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Revision: 1.75
Committed: Sun May 4 08:25:33 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_54, rel-2_55, rel-2_56, rel-2_53, rel-2_61
Changes since 1.74: +2 -2 lines
Log Message:
rewrite objetc_create_clone to deep_clone and fix randfom map generator bug

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
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 <support@deliantra.net>
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 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63 }
64
65 void
66 remove_door2 (object *op)
67 {
68 int i;
69 object *tmp;
70
71 for (i = 1; i < 9; i += 2)
72 {
73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
76 tmp->set_speed (0.1f);
77 tmp->speed_left = -0.2f;
78 }
79 }
80
81 if (op->other_arch)
82 {
83 tmp = arch_to_object (op->other_arch);
84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0);
89 }
90
91 op->destroy ();
92 }
93
94 void
95 generate_monster (object *gen)
96 {
97 if (!gen->map)
98 return;
99
100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
101 return;
102
103 object *op;
104 int dir;
105
106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
107 {
108 // either copy one item from the inventory...
109 if (!gen->inv)
110 return;
111
112 // first select one item from the inventory
113 int index = 0;
114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
115 if (!rndm (++index))
116 op = tmp;
117
118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
120 return;
121
122 op = op->deep_clone ();
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 }
127 else if (gen->other_arch)
128 {
129 // ...or use other_arch
130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
136 else
137 return;
138
139 op->expand_tail ();
140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
145 if (rndm (0, 9))
146 generate_artifact (op, gen->map->difficulty);
147
148 if (op->has_random_items ())
149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
150
151 return;
152 }
153
154 op->destroy ();
155 }
156
157 void
158 remove_force (object *op)
159 {
160 if (--op->duration > 0)
161 return;
162
163 if (op->env)
164 switch (op->subtype)
165 {
166 case FORCE_CONFUSION:
167 CLEAR_FLAG (op->env, FLAG_CONFUSED);
168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
169
170 default:
171 CLEAR_FLAG (op, FLAG_APPLIED);
172 change_abil (op->env, op);
173 op->env->update_stats ();
174 }
175
176 op->destroy ();
177 }
178
179 void
180 remove_blindness (object *op)
181 {
182 if (--op->stats.food > 0)
183 return;
184
185 CLEAR_FLAG (op, FLAG_APPLIED);
186
187 if (op->env)
188 {
189 change_abil (op->env, op);
190 op->env->update_stats ();
191 }
192
193 op->destroy ();
194 }
195
196 void
197 poison_more (object *op)
198 {
199 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
200 {
201 op->destroy ();
202 return;
203 }
204
205 if (op->stats.food == 1)
206 {
207 /* need to unapply the object before update_stats is called, else fix_player
208 * will not do anything.
209 */
210 if (op->env->type == PLAYER)
211 {
212 CLEAR_FLAG (op, FLAG_APPLIED);
213 op->env->update_stats ();
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
215 }
216
217 op->destroy ();
218 return;
219 }
220
221 if (op->env->type == PLAYER)
222 {
223 op->env->stats.food--;
224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
225 }
226
227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
228 }
229
230
231 void
232 move_gate (object *op)
233 { /* 1 = going down, 0 = going up */
234 object *tmp;
235
236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
237 {
238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
239 op->stats.wc = 0;
240 }
241
242 /* We're going down */
243 if (op->value)
244 {
245 if (--op->stats.wc <= 0)
246 { /* Reached bottom, let's stop */
247 op->stats.wc = 0;
248 if (op->arch->speed)
249 op->value = 0;
250 else
251 op->set_speed (0);
252 }
253
254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
255 {
256 op->move_block = 0;
257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
258 update_all_los (op->map, op->x, op->y);
259 }
260
261 SET_ANIMATION (op, op->stats.wc);
262 update_object (op, UP_OBJ_CHANGE);
263 return;
264 }
265
266 /* We're going up */
267
268 /* First, lets see if we are already at the top */
269 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
270 {
271
272 /* Check to make sure that only non pickable and non rollable
273 * objects are above the gate. If so, we finish closing the gate,
274 * otherwise, we fall through to the code below which should lower
275 * the gate slightly.
276 */
277
278 for (tmp = op->above; tmp; tmp = tmp->above)
279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
280 break;
281
282 if (!tmp)
283 {
284 if (op->arch->speed)
285 op->value = 1;
286 else
287 op->set_speed (0);
288
289 return;
290 }
291 }
292
293 if (op->stats.food)
294 { /* The gate is going temporarily down */
295 if (--op->stats.wc <= 0)
296 { /* Gone all the way down? */
297 op->stats.food = 0; /* Then let's try again */
298 op->stats.wc = 0;
299 }
300 }
301 else
302 { /* The gate is still going up */
303 op->stats.wc++;
304
305 if (op->stats.wc >= NUM_ANIMATIONS (op))
306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
307
308 /* If there is something on top of the gate, we try to roll it off.
309 * If a player/monster, we don't roll, we just hit them with damage
310 */
311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
312 {
313 /* Halfway or further, check blocks */
314 /* First, get the top object on the square. */
315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
317
318 if (tmp)
319 {
320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
321 {
322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
324
325 if (tmp->type == PLAYER)
326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
327 }
328 /* If the object is not alive, and the object either can
329 * be picked up or the object rolls, move the object
330 * off the gate.
331 */
332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
333 {
334 /* If it has speed, it should move itself, otherwise: */
335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
336
337 /* If there is a free spot, move the object someplace */
338 if (i > 0)
339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
343 tmp->move_to (pos);
344 }
345 }
346 }
347
348 /* See if there is still anything blocking the gate */
349 for (tmp = op->above; tmp; tmp = tmp->above)
350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
351 break;
352
353 /* IF there is, start putting the gate down */
354 if (tmp)
355 op->stats.food = 1;
356 else
357 {
358 op->move_block = MOVE_ALL;
359
360 if (!op->arch->stats.ac)
361 SET_FLAG (op, FLAG_BLOCKSVIEW);
362 update_all_los (op->map, op->x, op->y);
363 }
364 } /* gate is halfway up */
365
366 SET_ANIMATION (op, op->stats.wc);
367 update_object (op, UP_OBJ_CHANGE);
368 } /* gate is going up */
369 }
370
371 /* hp : how long door is open/closed
372 * maxhp : initial value for hp
373 * sp : 1 = open, 0 = close
374 */
375 void
376 move_timed_gate (object *op)
377 {
378 int v = op->value;
379
380 if (op->stats.sp)
381 {
382 move_gate (op);
383
384 if (op->value != v) /* change direction ? */
385 op->stats.sp = 0;
386 return;
387 }
388
389 if (--op->stats.hp <= 0)
390 { /* keep gate down */
391 move_gate (op);
392
393 if (op->value != v)
394 op->set_speed (0);
395 }
396 }
397
398 /* slaying: name of the thing the detector is to look for
399 * speed: frequency of 'glances'
400 * connected: connected value of detector
401 * sp: 1 if detection sets buttons
402 * -1 if detection unsets buttons
403 */
404
405 void
406 move_detector (object *op)
407 {
408 object *tmp;
409 int last = op->value;
410 int detected;
411
412 detected = 0;
413
414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
415 {
416 object *tmp2;
417
418 if (op->stats.hp)
419 {
420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
421 {
422 if (op->slaying && op->slaying == tmp->name)
423 detected = 1;
424
425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
426 detected = 1;
427 }
428 }
429
430 if (op->slaying && op->slaying == tmp->name)
431 detected = 1;
432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
433 detected = 1;
434 }
435
436 /* the detector sets the button if detection is found */
437 if (op->stats.sp == 1)
438 {
439 if (detected && last == 0)
440 {
441 op->value = 1;
442 push_button (op);
443 }
444
445 if (!detected && last == 1)
446 {
447 op->value = 0;
448 push_button (op);
449 }
450 }
451 else
452 { /* in this case, we unset buttons */
453 if (detected && last == 1)
454 {
455 op->value = 0;
456 push_button (op);
457 }
458
459 if (!detected && last == 0)
460 {
461 op->value = 1;
462 push_button (op);
463 }
464 }
465 }
466
467 void
468 animate_trigger (object *op)
469 {
470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
471 {
472 op->stats.wc = 0;
473 check_trigger (op, NULL);
474 }
475 else
476 {
477 SET_ANIMATION (op, op->stats.wc);
478 update_object (op, UP_OBJ_FACE);
479 }
480 }
481
482 void
483 move_hole (object *op)
484 { /* 1 = opening, 0 = closing */
485 object *next, *tmp;
486
487 if (op->value)
488 { /* We're opening */
489 if (--op->stats.wc <= 0)
490 { /* Opened, let's stop */
491 op->stats.wc = 0;
492 op->set_speed (0);
493
494 /* Hard coding this makes sense for holes I suppose */
495 op->move_on = MOVE_WALK;
496 for (tmp = op->above; tmp != NULL; tmp = next)
497 {
498 next = tmp->above;
499 move_apply (op, tmp, tmp);
500 }
501 }
502
503 SET_ANIMATION (op, op->stats.wc);
504 update_object (op, UP_OBJ_FACE);
505 return;
506 }
507
508 /* We're closing */
509 op->move_on = 0;
510
511 op->stats.wc++;
512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
513 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514
515 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE);
517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
518 op->set_speed (0); /* closed, let's stop */
519 }
520
521
522 /* stop_item() returns a pointer to the stopped object. The stopped object
523 * may or may not have been removed from maps or inventories. It will not
524 * have been merged with other items.
525 *
526 * This function assumes that only items on maps need special treatment.
527 *
528 * If the object can't be stopped, or it was destroyed while trying to stop
529 * it, NULL is returned.
530 *
531 * fix_stopped_item() should be used if the stopped item should be put on
532 * the map.
533 */
534 object *
535 stop_item (object *op)
536 {
537 if (op->map == NULL)
538 return op;
539
540 switch (op->type)
541 {
542 case THROWN_OBJ:
543 {
544 object *payload = op->inv;
545
546 if (payload == NULL)
547 return NULL;
548 payload->remove ();
549 op->destroy ();
550 return payload;
551 }
552
553 case ARROW:
554 if (op->has_active_speed ())
555 op = fix_stopped_arrow (op);
556 return op;
557
558 default:
559 return op;
560 }
561 }
562
563 /* fix_stopped_item() - put stopped item where stop_item() had found it.
564 * Inserts item into the old map, or merges it if it already is on the map.
565 *
566 * 'map' must be the value of op->map before stop_item() was called.
567 */
568 void
569 fix_stopped_item (object *op, maptile *map, object *originator)
570 {
571 if (map == NULL)
572 return;
573
574 if (QUERY_FLAG (op, FLAG_REMOVED))
575 insert_ob_in_map (op, map, originator, 0);
576 else if (op->type == ARROW)
577 merge_ob (op, NULL); /* only some arrows actually need this */
578 }
579
580 object *
581 fix_stopped_arrow (object *op)
582 {
583 if (rndm (0, 99) < op->stats.food)
584 {
585 /* Small chance of breaking */
586 op->destroy ();
587 return NULL;
588 }
589
590 op->set_speed (0);
591 op->direction = 0;
592 op->move_on = 0;
593 op->move_type = 0;
594 op->skill = 0; // really?
595
596 // restore original wc, dam, attacktype and slaying
597 op->stats.wc = op->stats.sp;
598 op->stats.dam = op->stats.hp;
599 op->attacktype = op->stats.grace;
600
601 if (op->spellarg)
602 {
603 op->slaying = op->spellarg;
604 free (op->spellarg);
605 op->spellarg = 0;
606 }
607 else
608 op->slaying = 0;
609
610 /* Reset these to zero, so that object::can_merge will work properly */
611 op->spellarg = NULL;
612 op->stats.sp = 0;
613 op->stats.hp = 0;
614 op->stats.grace = 0;
615 op->level = 0;
616 op->face = op->arch->face;
617 op->owner = NULL; /* So that stopped arrows will be saved */
618 update_object (op, UP_OBJ_CHANGE);
619 return op;
620 }
621
622 /* stop_arrow() - what to do when a non-living flying object
623 * has to stop. Sept 96 - I added in thrown object code in
624 * here too. -b.t.
625 *
626 * Returns a pointer to the stopped object (which will have been removed
627 * from maps or inventories), or NULL if was destroyed.
628 */
629 static void
630 stop_arrow (object *op)
631 {
632 if (INVOKE_OBJECT (STOP, op))
633 return;
634
635 if (op->inv)
636 {
637 object *payload = op->inv;
638
639 payload->remove ();
640 payload->owner = 0;
641 insert_ob_in_map (payload, op->map, payload, 0);
642 op->destroy ();
643 }
644 else
645 {
646 op = fix_stopped_arrow (op);
647
648 if (op)
649 merge_ob (op, 0);
650 }
651 }
652
653 /* Move an arrow along its course. op is the arrow or thrown object.
654 */
655 void
656 move_arrow (object *op)
657 {
658 int was_reflected;
659
660 if (!op->map)
661 {
662 LOG (llevError, "BUG: Arrow had no map.\n");
663 op->destroy ();
664 return;
665 }
666
667 /* we need to stop thrown objects at some point. Like here. */
668 if (op->type == THROWN_OBJ)
669 {
670 /* If the object that the THROWN_OBJ encapsulates disappears,
671 * we need to have this object go away also - otherwise, you get
672 * left over remnants on the map. Where this currently happens
673 * is if the player throws a bomb - the bomb explodes on its own,
674 * but this object sticks around. We could handle the cleanup in the
675 * bomb code, but there are potential other cases where that could happen,
676 * and it is easy enough to clean it up here.
677 */
678 if (op->inv == NULL)
679 {
680 op->destroy ();
681 return;
682 }
683
684 if (op->last_sp-- < 0)
685 {
686 stop_arrow (op);
687 return;
688 }
689 }
690
691 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
692 values look rediculous. */
693 if (op->speed < 0.5 && op->type == ARROW)
694 {
695 stop_arrow (op);
696 return;
697 }
698
699 /* Calculate target map square */
700 was_reflected = 0;
701
702 mapxy pos (op); pos.move (op->direction);
703
704 if (!pos.normalise ())
705 {
706 stop_arrow (op);
707 return;
708 }
709
710 /* only need to look for living creatures if this flag is set */
711 if (pos->flags () & P_IS_ALIVE)
712 {
713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
717 break;
718
719 /* Not really fair, but don't let monsters hit themselves with
720 * their own arrow - this can be because they fire it then
721 * move into it.
722 */
723 if (tmp && tmp != op->owner)
724 {
725 /* Found living object, but it is reflecting the missile. Update
726 * as below. (Note that for living creatures there is a small
727 * chance that reflect_missile fails.)
728 */
729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
730 {
731 int number = op->face;
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 } /* if this is not hitting its owner */
746 } /* if there is something alive on this space */
747
748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
749 {
750 int retry = 0;
751
752 /* if the object doesn't reflect, stop the arrow from moving
753 * note that this code will now catch cases where a monster is
754 * on a wall but has reflecting - the arrow won't reflect.
755 * Mapmakers shouldn't put monsters on top of wall in the first
756 * place, so I don't consider that a problem.
757 */
758 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
759 {
760 stop_arrow (op);
761 return;
762 }
763 else
764 {
765 /* If one of the major directions (n,s,e,w), just reverse it */
766 if (op->direction & 1)
767 {
768 op->direction = absdir (op->direction + 4);
769 retry = 1;
770 }
771
772 /* There were two blocks with identical code -
773 * use this retry here to make this one block
774 * that did the same thing.
775 */
776 while (retry < 2)
777 {
778 retry++;
779
780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
781 * over a corner in a tiled map, it is possible that
782 * op->direction is within an adjacent map but either
783 * op->direction-1 or op->direction+1 does not exist.
784 */
785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
787
788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
790
791 if (left == right)
792 op->direction = absdir (op->direction + 4);
793 else if (left)
794 op->direction = absdir (op->direction + 2);
795 else if (right)
796 op->direction = absdir (op->direction - 2);
797
798 /* If this space is not out of the map and not blocked, valid space -
799 * don't need to retry again.
800 */
801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
803 break;
804 }
805
806 /* Couldn't find a direction to move the arrow to - just
807 * stop it from moving.
808 */
809 if (retry == 2)
810 {
811 stop_arrow (op);
812 return;
813 }
814
815 /* update object image for new facing */
816 /* many thrown objects *don't* have more than one face */
817 if (GET_ANIM_ID (op))
818 SET_ANIMATION (op, op->direction);
819 } /* object is reflected */
820 } /* object ran into a wall */
821
822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
823 * about 17 squares. Tune as needed.
824 */
825 op->speed -= 0.05;
826
827 /* Move the arrow. */
828 op->move_to (pos);
829 }
830
831 void
832 change_object (object *op)
833 { /* Doesn`t handle linked objs yet */
834 int i, j;
835
836 if (!op->other_arch)
837 {
838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
839 return;
840 }
841
842 /* In non-living items only change when food value is 0 */
843 if (!QUERY_FLAG (op, FLAG_ALIVE))
844 {
845 if (op->stats.food-- > 0)
846 return;
847
848 op->stats.food = 1; /* so 1 other_arch is made */
849 }
850
851 object *env = op->env;
852
853 op->remove ();
854 for (i = 0; i < op->stats.food; i++)
855 {
856 object *tmp = arch_to_object (op->other_arch);
857
858 if (op->type == LAMP)
859 tmp->stats.food = op->stats.food - 1;
860
861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862
863 if (env)
864 env->insert (tmp);
865 else
866 {
867 j = find_first_free_spot (tmp, op->map, op->x, op->y);
868 if (j < 0) /* No free spot */
869 tmp->destroy ();
870 else
871 {
872 mapxy pos (op); pos.move (j);
873
874 if (pos.normalise ())
875 pos.insert (tmp, op);
876 }
877 }
878 }
879
880 op->destroy ();
881 }
882
883 void
884 move_teleporter (object *op)
885 {
886 object *tmp, *head = op;
887
888 /* if this is a multipart teleporter, handle the other parts
889 * The check for speed isn't strictly needed - basically, if
890 * there is an old multipart teleporter in which the other parts
891 * have speed, we don't really want to call it twice for the same
892 * function - in fact, as written below, part N would get called
893 * N times without the speed check.
894 */
895 if (op->more && !op->more->has_active_speed ())
896 move_teleporter (op->more);
897
898 if (op->head)
899 head = op->head;
900
901 for (tmp = op->above; tmp; tmp = tmp->above)
902 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
903 break;
904
905 /* If nothing above us to move, nothing to do */
906 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
907 return;
908
909 if (EXIT_PATH (head))
910 {
911 if (tmp->type == PLAYER)
912 {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
914 return;
915
916 tmp->enter_exit (head);
917 }
918 else
919 /* Currently only players can transfer maps */
920 return;
921 }
922 else if (EXIT_X (head) || EXIT_Y (head))
923 {
924 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
925 {
926 LOG (llevError, "Removed illegal teleporter.\n");
927 head->destroy ();
928 return;
929 }
930
931 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
932 return;
933
934 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
935 }
936 else
937 {
938 /* Random teleporter */
939 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
940 return;
941 teleport (head, TELEPORTER, tmp);
942 }
943 }
944
945 /* This object will teleport someone to a different map
946 and will also apply changes to the player from its inventory.
947 This was invented for giving classes, but there's no reason it
948 can't be generalized.
949 */
950 void
951 move_player_changer (object *op)
952 {
953 object *player;
954 object *walk;
955
956 if (!op->above || !EXIT_PATH (op))
957 return;
958
959 /* This isn't all that great - means that the player_mover
960 * needs to be on top.
961 */
962 if (op->above->type == PLAYER)
963 {
964 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
965 return;
966
967 player = op->above;
968
969 for (walk = op->inv; walk; walk = walk->below)
970 apply_changes_to_player (player, walk);
971
972 player->update_stats ();
973
974 esrv_send_inventory (op->above, op->above);
975 esrv_update_item (UPD_FACE, op->above, op->above);
976
977 /* update players death & WoR home-position */
978 if (*EXIT_PATH (op) == '/')
979 {
980 player->contr->savebed_map = EXIT_PATH (op);
981 player->contr->bed_x = EXIT_X (op);
982 player->contr->bed_y = EXIT_Y (op);
983 }
984 else
985 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
986
987 op->above->enter_exit (op);
988 }
989 }
990
991 /* firewalls fire other spells.
992 * The direction of the wall is stored in op->stats.sp.
993 * walls can have hp, so they can be torn down.
994 */
995 void
996 move_firewall (object *op)
997 {
998 object *spell;
999
1000 if (!op->map)
1001 return; /* dm has created a firewall in his inventory */
1002
1003 spell = op->inv;
1004
1005 if (!spell || spell->type != SPELL)
1006 spell = op->other_arch;
1007
1008 if (!spell)
1009 {
1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1011 return;
1012 }
1013
1014 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1015 }
1016
1017 /* move_player_mover: this function takes a "player mover" as an
1018 * argument, and performs the function of a player mover, which is:
1019 *
1020 * a player mover finds any players that are sitting on it. It
1021 * moves them in the op->stats.sp direction. speed is how often it'll move.
1022 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1023 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1024 * it'll paralyze the victim for hp*his speed/op->speed
1025 */
1026 void
1027 move_player_mover (object *op)
1028 {
1029 int dir = op->stats.sp;
1030 sint16 nx, ny;
1031 maptile *m;
1032
1033 /* Determine direction now for random movers so we do the right thing */
1034 if (!dir)
1035 dir = rndm (1, 8);
1036
1037 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1038 {
1039 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1040 (victim->move_type & op->move_type || !victim->move_type))
1041 {
1042
1043 if (victim->head)
1044 victim = victim->head;
1045
1046 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1047 {
1048 op->remove ();
1049 return;
1050 }
1051
1052 nx = op->x + freearr_x[dir];
1053 ny = op->y + freearr_y[dir];
1054 m = op->map;
1055 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1056 {
1057 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1058 return;
1059 }
1060
1061 if (should_director_abort (op, victim))
1062 return;
1063
1064 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1065 {
1066 if (nextmover->type == PLAYERMOVER)
1067 nextmover->speed_left = -.99f;
1068
1069 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1070 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1071 }
1072
1073 if (victim->type == PLAYER)
1074 {
1075 /* only level >=1 movers move people */
1076 if (op->level)
1077 {
1078 /* Following is a bit of hack. We need to make sure it
1079 * is cleared, otherwise the player will get stuck in
1080 * place. This can happen if the player used a spell to
1081 * get to this space.
1082 */
1083 victim->contr->fire_on = 0;
1084 victim->speed_left = 1.f;
1085 move_player (victim, dir);
1086 }
1087 else
1088 return;
1089 }
1090 else
1091 move_object (victim, dir);
1092
1093 if (!op->stats.maxsp && op->attacktype)
1094 op->stats.maxsp = 2;
1095
1096 if (op->attacktype)
1097 { /* flag to paralyze the player */
1098 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1099 }
1100 }
1101 }
1102 }
1103
1104 /*
1105 * Will duplicate a specified object placed on top of it.
1106 * connected: what will trigger it.
1107 * level: multiplier. 0 to destroy.
1108 * other_arch: the object to look for and duplicate.
1109 */
1110
1111 void
1112 move_duplicator (object *op)
1113 {
1114 object *tmp;
1115
1116 if (!op->other_arch)
1117 {
1118 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1119 return;
1120 }
1121
1122 if (op->above == NULL)
1123 return;
1124
1125 for (tmp = op->above; tmp; tmp = tmp->above)
1126 {
1127 if (op->other_arch->archname == tmp->arch->archname)
1128 {
1129 if (op->level <= 0)
1130 tmp->destroy ();
1131 else
1132 {
1133 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1134
1135 if (new_nrof >= 1UL << 31)
1136 new_nrof = 1UL << 31;
1137
1138 tmp->nrof = new_nrof;
1139 }
1140
1141 break;
1142 }
1143 }
1144 }
1145
1146 /* move_creator (by peterm)
1147 * it has the creator object create it's other_arch right on top of it.
1148 * connected: what will trigger it
1149 * hp: how many times it may create before stopping
1150 * lifesave: if set, it'll never disappear but will go on creating
1151 * everytime it's triggered
1152 * other_arch: the object to create
1153 * Note this can create large objects, however, in that case, it
1154 * has to make sure that there is in fact space for the object.
1155 * It should really do this for small objects also, but there is
1156 * more concern with large objects, most notably a part being placed
1157 * outside of the map which would cause the server to crash
1158 */
1159 void
1160 move_creator (object *creator)
1161 {
1162 object *new_ob;
1163
1164 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1165 {
1166 creator->stats.hp = -1;
1167 return;
1168 }
1169
1170 if (creator->inv != NULL)
1171 {
1172 object *ob;
1173 int i;
1174 object *ob_to_copy;
1175
1176 /* select random object from inventory to copy */
1177 ob_to_copy = creator->inv;
1178 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1179 {
1180 if (rndm (0, i) == 0)
1181 {
1182 ob_to_copy = ob;
1183 }
1184 }
1185 new_ob = ob_to_copy->deep_clone ();
1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1188 }
1189 else
1190 {
1191 if (creator->other_arch == NULL)
1192 {
1193 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1194 &creator->name, &creator->map->path, creator->x, creator->y);
1195 return;
1196 }
1197
1198 new_ob = object_create_arch (creator->other_arch);
1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1200 }
1201
1202 /* Make sure this multipart object fits */
1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1204 {
1205 new_ob->destroy ();
1206 return;
1207 }
1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1212
1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1215 return;
1216
1217 if (creator->slaying)
1218 {
1219 new_ob->name = new_ob->title = creator->slaying;
1220 }
1221 }
1222
1223 /* move_marker --peterm@soda.csua.berkeley.edu
1224 when moved, a marker will search for a player sitting above
1225 it, and insert an invisible, weightless force into him
1226 with a specific code as the slaying field.
1227 At that time, it writes the contents of its own message
1228 field to the player. The marker will decrement hp to
1229 0 and then delete itself every time it grants a mark.
1230 unless hp was zero to start with, in which case it is infinite.*/
1231 void
1232 move_marker (object *op)
1233 {
1234 if (object *tmp = op->ms ().player ())
1235 {
1236 /* remove an old force with a slaying field == op->name */
1237 if (object *force = tmp->force_find (op->name))
1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1241 {
1242 tmp->force_add (op->slaying, op->stats.food);
1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1248 {
1249 op->stats.hp--;
1250
1251 if (op->stats.hp == 0)
1252 {
1253 /* marker expires--granted mark number limit */
1254 op->destroy ();
1255 return;
1256 }
1257 }
1258 }
1259 }
1260 }
1261
1262 void
1263 process_object (object *op)
1264 {
1265 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1266 return;
1267
1268 if (expect_false (INVOKE_OBJECT (TICK, op)))
1269 return;
1270
1271 if (QUERY_FLAG (op, FLAG_MONSTER))
1272 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1273 return;
1274
1275 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1276 {
1277 animate_object (op, op->contr ? op->facing : op->direction);
1278
1279 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1280 make_sure_seen (op);
1281 }
1282
1283 if (expect_false (
1284 op->flag [FLAG_GENERATOR]
1285 || op->flag [FLAG_CHANGING]
1286 || op->flag [FLAG_IS_USED_UP]
1287 ))
1288 {
1289 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1290 {
1291 change_object (op);
1292 return;
1293 }
1294
1295 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1296 generate_monster (op);
1297
1298 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1299 {
1300 if (QUERY_FLAG (op, FLAG_APPLIED))
1301 remove_force (op);
1302 else
1303 {
1304 op->remove ();
1305
1306 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1307 make_sure_not_seen (op);
1308
1309 op->destroy ();
1310 }
1311
1312 return;
1313 }
1314 }
1315
1316 switch (op->type)
1317 {
1318 case SPELL_EFFECT:
1319 move_spell_effect (op);
1320 break;
1321
1322 case ROD:
1323 case HORN:
1324 regenerate_rod (op);
1325 break;
1326
1327 case FORCE:
1328 case POTION_EFFECT:
1329 remove_force (op);
1330 break;
1331
1332 case BLINDNESS:
1333 remove_blindness (op);
1334 break;
1335
1336 case POISONING:
1337 poison_more (op);
1338 break;
1339
1340 case DISEASE:
1341 move_disease (op);
1342 break;
1343
1344 case SYMPTOM:
1345 move_symptom (op);
1346 break;
1347
1348 case THROWN_OBJ:
1349 case ARROW:
1350 move_arrow (op);
1351 break;
1352
1353 case DOOR:
1354 remove_door (op);
1355 break;
1356
1357 case LOCKED_DOOR:
1358 remove_door2 (op);
1359 break;
1360
1361 case TELEPORTER:
1362 move_teleporter (op);
1363 break;
1364
1365 case GOLEM:
1366 move_golem (op);
1367 break;
1368
1369 case EARTHWALL:
1370 hit_player (op, 2, op, AT_PHYSICAL, 1);
1371 break;
1372
1373 case FIREWALL:
1374 move_firewall (op);
1375 if (op->stats.maxsp)
1376 animate_turning (op);
1377 break;
1378
1379 case MOOD_FLOOR:
1380 do_mood_floor (op);
1381 break;
1382
1383 case GATE:
1384 move_gate (op);
1385 break;
1386
1387 case TIMED_GATE:
1388 move_timed_gate (op);
1389 break;
1390
1391 case TRIGGER:
1392 case TRIGGER_BUTTON:
1393 case TRIGGER_PEDESTAL:
1394 case TRIGGER_ALTAR:
1395 animate_trigger (op);
1396 break;
1397
1398 case DETECTOR:
1399 move_detector (op);
1400
1401 case DIRECTOR:
1402 if (op->stats.maxsp)
1403 animate_turning (op);
1404 break;
1405
1406 case HOLE:
1407 move_hole (op);
1408 break;
1409
1410 case DEEP_SWAMP:
1411 move_deep_swamp (op);
1412 break;
1413
1414 case RUNE:
1415 case TRAP:
1416 move_rune (op);
1417 break;
1418
1419 case PLAYERMOVER:
1420 move_player_mover (op);
1421 break;
1422
1423 case CREATOR:
1424 move_creator (op);
1425 break;
1426
1427 case MARKER:
1428 move_marker (op);
1429 break;
1430
1431 case PLAYER_CHANGER:
1432 move_player_changer (op);
1433 break;
1434
1435 case PEACEMAKER:
1436 move_peacemaker (op);
1437 break;
1438
1439 case PLAYER:
1440 // players have their own speed-management, so undo the --speed_left
1441 ++op->speed_left;
1442 break;
1443 }
1444 }
1445