op)
1224 {
1225 if (object *tmp = op->ms ().player ())
1226 {
1227 /* remove an old force with a slaying field == op->name */
1228 if (object *force = tmp->force_find (op->name))
1229 force->destroy ();
1230
1231 if (op->slaying && !tmp->force_find (op->slaying))
1232 {
1233 tmp->force_add (op->slaying, op->stats.food);
1234
1235 if (op->msg)
1236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1237
1238 if (op->stats.hp > 0)
1239 {
1240 op->stats.hp--;
1241
1242 if (op->stats.hp == 0)
1243 {
1244 /* marker expires--granted mark number limit */
1245 op->destroy ();
1246 return;
1247 }
1248 }
1249 }
1250 }
1251 }
1252
1253 // mapscript objects activate themselves (only) then their timer fires
1254 // TODO: maybe they should simply trigger the link like any other object?
1255 static void
1256 move_mapscript (object *op)
1257 {
1258 op->set_speed (0);
1259 cfperl_mapscript_activate (op, true, op, 0);
1260 }
1261
1262 static void
1263 move_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
1299 void
1300 process_object (object *op)
1301 {
1302 if (expect_false (op->flag [FLAG_IS_A_TEMPLATE]))
1303 return;
1304
1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1306 return;
1307
1308 if (op->flag [FLAG_MONSTER])
1309 if (move_monster (op) || op->flag [FLAG_FREED])
1310 return;
1311
1312 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1313 {
1314 animate_object (op, op->contr ? op->facing : op->direction);
1315
1316 if (op->flag [FLAG_SEE_ANYWHERE])
1317 make_sure_seen (op);
1318 }
1319
1320 if (expect_false (
1321 op->flag [FLAG_GENERATOR]
1322 || op->flag [FLAG_CHANGING]
1323 || op->flag [FLAG_IS_USED_UP]
1324 ))
1325 {
1326 if (op->flag [FLAG_CHANGING] && !op->state)
1327 {
1328 change_object (op);
1329 return;
1330 }
1331
1332 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1333 generate_monster (op);
1334
1335 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1336 {
1337 if (op->flag [FLAG_APPLIED])
1338 remove_force (op);
1339 else
1340 {
1341 op->remove (); // TODO: really necessary?
1342
1343 if (op->flag [FLAG_SEE_ANYWHERE])
1344 make_sure_not_seen (op);
1345
1346 op->drop_and_destroy ();
1347 }
1348
1349 return;
1350 }
1351 }
1352
1353 switch (op->type)
1354 {
1355 case SPELL_EFFECT:
1356 move_spell_effect (op);
1357 break;
1358
1359 case ROD:
1360 case HORN:
1361 regenerate_rod (op);
1362 break;
1363
1364 case FORCE:
1365 case POTION_EFFECT:
1366 remove_force (op);
1367 break;
1368
1369 case BLINDNESS:
1370 remove_blindness (op);
1371 break;
1372
1373 case POISONING:
1374 poison_more (op);
1375 break;
1376
1377 case DISEASE:
1378 move_disease (op);
1379 break;
1380
1381 case SYMPTOM:
1382 move_symptom (op);
1383 break;
1384
1385 case THROWN_OBJ:
1386 case ARROW:
1387 move_arrow (op);
1388 break;
1389
1390 case DOOR:
1391 remove_door (op);
1392 break;
1393
1394 case LOCKED_DOOR:
1395 remove_door2 (op);
1396 break;
1397
1398 case TELEPORTER:
1399 move_teleporter (op);
1400 break;
1401
1402 case GOLEM:
1403 move_golem (op);
1404 break;
1405
1406 case EARTHWALL:
1407 hit_player (op, 2, op, AT_PHYSICAL, 1);
1408 break;
1409
1410 case FIREWALL:
1411 move_firewall (op);
1412 if (op->stats.maxsp)
1413 animate_turning (op);
1414 break;
1415
1416 case MOOD_FLOOR:
1417 do_mood_floor (op);
1418 break;
1419
1420 case GATE:
1421 move_gate (op);
1422 break;
1423
1424 case TIMED_GATE:
1425 move_timed_gate (op);
1426 break;
1427
1428 case TRIGGER:
1429 case TRIGGER_BUTTON:
1430 case TRIGGER_PEDESTAL:
1431 case TRIGGER_ALTAR:
1432 animate_trigger (op);
1433 break;
1434
1435 case DETECTOR:
1436 move_detector (op);
1437
1438 case DIRECTOR:
1439 if (op->stats.maxsp)
1440 animate_turning (op);
1441 break;
1442
1443 case HOLE:
1444 move_hole (op);
1445 break;
1446
1447 case DEEP_SWAMP:
1448 move_deep_swamp (op);
1449 break;
1450
1451 case RUNE:
1452 case TRAP:
1453 move_rune (op);
1454 break;
1455
1456 case PLAYERMOVER:
1457 move_player_mover (op);
1458 break;
1459
1460 case CREATOR:
1461 move_creator (op);
1462 break;
1463
1464 case MARKER:
1465 move_marker (op);
1466 break;
1467
1468 case PLAYER_CHANGER:
1469 move_player_changer (op);
1470 break;
1471
1472 case PEACEMAKER:
1473 move_peacemaker (op);
1474 break;
1475
1476 case PLAYER:
1477 // players have their own speed-management, so undo the --speed_left
1478 ++op->speed_left;
1479 break;
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