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Revision: 1.78
Committed: Sun Sep 7 09:22:47 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7, rel-2_71
Changes since 1.77: +1 -1 lines
Log Message:
verified thta we indeed don't do any 'illegal' arch* == arch* comparisons

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 if (op->value)
486 { /* We're opening */
487 if (--op->stats.wc <= 0)
488 { /* Opened, let's stop */
489 op->stats.wc = 0;
490 op->set_speed (0);
491
492 /* Hard coding this makes sense for holes I suppose */
493 op->move_on = MOVE_WALK;
494 for (object *next, *tmp = op->above; tmp; tmp = next)
495 {
496 next = tmp->above;
497 move_apply (op, tmp, tmp);
498 }
499 }
500
501 SET_ANIMATION (op, op->stats.wc);
502 update_object (op, UP_OBJ_FACE);
503 return;
504 }
505
506 /* We're closing */
507 op->move_on = 0;
508
509 op->stats.wc++;
510 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
511 op->stats.wc = NUM_ANIMATIONS (op) - 1;
512
513 SET_ANIMATION (op, op->stats.wc);
514 update_object (op, UP_OBJ_FACE);
515 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
516 op->set_speed (0); /* closed, let's stop */
517 }
518
519
520 /* stop_item() returns a pointer to the stopped object. The stopped object
521 * may or may not have been removed from maps or inventories. It will not
522 * have been merged with other items.
523 *
524 * This function assumes that only items on maps need special treatment.
525 *
526 * If the object can't be stopped, or it was destroyed while trying to stop
527 * it, NULL is returned.
528 *
529 * fix_stopped_item() should be used if the stopped item should be put on
530 * the map.
531 */
532 object *
533 stop_item (object *op)
534 {
535 if (op->map == NULL)
536 return op;
537
538 switch (op->type)
539 {
540 case THROWN_OBJ:
541 {
542 object *payload = op->inv;
543
544 if (payload == NULL)
545 return NULL;
546 payload->remove ();
547 op->destroy ();
548 return payload;
549 }
550
551 case ARROW:
552 if (op->has_active_speed ())
553 op = fix_stopped_arrow (op);
554 return op;
555
556 default:
557 return op;
558 }
559 }
560
561 /* fix_stopped_item() - put stopped item where stop_item() had found it.
562 * Inserts item into the old map, or merges it if it already is on the map.
563 *
564 * 'map' must be the value of op->map before stop_item() was called.
565 */
566 void
567 fix_stopped_item (object *op, maptile *map, object *originator)
568 {
569 if (map == NULL)
570 return;
571
572 if (QUERY_FLAG (op, FLAG_REMOVED))
573 insert_ob_in_map (op, map, originator, 0);
574 else if (op->type == ARROW)
575 merge_ob (op, NULL); /* only some arrows actually need this */
576 }
577
578 object *
579 fix_stopped_arrow (object *op)
580 {
581 if (rndm (0, 99) < op->stats.food)
582 {
583 /* Small chance of breaking */
584 op->destroy ();
585 return NULL;
586 }
587
588 op->set_speed (0);
589 op->direction = 0;
590 op->move_on = 0;
591 op->move_type = 0;
592 op->skill = 0; // really?
593
594 // restore original wc, dam, attacktype and slaying
595 op->stats.wc = op->stats.sp;
596 op->stats.dam = op->stats.hp;
597 op->attacktype = op->stats.grace;
598
599 if (op->spellarg)
600 {
601 op->slaying = op->spellarg;
602 free (op->spellarg);
603 op->spellarg = 0;
604 }
605 else
606 op->slaying = 0;
607
608 /* Reset these to zero, so that object::can_merge will work properly */
609 op->spellarg = NULL;
610 op->stats.sp = 0;
611 op->stats.hp = 0;
612 op->stats.grace = 0;
613 op->level = 0;
614 op->face = op->arch->face;
615 op->owner = NULL; /* So that stopped arrows will be saved */
616 update_object (op, UP_OBJ_CHANGE);
617 return op;
618 }
619
620 /* stop_arrow() - what to do when a non-living flying object
621 * has to stop. Sept 96 - I added in thrown object code in
622 * here too. -b.t.
623 *
624 * Returns a pointer to the stopped object (which will have been removed
625 * from maps or inventories), or NULL if was destroyed.
626 */
627 static void
628 stop_arrow (object *op)
629 {
630 if (INVOKE_OBJECT (STOP, op))
631 return;
632
633 if (op->inv)
634 {
635 object *payload = op->inv;
636
637 payload->remove ();
638 payload->owner = 0;
639 insert_ob_in_map (payload, op->map, payload, 0);
640 op->destroy ();
641 }
642 else
643 {
644 op = fix_stopped_arrow (op);
645
646 if (op)
647 merge_ob (op, 0);
648 }
649 }
650
651 /* Move an arrow along its course. op is the arrow or thrown object.
652 */
653 void
654 move_arrow (object *op)
655 {
656 int was_reflected;
657
658 if (!op->map)
659 {
660 LOG (llevError, "BUG: Arrow had no map.\n");
661 op->destroy ();
662 return;
663 }
664
665 /* we need to stop thrown objects at some point. Like here. */
666 if (op->type == THROWN_OBJ)
667 {
668 /* If the object that the THROWN_OBJ encapsulates disappears,
669 * we need to have this object go away also - otherwise, you get
670 * left over remnants on the map. Where this currently happens
671 * is if the player throws a bomb - the bomb explodes on its own,
672 * but this object sticks around. We could handle the cleanup in the
673 * bomb code, but there are potential other cases where that could happen,
674 * and it is easy enough to clean it up here.
675 */
676 if (op->inv == NULL)
677 {
678 op->destroy ();
679 return;
680 }
681
682 if (op->last_sp-- < 0)
683 {
684 stop_arrow (op);
685 return;
686 }
687 }
688
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW)
692 {
693 stop_arrow (op);
694 return;
695 }
696
697 /* Calculate target map square */
698 was_reflected = 0;
699
700 mapxy pos (op); pos.move (op->direction);
701
702 if (!pos.normalise ())
703 {
704 stop_arrow (op);
705 return;
706 }
707
708 /* only need to look for living creatures if this flag is set */
709 if (pos->flags () & P_IS_ALIVE)
710 {
711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break;
716
717 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then
719 * move into it.
720 */
721 if (tmp && tmp != op->owner)
722 {
723 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.)
726 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
728 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4);
732 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */
734 }
735 else
736 {
737 /* Attack the object. */
738 op = hit_with_arrow (op, tmp);
739
740 if (!op)
741 return;
742 }
743 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */
745
746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 {
748 int retry = 0;
749
750 /* if the object doesn't reflect, stop the arrow from moving
751 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem.
755 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
757 {
758 stop_arrow (op);
759 return;
760 }
761 else
762 {
763 /* If one of the major directions (n,s,e,w), just reverse it */
764 if (op->direction & 1)
765 {
766 op->direction = absdir (op->direction + 4);
767 retry = 1;
768 }
769
770 /* There were two blocks with identical code -
771 * use this retry here to make this one block
772 * that did the same thing.
773 */
774 while (retry < 2)
775 {
776 retry++;
777
778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
779 * over a corner in a tiled map, it is possible that
780 * op->direction is within an adjacent map but either
781 * op->direction-1 or op->direction+1 does not exist.
782 */
783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
785
786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788
789 if (left == right)
790 op->direction = absdir (op->direction + 4);
791 else if (left)
792 op->direction = absdir (op->direction + 2);
793 else if (right)
794 op->direction = absdir (op->direction - 2);
795
796 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again.
798 */
799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
801 break;
802 }
803
804 /* Couldn't find a direction to move the arrow to - just
805 * stop it from moving.
806 */
807 if (retry == 2)
808 {
809 stop_arrow (op);
810 return;
811 }
812
813 /* update object image for new facing */
814 /* many thrown objects *don't* have more than one face */
815 if (GET_ANIM_ID (op))
816 SET_ANIMATION (op, op->direction);
817 } /* object is reflected */
818 } /* object ran into a wall */
819
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */
826 op->move_to (pos);
827 }
828
829 void
830 change_object (object *op)
831 { /* Doesn`t handle linked objs yet */
832 int i, j;
833
834 if (!op->other_arch)
835 {
836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
837 return;
838 }
839
840 /* In non-living items only change when food value is 0 */
841 if (!QUERY_FLAG (op, FLAG_ALIVE))
842 {
843 if (op->stats.food-- > 0)
844 return;
845
846 op->stats.food = 1; /* so 1 other_arch is made */
847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; 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
861 if (env)
862 env->insert (tmp);
863 else
864 {
865 j = find_first_free_spot (tmp, op->map, op->x, op->y);
866 if (j < 0) /* No free spot */
867 tmp->destroy ();
868 else
869 {
870 mapxy pos (op); pos.move (j);
871
872 if (pos.normalise ())
873 pos.insert (tmp, op);
874 }
875 }
876 }
877
878 op->destroy ();
879 }
880
881 void
882 move_teleporter (object *op)
883 {
884 object *tmp, *head = op;
885
886 /* if this is a multipart teleporter, handle the other parts
887 * The check for speed isn't strictly needed - basically, if
888 * there is an old multipart teleporter in which the other parts
889 * have speed, we don't really want to call it twice for the same
890 * function - in fact, as written below, part N would get called
891 * N times without the speed check.
892 */
893 if (op->more && !op->more->has_active_speed ())
894 move_teleporter (op->more);
895
896 if (op->head)
897 head = op->head;
898
899 for (tmp = op->above; tmp; tmp = tmp->above)
900 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
901 break;
902
903 /* If nothing above us to move, nothing to do */
904 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
905 return;
906
907 if (EXIT_PATH (head))
908 {
909 if (tmp->type == PLAYER)
910 {
911 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
912 return;
913
914 tmp->enter_exit (head);
915 }
916 else
917 /* Currently only players can transfer maps */
918 return;
919 }
920 else if (EXIT_X (head) || EXIT_Y (head))
921 {
922 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
923 {
924 LOG (llevError, "Removed illegal teleporter.\n");
925 head->destroy ();
926 return;
927 }
928
929 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
930 return;
931
932 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
933 }
934 else
935 {
936 /* Random teleporter */
937 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
938 return;
939
940 teleport (head, TELEPORTER, tmp);
941 }
942 }
943
944 /* This object will teleport someone to a different map
945 and will also apply changes to the player from its inventory.
946 This was invented for giving classes, but there's no reason it
947 can't be generalized.
948 */
949 void
950 move_player_changer (object *op)
951 {
952 object *player;
953 object *walk;
954
955 if (!op->above || !EXIT_PATH (op))
956 return;
957
958 /* This isn't all that great - means that the player_mover
959 * needs to be on top.
960 */
961 if (op->above->type == PLAYER)
962 {
963 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
964 return;
965
966 player = op->above;
967
968 for (walk = op->inv; walk; walk = walk->below)
969 apply_changes_to_player (player, walk);
970
971 player->update_stats ();
972
973 esrv_send_inventory (op->above, op->above);
974 esrv_update_item (UPD_FACE, op->above, op->above);
975
976 /* update players death & WoR home-position */
977 if (*EXIT_PATH (op) == '/')
978 {
979 player->contr->savebed_map = EXIT_PATH (op);
980 player->contr->bed_x = EXIT_X (op);
981 player->contr->bed_y = EXIT_Y (op);
982 }
983 else
984 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
985
986 op->above->enter_exit (op);
987 }
988 }
989
990 /* firewalls fire other spells.
991 * The direction of the wall is stored in op->stats.sp.
992 * walls can have hp, so they can be torn down.
993 */
994 void
995 move_firewall (object *op)
996 {
997 object *spell;
998
999 if (!op->map)
1000 return; /* dm has created a firewall in his inventory */
1001
1002 spell = op->inv;
1003
1004 if (!spell || spell->type != SPELL)
1005 spell = op->other_arch;
1006
1007 if (!spell)
1008 {
1009 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1010 return;
1011 }
1012
1013 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1014 }
1015
1016 /* move_player_mover: this function takes a "player mover" as an
1017 * argument, and performs the function of a player mover, which is:
1018 *
1019 * a player mover finds any players that are sitting on it. It
1020 * moves them in the op->stats.sp direction. speed is how often it'll move.
1021 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1022 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1023 * it'll paralyze the victim for hp*his speed/op->speed
1024 */
1025 void
1026 move_player_mover (object *op)
1027 {
1028 int dir = op->stats.sp;
1029 sint16 nx, ny;
1030 maptile *m;
1031
1032 /* Determine direction now for random movers so we do the right thing */
1033 if (!dir)
1034 dir = rndm (1, 8);
1035
1036 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1037 {
1038 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1039 (victim->move_type & op->move_type || !victim->move_type))
1040 {
1041
1042 if (victim->head)
1043 victim = victim->head;
1044
1045 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1046 {
1047 op->remove ();
1048 return;
1049 }
1050
1051 nx = op->x + freearr_x[dir];
1052 ny = op->y + freearr_y[dir];
1053 m = op->map;
1054 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1055 {
1056 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1057 return;
1058 }
1059
1060 if (should_director_abort (op, victim))
1061 return;
1062
1063 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1064 {
1065 if (nextmover->type == PLAYERMOVER)
1066 nextmover->speed_left = -.99f;
1067
1068 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1069 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1070 }
1071
1072 if (victim->type == PLAYER)
1073 {
1074 /* only level >=1 movers move people */
1075 if (op->level)
1076 {
1077 /* Following is a bit of hack. We need to make sure it
1078 * is cleared, otherwise the player will get stuck in
1079 * place. This can happen if the player used a spell to
1080 * get to this space.
1081 */
1082 victim->contr->fire_on = 0;
1083 victim->speed_left = 1.f;
1084 move_player (victim, dir);
1085 }
1086 else
1087 return;
1088 }
1089 else
1090 move_object (victim, dir);
1091
1092 if (!op->stats.maxsp && op->attacktype)
1093 op->stats.maxsp = 2;
1094
1095 if (op->attacktype)
1096 { /* flag to paralyze the player */
1097 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1098 }
1099 }
1100 }
1101 }
1102
1103 /*
1104 * Will duplicate a specified object placed on top of it.
1105 * connected: what will trigger it.
1106 * level: multiplier. 0 to destroy.
1107 * other_arch: the object to look for and duplicate.
1108 */
1109
1110 void
1111 move_duplicator (object *op)
1112 {
1113 object *tmp;
1114
1115 if (!op->other_arch)
1116 {
1117 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1118 return;
1119 }
1120
1121 if (op->above == NULL)
1122 return;
1123
1124 for (tmp = op->above; tmp; tmp = tmp->above)
1125 {
1126 if (op->other_arch->archname == tmp->arch->archname)
1127 {
1128 if (op->level <= 0)
1129 tmp->destroy ();
1130 else
1131 {
1132 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1133
1134 if (new_nrof >= 1UL << 31)
1135 new_nrof = 1UL << 31;
1136
1137 tmp->nrof = new_nrof;
1138 }
1139
1140 break;
1141 }
1142 }
1143 }
1144
1145 /* move_creator (by peterm)
1146 * it has the creator object create it's other_arch right on top of it.
1147 * connected: what will trigger it
1148 * hp: how many times it may create before stopping
1149 * lifesave: if set, it'll never disappear but will go on creating
1150 * everytime it's triggered
1151 * other_arch: the object to create
1152 * Note this can create large objects, however, in that case, it
1153 * has to make sure that there is in fact space for the object.
1154 * It should really do this for small objects also, but there is
1155 * more concern with large objects, most notably a part being placed
1156 * outside of the map which would cause the server to crash
1157 */
1158 void
1159 move_creator (object *creator)
1160 {
1161 object *new_ob;
1162
1163 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1164 {
1165 creator->stats.hp = -1;
1166 return;
1167 }
1168
1169 if (creator->inv != NULL)
1170 {
1171 object *ob;
1172 int i;
1173 object *ob_to_copy;
1174
1175 /* select random object from inventory to copy */
1176 ob_to_copy = creator->inv;
1177 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1178 {
1179 if (rndm (0, i) == 0)
1180 {
1181 ob_to_copy = ob;
1182 }
1183 }
1184 new_ob = ob_to_copy->deep_clone ();
1185 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1186 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1187 }
1188 else
1189 {
1190 if (!creator->other_arch)
1191 {
1192 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1193 &creator->name, &creator->map->path, creator->x, creator->y);
1194 return;
1195 }
1196
1197 new_ob = object_create_arch (creator->other_arch);
1198 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1199 }
1200
1201 /* Make sure this multipart object fits */
1202 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1203 {
1204 new_ob->destroy ();
1205 return;
1206 }
1207
1208 // for now lets try to identify everything generated here, it mostly
1209 // happens automated, so this will at least fix many identify-experience holes
1210 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1211
1212 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1213 if (QUERY_FLAG (new_ob, FLAG_FREED))
1214 return;
1215
1216 if (creator->slaying)
1217 {
1218 new_ob->name = new_ob->title = creator->slaying;
1219 }
1220 }
1221
1222 /* move_marker --peterm@soda.csua.berkeley.edu
1223 when moved, a marker will search for a player sitting above
1224 it, and insert an invisible, weightless force into him
1225 with a specific code as the slaying field.
1226 At that time, it writes the contents of its own message
1227 field to the player. The marker will decrement hp to
1228 0 and then delete itself every time it grants a mark.
1229 unless hp was zero to start with, in which case it is infinite.*/
1230 void
1231 move_marker (object *op)
1232 {
1233 if (object *tmp = op->ms ().player ())
1234 {
1235 /* remove an old force with a slaying field == op->name */
1236 if (object *force = tmp->force_find (op->name))
1237 force->destroy ();
1238
1239 if (!tmp->force_find (op->slaying))
1240 {
1241 tmp->force_add (op->slaying, op->stats.food);
1242
1243 if (op->msg)
1244 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1245
1246 if (op->stats.hp > 0)
1247 {
1248 op->stats.hp--;
1249
1250 if (op->stats.hp == 0)
1251 {
1252 /* marker expires--granted mark number limit */
1253 op->destroy ();
1254 return;
1255 }
1256 }
1257 }
1258 }
1259 }
1260
1261 void
1262 process_object (object *op)
1263 {
1264 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1265 return;
1266
1267 if (expect_false (INVOKE_OBJECT (TICK, op)))
1268 return;
1269
1270 if (QUERY_FLAG (op, FLAG_MONSTER))
1271 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1272 return;
1273
1274 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1275 {
1276 animate_object (op, op->contr ? op->facing : op->direction);
1277
1278 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1279 make_sure_seen (op);
1280 }
1281
1282 if (expect_false (
1283 op->flag [FLAG_GENERATOR]
1284 || op->flag [FLAG_CHANGING]
1285 || op->flag [FLAG_IS_USED_UP]
1286 ))
1287 {
1288 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1289 {
1290 change_object (op);
1291 return;
1292 }
1293
1294 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1295 generate_monster (op);
1296
1297 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1298 {
1299 if (QUERY_FLAG (op, FLAG_APPLIED))
1300 remove_force (op);
1301 else
1302 {
1303 op->remove ();
1304
1305 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1306 make_sure_not_seen (op);
1307
1308 op->destroy ();
1309 }
1310
1311 return;
1312 }
1313 }
1314
1315 switch (op->type)
1316 {
1317 case SPELL_EFFECT:
1318 move_spell_effect (op);
1319 break;
1320
1321 case ROD:
1322 case HORN:
1323 regenerate_rod (op);
1324 break;
1325
1326 case FORCE:
1327 case POTION_EFFECT:
1328 remove_force (op);
1329 break;
1330
1331 case BLINDNESS:
1332 remove_blindness (op);
1333 break;
1334
1335 case POISONING:
1336 poison_more (op);
1337 break;
1338
1339 case DISEASE:
1340 move_disease (op);
1341 break;
1342
1343 case SYMPTOM:
1344 move_symptom (op);
1345 break;
1346
1347 case THROWN_OBJ:
1348 case ARROW:
1349 move_arrow (op);
1350 break;
1351
1352 case DOOR:
1353 remove_door (op);
1354 break;
1355
1356 case LOCKED_DOOR:
1357 remove_door2 (op);
1358 break;
1359
1360 case TELEPORTER:
1361 move_teleporter (op);
1362 break;
1363
1364 case GOLEM:
1365 move_golem (op);
1366 break;
1367
1368 case EARTHWALL:
1369 hit_player (op, 2, op, AT_PHYSICAL, 1);
1370 break;
1371
1372 case FIREWALL:
1373 move_firewall (op);
1374 if (op->stats.maxsp)
1375 animate_turning (op);
1376 break;
1377
1378 case MOOD_FLOOR:
1379 do_mood_floor (op);
1380 break;
1381
1382 case GATE:
1383 move_gate (op);
1384 break;
1385
1386 case TIMED_GATE:
1387 move_timed_gate (op);
1388 break;
1389
1390 case TRIGGER:
1391 case TRIGGER_BUTTON:
1392 case TRIGGER_PEDESTAL:
1393 case TRIGGER_ALTAR:
1394 animate_trigger (op);
1395 break;
1396
1397 case DETECTOR:
1398 move_detector (op);
1399
1400 case DIRECTOR:
1401 if (op->stats.maxsp)
1402 animate_turning (op);
1403 break;
1404
1405 case HOLE:
1406 move_hole (op);
1407 break;
1408
1409 case DEEP_SWAMP:
1410 move_deep_swamp (op);
1411 break;
1412
1413 case RUNE:
1414 case TRAP:
1415 move_rune (op);
1416 break;
1417
1418 case PLAYERMOVER:
1419 move_player_mover (op);
1420 break;
1421
1422 case CREATOR:
1423 move_creator (op);
1424 break;
1425
1426 case MARKER:
1427 move_marker (op);
1428 break;
1429
1430 case PLAYER_CHANGER:
1431 move_player_changer (op);
1432 break;
1433
1434 case PEACEMAKER:
1435 move_peacemaker (op);
1436 break;
1437
1438 case PLAYER:
1439 // players have their own speed-management, so undo the --speed_left
1440 ++op->speed_left;
1441 break;
1442 }
1443 }
1444