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Revision: 1.124
Committed: Sun Jan 29 02:47:06 2017 UTC (7 years, 4 months ago) by root
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Branch: MAIN
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), 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 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly.
281 */
282
283 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
285 break;
286
287 if (!tmp)
288 {
289 if (op->arch->has_active_speed ())
290 op->value = 1;
291 else
292 op->set_speed (0);
293
294 return;
295 }
296 }
297
298 if (op->stats.food)
299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc = 0;
304 }
305 }
306 else
307 { /* The gate is still going up */
308 op->stats.wc++;
309
310 if (op->stats.wc >= NUM_ANIMATIONS (op))
311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
312
313 /* If there is something on top of the gate, we try to roll it off.
314 * If a player/monster, we don't roll, we just hit them with damage
315 */
316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 {
318 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
322
323 if (tmp)
324 {
325 if (tmp->flag [FLAG_ALIVE])
326 {
327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
330 if (tmp->type == PLAYER)
331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
332 }
333 /* If the object is not alive, and the object either can
334 * be picked up or the object rolls, move the object
335 * off the gate.
336 */
337 else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL]))
338 {
339 /* If it has speed, it should move itself, otherwise: */
340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
341
342 /* If there is a free spot, move the object someplace */
343 if (i > 0)
344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
348 tmp->move_to (pos);
349 }
350 }
351 }
352
353 /* See if there is still anything blocking the gate */
354 for (tmp = op->above; tmp; tmp = tmp->above)
355 if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE])
356 break;
357
358 /* IF there is, start putting the gate down */
359 if (tmp)
360 op->stats.food = 1;
361 else
362 {
363 op->move_block = MOVE_ALL;
364
365 if (!op->arch->stats.ac)
366 op->set_flag (FLAG_BLOCKSVIEW);
367 update_all_los (op->map, op->x, op->y);
368 }
369 } /* gate is halfway up */
370
371 SET_ANIMATION (op, op->stats.wc);
372 update_object (op, UP_OBJ_CHANGE);
373 } /* gate is going up */
374 }
375
376 /* hp : how long door is open/closed
377 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close
379 */
380 static void
381 move_timed_gate (object *op)
382 {
383 int v = op->value;
384
385 if (op->stats.sp)
386 {
387 move_gate (op);
388
389 if (op->value != v) /* change direction ? */
390 op->stats.sp = 0;
391 return;
392 }
393
394 if (--op->stats.hp <= 0)
395 { /* keep gate down */
396 move_gate (op);
397
398 if (op->value != v)
399 op->set_speed (0);
400 }
401 }
402
403 /* slaying: name of the thing the detector is to look for
404 * speed: frequency of 'glances'
405 * connected: connected value of detector
406 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons
408 */
409 static void
410 move_detector (object *op)
411 {
412 object *tmp;
413 int last = op->value;
414 int detected;
415
416 detected = 0;
417
418 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
419 {
420 object *tmp2;
421
422 if (op->stats.hp)
423 {
424 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
425 {
426 if (op->slaying && op->slaying == tmp->name)
427 detected = 1;
428
429 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
430 detected = 1;
431 }
432 }
433
434 if (op->slaying && op->slaying == tmp->name)
435 detected = 1;
436 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
437 detected = 1;
438 }
439
440 /* the detector sets the button if detection is found */
441 if (op->stats.sp == 1)
442 {
443 if (detected && last == 0)
444 {
445 op->value = 1;
446 push_button (op, tmp);
447 }
448
449 if (!detected && last == 1)
450 {
451 op->value = 0;
452 push_button (op, tmp);
453 }
454 }
455 else
456 { /* in this case, we unset buttons */
457 if (detected && last == 1)
458 {
459 op->value = 0;
460 push_button (op, tmp);
461 }
462
463 if (!detected && last == 0)
464 {
465 op->value = 1;
466 push_button (op, tmp);
467 }
468 }
469 }
470
471 void
472 animate_trigger (object *op)
473 {
474 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
475 {
476 op->stats.wc = 0;
477 check_trigger (op, NULL);
478 }
479 else
480 {
481 SET_ANIMATION (op, op->stats.wc);
482 update_object (op, UP_OBJ_FACE);
483 }
484 }
485
486 static void
487 move_hole (object *op)
488 { /* 1 = opening, 0 = closing */
489 if (op->value)
490 { /* We're opening */
491 if (--op->stats.wc <= 0)
492 { /* Opened, let's stop */
493 op->stats.wc = 0;
494 op->set_speed (0);
495
496 /* Hard coding this makes sense for holes I suppose */
497 op->move_on = MOVE_WALK;
498 for (object *next, *tmp = op->above; tmp; tmp = next)
499 {
500 next = tmp->above;
501 move_apply (op, tmp, tmp);
502 }
503 }
504
505 SET_ANIMATION (op, op->stats.wc);
506 update_object (op, UP_OBJ_CHANGE);
507 return;
508 }
509
510 /* We're closing */
511 op->move_on = 0;
512
513 op->stats.wc++;
514 if (op->stats.wc >= NUM_ANIMATIONS (op))
515 op->stats.wc = NUM_ANIMATIONS (op) - 1;
516
517 SET_ANIMATION (op, op->stats.wc);
518 update_object (op, UP_OBJ_CHANGE);
519 if (op->stats.wc == (NUM_ANIMATIONS (op) - 1))
520 op->set_speed (0); /* closed, let's stop */
521 }
522
523
524 /* stop_item() returns a pointer to the stopped object. The stopped object
525 * may or may not have been removed from maps or inventories. It will not
526 * have been merged with other items.
527 *
528 * This function assumes that only items on maps need special treatment.
529 *
530 * If the object can't be stopped, or it was destroyed while trying to stop
531 * it, NULL is returned.
532 *
533 * fix_stopped_item() should be used if the stopped item should be put on
534 * the map.
535 */
536 object *
537 stop_item (object *op)
538 {
539 if (op->map == NULL)
540 return op;
541
542 switch (op->type)
543 {
544 case THROWN_OBJ:
545 {
546 object *payload = op->inv;
547
548 if (payload == NULL)
549 return NULL;
550
551 payload->remove ();
552 op->destroy ();
553 return payload;
554 }
555
556 case ARROW:
557 if (op->has_active_speed ())
558 op = fix_stopped_arrow (op);
559 return op;
560
561 default:
562 return op;
563 }
564 }
565
566 /* fix_stopped_item() - put stopped item where stop_item() had found it.
567 * Inserts item into the old map, or merges it if it already is on the map.
568 *
569 * 'map' must be the value of op->map before stop_item() was called.
570 */
571 void
572 fix_stopped_item (object *op, maptile *map, object *originator)
573 {
574 if (map == NULL)
575 return;
576
577 if (op->flag [FLAG_REMOVED])
578 insert_ob_in_map (op, map, originator, 0);
579 else if (op->type == ARROW)
580 merge_ob (op, NULL); /* only some arrows actually need this */
581 }
582
583 object *
584 fix_stopped_arrow (object *op)
585 {
586 if (rndm (0, 99) < op->stats.food)
587 {
588 /* Small chance of breaking */
589 op->destroy ();
590 return NULL;
591 }
592
593 op->set_speed (0);
594 op->direction = 0;
595 op->move_on = 0;
596 op->move_type = 0;
597 op->skill = 0; // really?
598
599 // restore original wc, dam, attacktype and slaying
600 op->stats.wc = op->stats.sp;
601 op->stats.dam = op->stats.hp;
602 op->attacktype = op->stats.grace;
603 op->slaying = op->custom_name;
604
605 /* Reset these to defaults, so that object::can_merge will work properly */
606 op->custom_name = 0;
607 op->stats.sp = 0;
608 op->stats.hp = 0;
609 op->stats.grace = 0;
610 op->level = 0;
611 op->face = op->arch->face;
612 op->owner = 0;
613
614 op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */
615
616 update_object (op, UP_OBJ_CHANGE);
617
618 return op;
619 }
620
621 /* stop_arrow() - what to do when a non-living flying object
622 * has to stop. Sept 96 - I added in thrown object code in
623 * here too. -b.t.
624 *
625 * Returns a pointer to the stopped object (which will have been removed
626 * from maps or inventories), or NULL if was destroyed.
627 */
628 static void
629 stop_arrow (object *op)
630 {
631 if (INVOKE_OBJECT (STOP, op))
632 return;
633
634 if (op->inv)
635 {
636 // replace this by straightforward drop to ground?
637 object *payload = op->inv;
638
639 payload->owner = 0;
640 insert_ob_in_map (payload, op->map, payload, 0);
641 op->destroy ();
642 }
643 else
644 {
645 op = fix_stopped_arrow (op);
646
647 if (op)
648 merge_ob (op, 0);
649 }
650 }
651
652 /* Move an arrow or throwen_obj along its course. op is the arrow or thrown object.
653 */
654 void
655 move_arrow (object *op)
656 {
657 int was_reflected;
658
659 if (!op->map)
660 {
661 LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ());
662 op->destroy ();
663 return;
664 }
665
666 /* we need to stop thrown objects at some point. Like here. */
667 if (op->type == THROWN_OBJ)
668 {
669 /* If the object that the THROWN_OBJ encapsulates disappears,
670 * we need to have this object go away also - otherwise, you get
671 * left over remnants on the map. Where this currently happens
672 * is if the player throws a bomb - the bomb explodes on its own,
673 * but this object sticks around. We could handle the cleanup in the
674 * bomb code, but there are potential other cases where that could happen,
675 * and it is easy enough to clean it up here.
676 */
677 if (!op->inv)
678 {
679 op->destroy ();
680 return;
681 }
682
683 if (op->last_sp-- < 0)
684 {
685 stop_arrow (op);
686 return;
687 }
688 }
689
690 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
691 * about 17 squares. Tune as needed.
692 */
693 op->set_speed (op->speed - 0.05);
694
695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
696 values look ridiculous. */
697 if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED))
698 {
699 stop_arrow (op);
700 return;
701 }
702
703 /* Calculate target map square */
704 was_reflected = 0;
705
706 mapxy pos (op); pos.move (op->direction);
707
708 if (!pos.normalise ())
709 {
710 stop_arrow (op);
711 return;
712 }
713
714 /* only need to look for living creatures if this flag is set */
715 if (pos->flags () & P_IS_ALIVE)
716 {
717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (tmp->flag [FLAG_ALIVE] && tmp != op->owner)
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
727 /* Found living object, but it is reflecting the missile. Update
728 * as below. (Note that for living creatures there is a small
729 * chance that reflect_missile fails.)
730 */
731 if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10))
732 {
733 op->direction = absdir (op->direction + 4);
734 update_turn_face (op);
735 was_reflected = 1; /* skip normal movement calculations */
736 }
737 else
738 {
739 /* Attack the object. */
740 op = hit_with_arrow (op, tmp);
741
742 if (!op)
743 return;
744 }
745
746 break;
747 }
748 }
749
750 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
751 {
752 int retry = 0;
753
754 /* if the object doesn't reflect, stop the arrow from moving
755 * note that this code will now catch cases where a monster is
756 * on a wall but has reflecting - the arrow won't reflect.
757 * Mapmakers shouldn't put monsters on top of wall in the first
758 * place, so I don't consider that a problem.
759 */
760 if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19))
761 {
762 stop_arrow (op);
763 return;
764 }
765 else
766 {
767 /* If one of the major directions (n,s,e,w), just reverse it */
768 if (op->direction & 1)
769 {
770 op->direction = absdir (op->direction + 4);
771 retry = 1;
772 }
773
774 /* There were two blocks with identical code -
775 * use this retry here to make this one block
776 * that did the same thing.
777 */
778 while (retry < 2)
779 {
780 retry++;
781
782 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
783 * over a corner in a tiled map, it is possible that
784 * op->direction is within an adjacent map but either
785 * op->direction-1 or op->direction+1 does not exist.
786 */
787 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
788 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
789
790 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
791 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
792
793 if (left == right)
794 op->direction = absdir (op->direction + 4);
795 else if (left)
796 op->direction = absdir (op->direction + 2);
797 else if (right)
798 op->direction = absdir (op->direction - 2);
799
800 /* If this space is not out of the map and not blocked, valid space -
801 * don't need to retry again.
802 */
803 mapxy pos3 (pos); pos3.move (op->direction);
804 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
805 break;
806 }
807
808 /* Couldn't find a direction to move the arrow to - just
809 * stop it from moving.
810 */
811 if (retry == 2)
812 {
813 stop_arrow (op);
814 return;
815 }
816
817 /* update object image for new facing */
818 /* many thrown objects *don't* have more than one face */
819 if (op->has_anim ())
820 op->set_anim_frame (op->direction);
821 } /* object is reflected */
822 } /* object ran into a wall */
823
824 /* Move the arrow. */
825 op->move_to (pos);
826 }
827
828 static void
829 change_object (object *op)
830 { /* Doesn`t handle linked objs yet */
831 if (!op->other_arch)
832 {
833 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
834 return;
835 }
836
837 /* In non-living items only change when food value is 0 */
838 if (!op->flag [FLAG_ALIVE])
839 {
840 if (op->stats.food-- > 0)
841 return;
842
843 op->stats.food = 1; /* so 1 other_arch is made */
844 }
845
846 object *env = op->env;
847
848 op->remove ();
849 for (int i = 0; i < op->stats.food; i++)
850 {
851 object *tmp = op->other_arch->instance ();
852
853 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
854
855 if (env)
856 env->insert (tmp);
857 else
858 {
859 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
860
861 if (j < 0) /* No free spot */
862 tmp->destroy ();
863 else
864 {
865 mapxy pos (op); pos.move (j);
866
867 if (pos.normalise ())
868 pos.insert (tmp, op);
869 }
870 }
871 }
872
873 op->destroy ();
874 }
875
876 void
877 move_teleporter (object *op)
878 {
879 object *tmp, *head = op;
880
881 /* if this is a multipart teleporter, handle the other parts
882 * The check for speed isn't strictly needed - basically, if
883 * there is an old multipart teleporter in which the other parts
884 * have speed, we don't really want to call it twice for the same
885 * function - in fact, as written below, part N would get called
886 * N times without the speed check.
887 */
888 if (op->more && !op->more->has_active_speed ())
889 move_teleporter (op->more);
890
891 if (op->head)
892 head = op->head;
893
894 for (tmp = op->above; tmp; tmp = tmp->above)
895 if (!tmp->flag [FLAG_IS_FLOOR])
896 break;
897
898 /* If nothing above us to move, nothing to do */
899 if (!tmp || tmp->flag [FLAG_WIZPASS])
900 return;
901
902 if (EXIT_PATH (head))
903 {
904 if (tmp->type == PLAYER)
905 {
906 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
907 return;
908
909 tmp->enter_exit (head);
910 }
911 else
912 /* Currently only players can transfer maps */
913 return;
914 }
915 else if (EXIT_X (head) || EXIT_Y (head))
916 {
917 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
918 {
919 LOG (llevError, "Removed illegal teleporter.\n");
920 head->destroy ();
921 return;
922 }
923
924 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
925 return;
926
927 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
928 }
929 else
930 {
931 /* Random teleporter */
932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
933 return;
934
935 teleport (head, TELEPORTER, tmp);
936 }
937 }
938
939 /* This object will teleport someone to a different map
940 and will also apply changes to the player from its inventory.
941 This was invented for giving classes, but there's no reason it
942 can't be generalized.
943 */
944 static void
945 move_player_changer (object *op)
946 {
947 if (!op->above || !EXIT_PATH (op))
948 return;
949
950 /* This isn't all that great - means that the player_mover
951 * needs to be on top.
952 */
953 if (op->above->type == PLAYER)
954 {
955 object *player = op->above;
956
957 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
958 return;
959
960 for (object *walk = op->inv; walk; walk = walk->below)
961 apply_changes_to_player (player, walk);
962
963 player->update_stats ();
964
965 esrv_send_inventory (op->above, op->above);
966 esrv_update_item (UPD_FACE, op->above, op->above);
967
968 /* update players death & WoR home-position */
969 if (*EXIT_PATH (op) == '/')
970 {
971 player->contr->savebed_map = EXIT_PATH (op);
972 player->contr->bed_x = EXIT_X (op);
973 player->contr->bed_y = EXIT_Y (op);
974 }
975 else
976 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
977
978 op->above->enter_exit (op);
979 }
980 }
981
982 /* firewalls fire other spells.
983 * The direction of the wall is stored in op->stats.sp.
984 * walls can have hp, so they can be torn down.
985 */
986 void
987 move_firewall (object *op)
988 {
989 object *spell;
990
991 if (!op->map)
992 return; /* dm has created a firewall in his inventory */
993
994 spell = op->inv;
995
996 if (!spell || spell->type != SPELL)
997 spell = op->other_arch;
998
999 if (!spell)
1000 {
1001 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1002 return;
1003 }
1004
1005 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1006 }
1007
1008 /* move_player_mover: this function takes a "player mover" as an
1009 * argument, and performs the function of a player mover, which is:
1010 *
1011 * a player mover finds any players that are sitting on it. It
1012 * moves them in the op->stats.sp direction. speed is how often it'll move.
1013 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1014 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1015 * it'll paralyze the victim for hp*his speed/op->speed
1016 */
1017 static void
1018 move_player_mover (object *op)
1019 {
1020 int dir = 0;
1021
1022 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1023 {
1024 if (victim->flag [FLAG_ALIVE]
1025 && !victim->flag [FLAG_WIZPASS]
1026 && (victim->move_type & op->move_type || !victim->move_type))
1027 {
1028 if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0)
1029 {
1030 op->destroy ();
1031 return;
1032 }
1033
1034 /* Determine direction only once so we do the right thing */
1035 // why is it the right thing, though?
1036 if (!dir)
1037 dir = op->stats.sp ? op->stats.sp : rndm (1, 8);
1038
1039 sint16 nx = op->x + freearr_x[dir];
1040 sint16 ny = op->y + freearr_y[dir];
1041 maptile *m = op->map;
1042 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1043 {
1044 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1045 return;
1046 }
1047
1048 if (victim->head)
1049 victim = victim->head;
1050
1051 if (should_director_abort (op, victim))
1052 return;
1053
1054 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1055 {
1056 if (nextmover->type == PLAYERMOVER)
1057 nextmover->speed_left = -.99f;
1058
1059 if (nextmover->flag [FLAG_ALIVE])
1060 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1061 }
1062
1063 if (victim->type == PLAYER)
1064 {
1065 /* only level >=1 movers move people */
1066 if (op->level)
1067 {
1068 /* Following is a bit of hack. We need to make sure it
1069 * is cleared, otherwise the player will get stuck in
1070 * place. This can happen if the player used a spell to
1071 * get to this space.
1072 */
1073 victim->contr->fire_on = 0;
1074 victim->speed_left = 1.f;
1075 move_player (victim, dir);
1076 }
1077 else
1078 return;
1079 }
1080 else
1081 victim->move (dir);
1082
1083 if (!op->stats.maxsp && op->attacktype)
1084 op->stats.maxsp = 2;
1085
1086 if (op->attacktype)
1087 { /* flag to paralyze the player */
1088 victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed);
1089 }
1090 }
1091 }
1092 }
1093
1094 /*
1095 * Will duplicate a specified object placed on top of it.
1096 * connected: what will trigger it.
1097 * level: multiplier. 0 to destroy.
1098 * other_arch: the object to look for and duplicate.
1099 */
1100
1101 void
1102 move_duplicator (object *op)
1103 {
1104 object *tmp;
1105
1106 if (!op->other_arch)
1107 {
1108 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1109 return;
1110 }
1111
1112 if (op->above == NULL)
1113 return;
1114
1115 for (tmp = op->above; tmp; tmp = tmp->above)
1116 {
1117 if (op->other_arch->archname == tmp->arch->archname)
1118 {
1119 if (op->level <= 0)
1120 tmp->destroy ();
1121 else
1122 {
1123 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1124
1125 if (new_nrof >= 1UL << 31)
1126 new_nrof = 1UL << 31;
1127
1128 tmp->nrof = new_nrof;
1129 }
1130
1131 break;
1132 }
1133 }
1134 }
1135
1136 /* move_creator (by peterm)
1137 * it has the creator object create it's other_arch right on top of it.
1138 * connected: what will trigger it
1139 * hp: how many times it may create before stopping
1140 * lifesave: if set, it'll never disappear but will go on creating
1141 * everytime it's triggered
1142 * other_arch: the object to create
1143 * Note this can create large objects, however, in that case, it
1144 * has to make sure that there is in fact space for the object.
1145 * It should really do this for small objects also, but there is
1146 * more concern with large objects, most notably a part being placed
1147 * outside of the map which would cause the server to crash
1148 */
1149 void
1150 move_creator (object *creator)
1151 {
1152 object *new_ob;
1153
1154 if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0)
1155 {
1156 creator->stats.hp = -1;
1157 return;
1158 }
1159
1160 if (creator->inv)
1161 {
1162 object *ob;
1163 int i;
1164 object *ob_to_copy;
1165
1166 /* select random object from inventory to copy */
1167 ob_to_copy = creator->inv;
1168 for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++)
1169 {
1170 if (rndm (0, i) == 0)
1171 {
1172 ob_to_copy = ob;
1173 }
1174 }
1175
1176 new_ob = ob_to_copy->deep_clone ();
1177 new_ob->clr_flag (FLAG_IS_A_TEMPLATE);
1178 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1179 }
1180 else
1181 {
1182 if (!creator->other_arch)
1183 {
1184 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1185 &creator->name, &creator->map->path, creator->x, creator->y);
1186 return;
1187 }
1188
1189 new_ob = object_create_arch (creator->other_arch);
1190 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1191 }
1192
1193 /* Make sure this multipart object fits */
1194 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1195 {
1196 new_ob->destroy ();
1197 return;
1198 }
1199
1200 // for now lets try to identify everything generated here, it mostly
1201 // happens automated, so this will at least fix many identify-experience holes
1202 if (new_ob->need_identify ())
1203 new_ob->set_flag (FLAG_IDENTIFIED);
1204
1205 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1206 if (new_ob->flag [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 (op->flag [FLAG_IS_A_TEMPLATE]))
1302 return;
1303
1304 if (expect_false (INVOKE_OBJECT (TICK, op)))
1305 return;
1306
1307 if (op->flag [FLAG_MONSTER])
1308 if (move_monster (op) || op->flag [FLAG_FREED])
1309 return;
1310
1311 if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0)
1312 {
1313 animate_object (op, op->contr ? op->facing : op->direction);
1314
1315 if (op->flag [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 (op->flag [FLAG_CHANGING] && !op->state)
1326 {
1327 change_object (op);
1328 return;
1329 }
1330
1331 if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY])
1332 generate_monster (op);
1333
1334 if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0)
1335 {
1336 if (op->flag [FLAG_APPLIED])
1337 remove_force (op);
1338 else
1339 {
1340 op->remove (); // TODO: really necessary?
1341
1342 if (op->flag [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 case PHYSICS: // hmm, bad naming
1490 move_physics (op);
1491 break;
1492 }
1493 }
1494