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Revision: 1.66
Committed: Mon Aug 27 06:29:18 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +26 -39 lines
Log Message:
- create a new class, mapxy, which abstracts a mapspace position.
- rewrite move_arrow to take advantage of this new experiemntal
  class. I don't understand move_arrow, but the code without doubt
  became clearer and simpler. this opens the way of rewriting
  the rather clumsy get_map_flags etc. API into something more efficient
  below mapxy.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /*
25 * Routines that is executed from objects based on their speed have been
26 * collected in this file.
27 */
28 #include <global.h>
29 #include <spells.h>
30 #include <sproto.h>
31
32 /* The following removes doors. The functions check to see if similar
33 * doors are next to the one that is being removed, and if so, set it
34 * so those will be removed shortly (in a cascade like fashion.)
35 */
36 void
37 remove_door (object *op)
38 {
39 int i;
40 object *tmp;
41
42 for (i = 1; i < 9; i += 2)
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
44 {
45 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f;
47 }
48
49 if (op->other_arch)
50 {
51 tmp = arch_to_object (op->other_arch);
52 tmp->x = op->x;
53 tmp->y = op->y;
54 tmp->map = op->map;
55 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0);
57 }
58
59 op->destroy ();
60 }
61
62 void
63 remove_door2 (object *op)
64 {
65 int i;
66 object *tmp;
67
68 for (i = 1; i < 9; i += 2)
69 {
70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
71 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */
73 tmp->set_speed (0.1f);
74 tmp->speed_left = -0.2f;
75 }
76 }
77
78 if (op->other_arch)
79 {
80 tmp = arch_to_object (op->other_arch);
81 tmp->x = op->x;
82 tmp->y = op->y;
83 tmp->map = op->map;
84 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0);
86 }
87
88 op->destroy ();
89 }
90
91 void
92 generate_monster (object *gen)
93 {
94 if (!gen->map)
95 return;
96
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return;
99
100 object *op;
101 int i;
102
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 {
105 // either copy one item from the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
116 if (i < 0)
117 return;
118
119 op = object_create_clone (op);
120
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 }
124 else if (gen->other_arch)
125 {
126 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9);
128 if (i < 0)
129 return;
130
131 op = arch_to_object (gen->other_arch);
132 }
133 else
134 return;
135
136 op->expand_tail ();
137
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
139 {
140 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty);
142
143 if (op->has_random_items ())
144 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
145
146 return;
147 }
148
149 op->destroy ();
150 }
151
152 void
153 remove_force (object *op)
154 {
155 if (--op->duration > 0)
156 return;
157
158 if (op->env)
159 switch (op->subtype)
160 {
161 case FORCE_CONFUSION:
162 CLEAR_FLAG (op->env, FLAG_CONFUSED);
163 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
164
165 default:
166 CLEAR_FLAG (op, FLAG_APPLIED);
167 change_abil (op->env, op);
168 op->env->update_stats ();
169 }
170
171 op->destroy ();
172 }
173
174 void
175 remove_blindness (object *op)
176 {
177 if (--op->stats.food > 0)
178 return;
179
180 CLEAR_FLAG (op, FLAG_APPLIED);
181
182 if (op->env)
183 {
184 change_abil (op->env, op);
185 op->env->update_stats ();
186 }
187
188 op->destroy ();
189 }
190
191 void
192 poison_more (object *op)
193 {
194 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
195 {
196 op->destroy ();
197 return;
198 }
199
200 if (op->stats.food == 1)
201 {
202 /* need to unapply the object before update_stats is called, else fix_player
203 * will not do anything.
204 */
205 if (op->env->type == PLAYER)
206 {
207 CLEAR_FLAG (op, FLAG_APPLIED);
208 op->env->update_stats ();
209 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
210 }
211
212 op->destroy ();
213 return;
214 }
215
216 if (op->env->type == PLAYER)
217 {
218 op->env->stats.food--;
219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
220 }
221
222 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
223 }
224
225
226 void
227 move_gate (object *op)
228 { /* 1 = going down, 0 = going up */
229 object *tmp;
230
231 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
232 {
233 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
234 op->stats.wc = 0;
235 }
236
237 /* We're going down */
238 if (op->value)
239 {
240 if (--op->stats.wc <= 0)
241 { /* Reached bottom, let's stop */
242 op->stats.wc = 0;
243 if (op->arch->speed)
244 op->value = 0;
245 else
246 op->set_speed (0);
247 }
248
249 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
250 {
251 op->move_block = 0;
252 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
253 update_all_los (op->map, op->x, op->y);
254 }
255
256 SET_ANIMATION (op, op->stats.wc);
257 update_object (op, UP_OBJ_CHANGE);
258 return;
259 }
260
261 /* We're going up */
262
263 /* First, lets see if we are already at the top */
264 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
265 {
266
267 /* Check to make sure that only non pickable and non rollable
268 * objects are above the gate. If so, we finish closing the gate,
269 * otherwise, we fall through to the code below which should lower
270 * the gate slightly.
271 */
272
273 for (tmp = op->above; tmp; tmp = tmp->above)
274 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
275 break;
276
277 if (!tmp)
278 {
279 if (op->arch->speed)
280 op->value = 1;
281 else
282 op->set_speed (0);
283
284 return;
285 }
286 }
287
288 if (op->stats.food)
289 { /* The gate is going temporarily down */
290 if (--op->stats.wc <= 0)
291 { /* Gone all the way down? */
292 op->stats.food = 0; /* Then let's try again */
293 op->stats.wc = 0;
294 }
295 }
296 else
297 { /* The gate is still going up */
298 op->stats.wc++;
299
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
302
303 /* If there is something on top of the gate, we try to roll it off.
304 * If a player/monster, we don't roll, we just hit them with damage
305 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 {
308 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ;
312
313 if (tmp)
314 {
315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
316 {
317 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
318 op->play_sound (sound_find ("blocked_gate"));
319
320 if (tmp->type == PLAYER)
321 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
322 }
323 /* If the object is not alive, and the object either can
324 * be picked up or the object rolls, move the object
325 * off the gate.
326 */
327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
328 {
329 /* If it has speed, it should move itself, otherwise: */
330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
331
332 /* If there is a free spot, move the object someplace */
333 if (i != -1)
334 {
335 tmp->remove ();
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
337 insert_ob_in_map (tmp, op->map, op, 0);
338 }
339 }
340 }
341
342 /* See if there is still anything blocking the gate */
343 for (tmp = op->above; tmp; tmp = tmp->above)
344 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
345 break;
346
347 /* IF there is, start putting the gate down */
348 if (tmp)
349 op->stats.food = 1;
350 else
351 {
352 op->move_block = MOVE_ALL;
353
354 if (!op->arch->stats.ac)
355 SET_FLAG (op, FLAG_BLOCKSVIEW);
356 update_all_los (op->map, op->x, op->y);
357 }
358 } /* gate is halfway up */
359
360 SET_ANIMATION (op, op->stats.wc);
361 update_object (op, UP_OBJ_CHANGE);
362 } /* gate is going up */
363 }
364
365 /* hp : how long door is open/closed
366 * maxhp : initial value for hp
367 * sp : 1 = open, 0 = close
368 */
369 void
370 move_timed_gate (object *op)
371 {
372 int v = op->value;
373
374 if (op->stats.sp)
375 {
376 move_gate (op);
377
378 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0;
380 return;
381 }
382
383 if (--op->stats.hp <= 0)
384 { /* keep gate down */
385 move_gate (op);
386
387 if (op->value != v)
388 op->set_speed (0);
389 }
390 }
391
392 /* slaying: name of the thing the detector is to look for
393 * speed: frequency of 'glances'
394 * connected: connected value of detector
395 * sp: 1 if detection sets buttons
396 * -1 if detection unsets buttons
397 */
398
399 void
400 move_detector (object *op)
401 {
402 object *tmp;
403 int last = op->value;
404 int detected;
405
406 detected = 0;
407
408 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
409 {
410 object *tmp2;
411
412 if (op->stats.hp)
413 {
414 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
415 {
416 if (op->slaying && op->slaying == tmp->name)
417 detected = 1;
418
419 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
420 detected = 1;
421 }
422 }
423
424 if (op->slaying && op->slaying == tmp->name)
425 detected = 1;
426 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
427 detected = 1;
428 }
429
430 /* the detector sets the button if detection is found */
431 if (op->stats.sp == 1)
432 {
433 if (detected && last == 0)
434 {
435 op->value = 1;
436 push_button (op);
437 }
438
439 if (!detected && last == 1)
440 {
441 op->value = 0;
442 push_button (op);
443 }
444 }
445 else
446 { /* in this case, we unset buttons */
447 if (detected && last == 1)
448 {
449 op->value = 0;
450 push_button (op);
451 }
452
453 if (!detected && last == 0)
454 {
455 op->value = 1;
456 push_button (op);
457 }
458 }
459 }
460
461 void
462 animate_trigger (object *op)
463 {
464 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
465 {
466 op->stats.wc = 0;
467 check_trigger (op, NULL);
468 }
469 else
470 {
471 SET_ANIMATION (op, op->stats.wc);
472 update_object (op, UP_OBJ_FACE);
473 }
474 }
475
476 void
477 move_hole (object *op)
478 { /* 1 = opening, 0 = closing */
479 object *next, *tmp;
480
481 if (op->value)
482 { /* We're opening */
483 if (--op->stats.wc <= 0)
484 { /* Opened, let's stop */
485 op->stats.wc = 0;
486 op->set_speed (0);
487
488 /* Hard coding this makes sense for holes I suppose */
489 op->move_on = MOVE_WALK;
490 for (tmp = op->above; tmp != NULL; tmp = next)
491 {
492 next = tmp->above;
493 move_apply (op, tmp, tmp);
494 }
495 }
496
497 SET_ANIMATION (op, op->stats.wc);
498 update_object (op, UP_OBJ_FACE);
499 return;
500 }
501
502 /* We're closing */
503 op->move_on = 0;
504
505 op->stats.wc++;
506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
507 op->stats.wc = NUM_ANIMATIONS (op) - 1;
508
509 SET_ANIMATION (op, op->stats.wc);
510 update_object (op, UP_OBJ_FACE);
511 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
512 op->set_speed (0); /* closed, let's stop */
513 }
514
515
516 /* stop_item() returns a pointer to the stopped object. The stopped object
517 * may or may not have been removed from maps or inventories. It will not
518 * have been merged with other items.
519 *
520 * This function assumes that only items on maps need special treatment.
521 *
522 * If the object can't be stopped, or it was destroyed while trying to stop
523 * it, NULL is returned.
524 *
525 * fix_stopped_item() should be used if the stopped item should be put on
526 * the map.
527 */
528 object *
529 stop_item (object *op)
530 {
531 if (op->map == NULL)
532 return op;
533
534 switch (op->type)
535 {
536 case THROWN_OBJ:
537 {
538 object *payload = op->inv;
539
540 if (payload == NULL)
541 return NULL;
542 payload->remove ();
543 op->destroy ();
544 return payload;
545 }
546
547 case ARROW:
548 if (op->has_active_speed ())
549 op = fix_stopped_arrow (op);
550 return op;
551
552 default:
553 return op;
554 }
555 }
556
557 /* fix_stopped_item() - put stopped item where stop_item() had found it.
558 * Inserts item into the old map, or merges it if it already is on the map.
559 *
560 * 'map' must be the value of op->map before stop_item() was called.
561 */
562 void
563 fix_stopped_item (object *op, maptile *map, object *originator)
564 {
565 if (map == NULL)
566 return;
567
568 if (QUERY_FLAG (op, FLAG_REMOVED))
569 insert_ob_in_map (op, map, originator, 0);
570 else if (op->type == ARROW)
571 merge_ob (op, NULL); /* only some arrows actually need this */
572 }
573
574 object *
575 fix_stopped_arrow (object *op)
576 {
577 if (rndm (0, 99) < op->stats.food)
578 {
579 /* Small chance of breaking */
580 op->destroy ();
581 return NULL;
582 }
583
584 op->set_speed (0);
585 op->direction = 0;
586 op->move_on = 0;
587 op->move_type = 0;
588 op->skill = 0; // really?
589
590 // restore original wc, dam, attacktype and slaying
591 op->stats.wc = op->stats.sp;
592 op->stats.dam = op->stats.hp;
593 op->attacktype = op->stats.grace;
594
595 if (op->spellarg)
596 {
597 op->slaying = op->spellarg;
598 free (op->spellarg);
599 op->spellarg = 0;
600 }
601 else
602 op->slaying = 0;
603
604 /* Reset these to zero, so that object::can_merge will work properly */
605 op->spellarg = NULL;
606 op->stats.sp = 0;
607 op->stats.hp = 0;
608 op->stats.grace = 0;
609 op->level = 0;
610 op->face = op->arch->face;
611 op->owner = NULL; /* So that stopped arrows will be saved */
612 update_object (op, UP_OBJ_CHANGE);
613 return op;
614 }
615
616 /* stop_arrow() - what to do when a non-living flying object
617 * has to stop. Sept 96 - I added in thrown object code in
618 * here too. -b.t.
619 *
620 * Returns a pointer to the stopped object (which will have been removed
621 * from maps or inventories), or NULL if was destroyed.
622 */
623 static void
624 stop_arrow (object *op)
625 {
626 if (INVOKE_OBJECT (STOP, op))
627 return;
628
629 if (op->inv)
630 {
631 object *payload = op->inv;
632
633 payload->remove ();
634 payload->owner = 0;
635 insert_ob_in_map (payload, op->map, payload, 0);
636 op->destroy ();
637 }
638 else
639 {
640 op = fix_stopped_arrow (op);
641
642 if (op)
643 merge_ob (op, 0);
644 }
645 }
646
647 /* Move an arrow along its course. op is the arrow or thrown object.
648 */
649 void
650 move_arrow (object *op)
651 {
652 int was_reflected;
653
654 if (!op->map)
655 {
656 LOG (llevError, "BUG: Arrow had no map.\n");
657 op->destroy ();
658 return;
659 }
660
661 /* we need to stop thrown objects at some point. Like here. */
662 if (op->type == THROWN_OBJ)
663 {
664 /* If the object that the THROWN_OBJ encapsulates disappears,
665 * we need to have this object go away also - otherwise, you get
666 * left over remnants on the map. Where this currently happens
667 * is if the player throws a bomb - the bomb explodes on its own,
668 * but this object sticks around. We could handle the cleanup in the
669 * bomb code, but there are potential other cases where that could happen,
670 * and it is easy enough to clean it up here.
671 */
672 if (op->inv == NULL)
673 {
674 op->destroy ();
675 return;
676 }
677
678 if (op->last_sp-- < 0)
679 {
680 stop_arrow (op);
681 return;
682 }
683 }
684
685 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
686 values look rediculous. */
687 if (op->speed < 0.5 && op->type == ARROW)
688 {
689 stop_arrow (op);
690 return;
691 }
692
693 /* Calculate target map square */
694 was_reflected = 0;
695
696 mapxy pos (op); pos.move (op->direction);
697
698 if (!pos.normalise ())
699 {
700 stop_arrow (op);
701 return;
702 }
703
704 /* only need to look for living creatures if this flag is set */
705 if (pos->flags () & P_IS_ALIVE)
706 {
707 object *tmp;
708
709 for (tmp = pos->bot; tmp; tmp = tmp->above)
710 if (QUERY_FLAG (tmp, FLAG_ALIVE))
711 break;
712
713 /* Not really fair, but don't let monsters hit themselves with
714 * their own arrow - this can be because they fire it then
715 * move into it.
716 */
717 if (tmp && tmp != op->owner)
718 {
719 /* Found living object, but it is reflecting the missile. Update
720 * as below. (Note that for living creatures there is a small
721 * chance that reflect_missile fails.)
722 */
723 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
724 {
725 int number = op->face;
726
727 op->direction = absdir (op->direction + 4);
728 update_turn_face (op);
729 was_reflected = 1; /* skip normal movement calculations */
730 }
731 else
732 {
733 /* Attack the object. */
734 op = hit_with_arrow (op, tmp);
735
736 if (!op)
737 return;
738 }
739 } /* if this is not hitting its owner */
740 } /* if there is something alive on this space */
741
742 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
743 {
744 int retry = 0;
745
746 /* if the object doesn't reflect, stop the arrow from moving
747 * note that this code will now catch cases where a monster is
748 * on a wall but has reflecting - the arrow won't reflect.
749 * Mapmakers shouldn't put monsters on top of wall in the first
750 * place, so I don't consider that a problem.
751 */
752 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
753 {
754 stop_arrow (op);
755 return;
756 }
757 else
758 {
759 /* If one of the major directions (n,s,e,w), just reverse it */
760 if (op->direction & 1)
761 {
762 op->direction = absdir (op->direction + 4);
763 retry = 1;
764 }
765
766 /* There were two blocks with identical code -
767 * use this retry here to make this one block
768 * that did the same thing.
769 */
770 while (retry < 2)
771 {
772 retry++;
773
774 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
775 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist.
778 */
779 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
780 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
781
782 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
783 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
784
785 if (left == right)
786 op->direction = absdir (op->direction + 4);
787 else if (left)
788 op->direction = absdir (op->direction + 2);
789 else if (right)
790 op->direction = absdir (op->direction - 2);
791
792 /* If this space is not out of the map and not blocked, valid space -
793 * don't need to retry again.
794 */
795 mapxy pos3 (pos); pos3.move (op->direction);
796 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
797 break;
798 }
799
800 /* Couldn't find a direction to move the arrow to - just
801 * stop it from moving.
802 */
803 if (retry == 2)
804 {
805 stop_arrow (op);
806 return;
807 }
808
809 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op))
812 SET_ANIMATION (op, op->direction);
813 } /* object is reflected */
814 } /* object ran into a wall */
815
816 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
817 * about 17 squares. Tune as needed.
818 */
819 op->speed -= 0.05;
820
821 /* Move the arrow. */
822 op->move_to (pos);
823 }
824
825 /* This routine doesnt seem to work for "inanimate" objects that
826 * are being carried, ie a held torch leaps from your hands!.
827 * Modified this routine to allow held objects. b.t. */
828 void
829 change_object (object *op)
830 { /* Doesn`t handle linked objs yet */
831 int i, j;
832
833 if (op->other_arch == NULL)
834 {
835 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
836 return;
837 }
838
839 /* In non-living items only change when food value is 0 */
840 if (!QUERY_FLAG (op, FLAG_ALIVE))
841 {
842 if (op->stats.food-- > 0)
843 return;
844 else
845 op->stats.food = 1; /* so 1 other_arch is made */
846 }
847
848 object *pl = op->in_player ();
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < NROFNEWOBJS (op); i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 if (op->type == LAMP)
857 tmp->stats.food = op->stats.food - 1;
858
859 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
860 if (env)
861 {
862 tmp->x = env->x, tmp->y = env->y;
863 tmp = insert_ob_in_ob (tmp, env);
864
865 /* If this object is the players inventory, we need to tell the
866 * client of the change. Insert_ob_in_map takes care of the
867 * updating the client, so we don't need to do that below.
868 */
869 if (pl)
870 {
871 esrv_del_item (pl->contr, op->count);
872 esrv_send_item (pl, tmp);
873 }
874 }
875 else
876 {
877 j = find_first_free_spot (tmp, op->map, op->x, op->y);
878 if (j == -1) /* No free spot */
879 tmp->destroy ();
880 else
881 {
882 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
883 insert_ob_in_map (tmp, op->map, op, 0);
884 }
885 }
886 }
887
888 op->destroy ();
889 }
890
891 void
892 move_teleporter (object *op)
893 {
894 object *tmp, *head = op;
895
896 /* if this is a multipart teleporter, handle the other parts
897 * The check for speed isn't strictly needed - basically, if
898 * there is an old multipart teleporter in which the other parts
899 * have speed, we don't really want to call it twice for the same
900 * function - in fact, as written below, part N would get called
901 * N times without the speed check.
902 */
903 if (op->more && !op->more->has_active_speed ())
904 move_teleporter (op->more);
905
906 if (op->head)
907 head = op->head;
908
909 for (tmp = op->above; tmp; tmp = tmp->above)
910 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
911 break;
912
913 /* If nothing above us to move, nothing to do */
914 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
915 return;
916
917 if (EXIT_PATH (head))
918 {
919 if (tmp->type == PLAYER)
920 {
921 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
922 return;
923
924 tmp->enter_exit (head);
925 }
926 else
927 /* Currently only players can transfer maps */
928 return;
929 }
930 else if (EXIT_X (head) || EXIT_Y (head))
931 {
932 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
933 {
934 LOG (llevError, "Removed illegal teleporter.\n");
935 head->destroy ();
936 return;
937 }
938
939 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
940 return;
941
942 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
943 }
944 else
945 {
946 /* Random teleporter */
947 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
948 return;
949 teleport (head, TELEPORTER, tmp);
950 }
951 }
952
953 /* This object will teleport someone to a different map
954 and will also apply changes to the player from its inventory.
955 This was invented for giving classes, but there's no reason it
956 can't be generalized.
957 */
958 void
959 move_player_changer (object *op)
960 {
961 object *player;
962 object *walk;
963
964 if (!op->above || !EXIT_PATH (op))
965 return;
966
967 /* This isn't all that great - means that the player_mover
968 * needs to be on top.
969 */
970 if (op->above->type == PLAYER)
971 {
972 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
973 return;
974
975 player = op->above;
976
977 for (walk = op->inv; walk; walk = walk->below)
978 apply_changes_to_player (player, walk);
979
980 player->update_stats ();
981
982 esrv_send_inventory (op->above, op->above);
983 esrv_update_item (UPD_FACE, op->above, op->above);
984
985 /* update players death & WoR home-position */
986 if (*EXIT_PATH (op) == '/')
987 {
988 player->contr->savebed_map = EXIT_PATH (op);
989 player->contr->bed_x = EXIT_X (op);
990 player->contr->bed_y = EXIT_Y (op);
991 }
992 else
993 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
994
995 op->above->enter_exit (op);
996 }
997 }
998
999 /* firewalls fire other spells.
1000 * The direction of the wall is stored in op->stats.sp.
1001 * walls can have hp, so they can be torn down.
1002 */
1003 void
1004 move_firewall (object *op)
1005 {
1006 object *spell;
1007
1008 if (!op->map)
1009 return; /* dm has created a firewall in his inventory */
1010
1011 spell = op->inv;
1012
1013 if (!spell || spell->type != SPELL)
1014 spell = op->other_arch;
1015
1016 if (!spell)
1017 {
1018 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1019 return;
1020 }
1021
1022 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1023 }
1024
1025 /* move_player_mover: this function takes a "player mover" as an
1026 * argument, and performs the function of a player mover, which is:
1027 *
1028 * a player mover finds any players that are sitting on it. It
1029 * moves them in the op->stats.sp direction. speed is how often it'll move.
1030 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1031 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1032 * it'll paralyze the victim for hp*his speed/op->speed
1033 */
1034 void
1035 move_player_mover (object *op)
1036 {
1037 int dir = op->stats.sp;
1038 sint16 nx, ny;
1039 maptile *m;
1040
1041 /* Determine direction now for random movers so we do the right thing */
1042 if (!dir)
1043 dir = rndm (1, 8);
1044
1045 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1046 {
1047 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1048 (victim->move_type & op->move_type || !victim->move_type))
1049 {
1050
1051 if (victim->head)
1052 victim = victim->head;
1053
1054 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1055 {
1056 op->remove ();
1057 return;
1058 }
1059
1060 nx = op->x + freearr_x[dir];
1061 ny = op->y + freearr_y[dir];
1062 m = op->map;
1063 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1064 {
1065 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1066 return;
1067 }
1068
1069 if (should_director_abort (op, victim))
1070 return;
1071
1072 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1073 {
1074 if (nextmover->type == PLAYERMOVER)
1075 nextmover->speed_left = -.99f;
1076
1077 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1078 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1079 }
1080
1081 if (victim->type == PLAYER)
1082 {
1083 /* only level >=1 movers move people */
1084 if (op->level)
1085 {
1086 /* Following is a bit of hack. We need to make sure it
1087 * is cleared, otherwise the player will get stuck in
1088 * place. This can happen if the player used a spell to
1089 * get to this space.
1090 */
1091 victim->contr->fire_on = 0;
1092 victim->speed_left = 1.f;
1093 move_player (victim, dir);
1094 }
1095 else
1096 return;
1097 }
1098 else
1099 move_object (victim, dir);
1100
1101 if (!op->stats.maxsp && op->attacktype)
1102 op->stats.maxsp = 2;
1103
1104 if (op->attacktype)
1105 { /* flag to paralyze the player */
1106 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1107 }
1108 }
1109 }
1110 }
1111
1112 /*
1113 * Will duplicate a specified object placed on top of it.
1114 * connected: what will trigger it.
1115 * level: multiplier. 0 to destroy.
1116 * other_arch: the object to look for and duplicate.
1117 */
1118
1119 void
1120 move_duplicator (object *op)
1121 {
1122 object *tmp;
1123
1124 if (!op->other_arch)
1125 {
1126 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1127 return;
1128 }
1129
1130 if (op->above == NULL)
1131 return;
1132
1133 for (tmp = op->above; tmp; tmp = tmp->above)
1134 {
1135 if (op->other_arch->archname == tmp->arch->archname)
1136 {
1137 if (op->level <= 0)
1138 tmp->destroy ();
1139 else
1140 {
1141 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1142
1143 if (new_nrof >= 1UL << 31)
1144 new_nrof = 1UL << 31;
1145
1146 tmp->nrof = new_nrof;
1147 }
1148
1149 break;
1150 }
1151 }
1152 }
1153
1154 /* move_creator (by peterm)
1155 * it has the creator object create it's other_arch right on top of it.
1156 * connected: what will trigger it
1157 * hp: how many times it may create before stopping
1158 * lifesave: if set, it'll never disappear but will go on creating
1159 * everytime it's triggered
1160 * other_arch: the object to create
1161 * Note this can create large objects, however, in that case, it
1162 * has to make sure that there is in fact space for the object.
1163 * It should really do this for small objects also, but there is
1164 * more concern with large objects, most notably a part being placed
1165 * outside of the map which would cause the server to crash
1166 */
1167 void
1168 move_creator (object *creator)
1169 {
1170 object *new_ob;
1171
1172 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1173 {
1174 creator->stats.hp = -1;
1175 return;
1176 }
1177
1178 if (creator->inv != NULL)
1179 {
1180 object *ob;
1181 int i;
1182 object *ob_to_copy;
1183
1184 /* select random object from inventory to copy */
1185 ob_to_copy = creator->inv;
1186 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1187 {
1188 if (rndm (0, i) == 0)
1189 {
1190 ob_to_copy = ob;
1191 }
1192 }
1193 new_ob = object_create_clone (ob_to_copy);
1194 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1195 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1196 }
1197 else
1198 {
1199 if (creator->other_arch == NULL)
1200 {
1201 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1202 &creator->name, &creator->map->path, creator->x, creator->y);
1203 return;
1204 }
1205
1206 new_ob = object_create_arch (creator->other_arch);
1207 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1208 }
1209
1210 /* Make sure this multipart object fits */
1211 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1212 {
1213 new_ob->destroy ();
1214 return;
1215 }
1216
1217 // for now lets try to identify everything generated here, it mostly
1218 // happens automated, so this will at least fix many identify-experience holes
1219 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1220
1221 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1222 if (QUERY_FLAG (new_ob, FLAG_FREED))
1223 return;
1224
1225 if (creator->slaying)
1226 {
1227 new_ob->name = new_ob->title = creator->slaying;
1228 }
1229 }
1230
1231 /* move_marker --peterm@soda.csua.berkeley.edu
1232 when moved, a marker will search for a player sitting above
1233 it, and insert an invisible, weightless force into him
1234 with a specific code as the slaying field.
1235 At that time, it writes the contents of its own message
1236 field to the player. The marker will decrement hp to
1237 0 and then delete itself every time it grants a mark.
1238 unless hp was zero to start with, in which case it is infinite.*/
1239 void
1240 move_marker (object *op)
1241 {
1242 if (object *tmp = op->ms ().player ())
1243 {
1244 /* remove an old force with a slaying field == op->name */
1245 if (object *force = tmp->force_find (op->name))
1246 force->destroy ();
1247
1248 if (!tmp->force_find (op->slaying))
1249 {
1250 tmp->force_add (op->slaying, op->stats.food);
1251
1252 if (op->msg)
1253 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1254
1255 if (op->stats.hp > 0)
1256 {
1257 op->stats.hp--;
1258
1259 if (op->stats.hp == 0)
1260 {
1261 /* marker expires--granted mark number limit */
1262 op->destroy ();
1263 return;
1264 }
1265 }
1266 }
1267 }
1268 }
1269
1270 void
1271 process_object (object *op)
1272 {
1273 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1274 return;
1275
1276 if (expect_false (INVOKE_OBJECT (TICK, op)))
1277 return;
1278
1279 if (QUERY_FLAG (op, FLAG_MONSTER))
1280 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1281 return;
1282
1283 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1284 {
1285 animate_object (op, op->contr ? op->facing : op->direction);
1286
1287 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1288 make_sure_seen (op);
1289 }
1290
1291 if (expect_false (
1292 op->flag [FLAG_GENERATOR]
1293 || op->flag [FLAG_CHANGING]
1294 || op->flag [FLAG_IS_USED_UP]
1295 ))
1296 {
1297 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1298 {
1299 change_object (op);
1300 return;
1301 }
1302
1303 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1304 generate_monster (op);
1305
1306 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1307 {
1308 if (QUERY_FLAG (op, FLAG_APPLIED))
1309 remove_force (op);
1310 else
1311 {
1312 /* If necessary, delete the item from the players inventory */
1313 object *pl = op->in_player ();
1314
1315 if (pl)
1316 esrv_del_item (pl->contr, op->count);
1317
1318 op->remove ();
1319
1320 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1321 make_sure_not_seen (op);
1322
1323 op->destroy ();
1324 }
1325
1326 return;
1327 }
1328 }
1329
1330 switch (op->type)
1331 {
1332 case SPELL_EFFECT:
1333 move_spell_effect (op);
1334 break;
1335
1336 case ROD:
1337 case HORN:
1338 regenerate_rod (op);
1339 break;
1340
1341 case FORCE:
1342 case POTION_EFFECT:
1343 remove_force (op);
1344 break;
1345
1346 case BLINDNESS:
1347 remove_blindness (op);
1348 break;
1349
1350 case POISONING:
1351 poison_more (op);
1352 break;
1353
1354 case DISEASE:
1355 move_disease (op);
1356 break;
1357
1358 case SYMPTOM:
1359 move_symptom (op);
1360 break;
1361
1362 case THROWN_OBJ:
1363 case ARROW:
1364 move_arrow (op);
1365 break;
1366
1367 case DOOR:
1368 remove_door (op);
1369 break;
1370
1371 case LOCKED_DOOR:
1372 remove_door2 (op);
1373 break;
1374
1375 case TELEPORTER:
1376 move_teleporter (op);
1377 break;
1378
1379 case GOLEM:
1380 move_golem (op);
1381 break;
1382
1383 case EARTHWALL:
1384 hit_player (op, 2, op, AT_PHYSICAL, 1);
1385 break;
1386
1387 case FIREWALL:
1388 move_firewall (op);
1389 if (op->stats.maxsp)
1390 animate_turning (op);
1391 break;
1392
1393 case MOOD_FLOOR:
1394 do_mood_floor (op);
1395 break;
1396
1397 case GATE:
1398 move_gate (op);
1399 break;
1400
1401 case TIMED_GATE:
1402 move_timed_gate (op);
1403 break;
1404
1405 case TRIGGER:
1406 case TRIGGER_BUTTON:
1407 case TRIGGER_PEDESTAL:
1408 case TRIGGER_ALTAR:
1409 animate_trigger (op);
1410 break;
1411
1412 case DETECTOR:
1413 move_detector (op);
1414
1415 case DIRECTOR:
1416 if (op->stats.maxsp)
1417 animate_turning (op);
1418 break;
1419
1420 case HOLE:
1421 move_hole (op);
1422 break;
1423
1424 case DEEP_SWAMP:
1425 move_deep_swamp (op);
1426 break;
1427
1428 case RUNE:
1429 case TRAP:
1430 move_rune (op);
1431 break;
1432
1433 case PLAYERMOVER:
1434 move_player_mover (op);
1435 break;
1436
1437 case CREATOR:
1438 move_creator (op);
1439 break;
1440
1441 case MARKER:
1442 move_marker (op);
1443 break;
1444
1445 case PLAYER_CHANGER:
1446 move_player_changer (op);
1447 break;
1448
1449 case PEACEMAKER:
1450 move_peacemaker (op);
1451 break;
1452
1453 case PLAYER:
1454 // players have their own speed-management, so undo the --speed_left
1455 ++op->speed_left;
1456 break;
1457 }
1458 }
1459