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Revision: 1.82
Committed: Mon Sep 29 10:32:51 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73, rel-2_74
Changes since 1.81: +16 -16 lines
Log Message:
destroy (true) => destroy ()

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->drop_and_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->drop_and_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
547 payload->remove ();
548 op->destroy ();
549 return payload;
550 }
551
552 case ARROW:
553 if (op->has_active_speed ())
554 op = fix_stopped_arrow (op);
555 return op;
556
557 default:
558 return op;
559 }
560 }
561
562 /* fix_stopped_item() - put stopped item where stop_item() had found it.
563 * Inserts item into the old map, or merges it if it already is on the map.
564 *
565 * 'map' must be the value of op->map before stop_item() was called.
566 */
567 void
568 fix_stopped_item (object *op, maptile *map, object *originator)
569 {
570 if (map == NULL)
571 return;
572
573 if (QUERY_FLAG (op, FLAG_REMOVED))
574 insert_ob_in_map (op, map, originator, 0);
575 else if (op->type == ARROW)
576 merge_ob (op, NULL); /* only some arrows actually need this */
577 }
578
579 object *
580 fix_stopped_arrow (object *op)
581 {
582 if (rndm (0, 99) < op->stats.food)
583 {
584 /* Small chance of breaking */
585 op->destroy ();
586 return NULL;
587 }
588
589 op->set_speed (0);
590 op->direction = 0;
591 op->move_on = 0;
592 op->move_type = 0;
593 op->skill = 0; // really?
594
595 // restore original wc, dam, attacktype and slaying
596 op->stats.wc = op->stats.sp;
597 op->stats.dam = op->stats.hp;
598 op->attacktype = op->stats.grace;
599
600 if (op->spellarg)
601 {
602 op->slaying = op->spellarg;
603 free (op->spellarg);
604 op->spellarg = 0;
605 }
606 else
607 op->slaying = 0;
608
609 /* Reset these to zero, so that object::can_merge will work properly */
610 op->spellarg = NULL;
611 op->stats.sp = 0;
612 op->stats.hp = 0;
613 op->stats.grace = 0;
614 op->level = 0;
615 op->face = op->arch->face;
616 op->owner = NULL; /* So that stopped arrows will be saved */
617 update_object (op, UP_OBJ_CHANGE);
618 return op;
619 }
620
621 /* stop_arrow() - what to do when a non-living flying object
622 * has to stop. Sept 96 - I added in thrown object code in
623 * here too. -b.t.
624 *
625 * Returns a pointer to the stopped object (which will have been removed
626 * from maps or inventories), or NULL if was destroyed.
627 */
628 static void
629 stop_arrow (object *op)
630 {
631 if (INVOKE_OBJECT (STOP, op))
632 return;
633
634 if (op->inv)
635 {
636 // replace this by straightforward drop to ground?
637 object *payload = op->inv;
638
639 payload->owner = 0;
640 insert_ob_in_map (payload, op->map, payload, 0);
641 op->destroy ();
642 }
643 else
644 {
645 op = fix_stopped_arrow (op);
646
647 if (op)
648 merge_ob (op, 0);
649 }
650 }
651
652 /* Move an arrow along its course. op is the arrow or thrown object.
653 */
654 void
655 move_arrow (object *op)
656 {
657 int was_reflected;
658
659 if (!op->map)
660 {
661 LOG (llevError, "BUG: Arrow had no map.\n");
662 op->destroy ();
663 return;
664 }
665
666 /* we need to stop thrown objects at some point. Like here. */
667 if (op->type == THROWN_OBJ)
668 {
669 /* If the object that the THROWN_OBJ encapsulates disappears,
670 * we need to have this object go away also - otherwise, you get
671 * left over remnants on the map. Where this currently happens
672 * is if the player throws a bomb - the bomb explodes on its own,
673 * but this object sticks around. We could handle the cleanup in the
674 * bomb code, but there are potential other cases where that could happen,
675 * and it is easy enough to clean it up here.
676 */
677 if (!op->inv)
678 {
679 op->destroy ();
680 return;
681 }
682
683 if (op->last_sp-- < 0)
684 {
685 stop_arrow (op);
686 return;
687 }
688 }
689
690 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
691 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW)
693 {
694 stop_arrow (op);
695 return;
696 }
697
698 /* Calculate target map square */
699 was_reflected = 0;
700
701 mapxy pos (op); pos.move (op->direction);
702
703 if (!pos.normalise ())
704 {
705 stop_arrow (op);
706 return;
707 }
708
709 /* only need to look for living creatures if this flag is set */
710 if (pos->flags () & P_IS_ALIVE)
711 {
712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
716 break;
717
718 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then
720 * move into it.
721 */
722 if (tmp && tmp != op->owner)
723 {
724 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.)
727 */
728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
729 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4);
733 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */
735 }
736 else
737 {
738 /* Attack the object. */
739 op = hit_with_arrow (op, tmp);
740
741 if (!op)
742 return;
743 }
744 } /* if this is not hitting its owner */
745 } /* if there is something alive on this space */
746
747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
748 {
749 int retry = 0;
750
751 /* if the object doesn't reflect, stop the arrow from moving
752 * note that this code will now catch cases where a monster is
753 * on a wall but has reflecting - the arrow won't reflect.
754 * Mapmakers shouldn't put monsters on top of wall in the first
755 * place, so I don't consider that a problem.
756 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
758 {
759 stop_arrow (op);
760 return;
761 }
762 else
763 {
764 /* If one of the major directions (n,s,e,w), just reverse it */
765 if (op->direction & 1)
766 {
767 op->direction = absdir (op->direction + 4);
768 retry = 1;
769 }
770
771 /* There were two blocks with identical code -
772 * use this retry here to make this one block
773 * that did the same thing.
774 */
775 while (retry < 2)
776 {
777 retry++;
778
779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
780 * over a corner in a tiled map, it is possible that
781 * op->direction is within an adjacent map but either
782 * op->direction-1 or op->direction+1 does not exist.
783 */
784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
786
787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
789
790 if (left == right)
791 op->direction = absdir (op->direction + 4);
792 else if (left)
793 op->direction = absdir (op->direction + 2);
794 else if (right)
795 op->direction = absdir (op->direction - 2);
796
797 /* If this space is not out of the map and not blocked, valid space -
798 * don't need to retry again.
799 */
800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
802 break;
803 }
804
805 /* Couldn't find a direction to move the arrow to - just
806 * stop it from moving.
807 */
808 if (retry == 2)
809 {
810 stop_arrow (op);
811 return;
812 }
813
814 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */
816 if (GET_ANIM_ID (op))
817 SET_ANIMATION (op, op->direction);
818 } /* object is reflected */
819 } /* object ran into a wall */
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */
827 op->move_to (pos);
828 }
829
830 void
831 change_object (object *op)
832 { /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch)
836 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return;
839 }
840
841 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 {
844 if (op->stats.food-- > 0)
845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 if (op->type == LAMP)
858 tmp->stats.food = op->stats.food - 1;
859
860 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
861
862 if (env)
863 env->insert (tmp);
864 else
865 {
866 j = find_first_free_spot (tmp, op->map, op->x, op->y);
867 if (j < 0) /* No free spot */
868 tmp->destroy ();
869 else
870 {
871 mapxy pos (op); pos.move (j);
872
873 if (pos.normalise ())
874 pos.insert (tmp, op);
875 }
876 }
877 }
878
879 op->destroy ();
880 }
881
882 void
883 move_teleporter (object *op)
884 {
885 object *tmp, *head = op;
886
887 /* if this is a multipart teleporter, handle the other parts
888 * The check for speed isn't strictly needed - basically, if
889 * there is an old multipart teleporter in which the other parts
890 * have speed, we don't really want to call it twice for the same
891 * function - in fact, as written below, part N would get called
892 * N times without the speed check.
893 */
894 if (op->more && !op->more->has_active_speed ())
895 move_teleporter (op->more);
896
897 if (op->head)
898 head = op->head;
899
900 for (tmp = op->above; tmp; tmp = tmp->above)
901 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
902 break;
903
904 /* If nothing above us to move, nothing to do */
905 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
906 return;
907
908 if (EXIT_PATH (head))
909 {
910 if (tmp->type == PLAYER)
911 {
912 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
913 return;
914
915 tmp->enter_exit (head);
916 }
917 else
918 /* Currently only players can transfer maps */
919 return;
920 }
921 else if (EXIT_X (head) || EXIT_Y (head))
922 {
923 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
924 {
925 LOG (llevError, "Removed illegal teleporter.\n");
926 head->destroy ();
927 return;
928 }
929
930 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
931 return;
932
933 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
934 }
935 else
936 {
937 /* Random teleporter */
938 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
939 return;
940
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)
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)
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 new_ob->name = new_ob->title = creator->slaying;
1219 }
1220
1221 /* move_marker --peterm@soda.csua.berkeley.edu
1222 when moved, a marker will search for a player sitting above
1223 it, and insert an invisible, weightless force into him
1224 with a specific code as the slaying field.
1225 At that time, it writes the contents of its own message
1226 field to the player. The marker will decrement hp to
1227 0 and then delete itself every time it grants a mark.
1228 unless hp was zero to start with, in which case it is infinite.*/
1229 void
1230 move_marker (object *op)
1231 {
1232 if (object *tmp = op->ms ().player ())
1233 {
1234 /* remove an old force with a slaying field == op->name */
1235 if (object *force = tmp->force_find (op->name))
1236 force->destroy ();
1237
1238 if (!tmp->force_find (op->slaying))
1239 {
1240 tmp->force_add (op->slaying, op->stats.food);
1241
1242 if (op->msg)
1243 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1244
1245 if (op->stats.hp > 0)
1246 {
1247 op->stats.hp--;
1248
1249 if (op->stats.hp == 0)
1250 {
1251 /* marker expires--granted mark number limit */
1252 op->destroy ();
1253 return;
1254 }
1255 }
1256 }
1257 }
1258 }
1259
1260 void
1261 process_object (object *op)
1262 {
1263 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1264 return;
1265
1266 if (expect_false (INVOKE_OBJECT (TICK, op)))
1267 return;
1268
1269 if (QUERY_FLAG (op, FLAG_MONSTER))
1270 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1271 return;
1272
1273 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1274 {
1275 animate_object (op, op->contr ? op->facing : op->direction);
1276
1277 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1278 make_sure_seen (op);
1279 }
1280
1281 if (expect_false (
1282 op->flag [FLAG_GENERATOR]
1283 || op->flag [FLAG_CHANGING]
1284 || op->flag [FLAG_IS_USED_UP]
1285 ))
1286 {
1287 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1288 {
1289 change_object (op);
1290 return;
1291 }
1292
1293 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1294 generate_monster (op);
1295
1296 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1297 {
1298 if (QUERY_FLAG (op, FLAG_APPLIED))
1299 remove_force (op);
1300 else
1301 {
1302 op->remove (); // TODO: really necessary?
1303
1304 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1305 make_sure_not_seen (op);
1306
1307 op->drop_and_destroy ();
1308 }
1309
1310 return;
1311 }
1312 }
1313
1314 switch (op->type)
1315 {
1316 case SPELL_EFFECT:
1317 move_spell_effect (op);
1318 break;
1319
1320 case ROD:
1321 case HORN:
1322 regenerate_rod (op);
1323 break;
1324
1325 case FORCE:
1326 case POTION_EFFECT:
1327 remove_force (op);
1328 break;
1329
1330 case BLINDNESS:
1331 remove_blindness (op);
1332 break;
1333
1334 case POISONING:
1335 poison_more (op);
1336 break;
1337
1338 case DISEASE:
1339 move_disease (op);
1340 break;
1341
1342 case SYMPTOM:
1343 move_symptom (op);
1344 break;
1345
1346 case THROWN_OBJ:
1347 case ARROW:
1348 move_arrow (op);
1349 break;
1350
1351 case DOOR:
1352 remove_door (op);
1353 break;
1354
1355 case LOCKED_DOOR:
1356 remove_door2 (op);
1357 break;
1358
1359 case TELEPORTER:
1360 move_teleporter (op);
1361 break;
1362
1363 case GOLEM:
1364 move_golem (op);
1365 break;
1366
1367 case EARTHWALL:
1368 hit_player (op, 2, op, AT_PHYSICAL, 1);
1369 break;
1370
1371 case FIREWALL:
1372 move_firewall (op);
1373 if (op->stats.maxsp)
1374 animate_turning (op);
1375 break;
1376
1377 case MOOD_FLOOR:
1378 do_mood_floor (op);
1379 break;
1380
1381 case GATE:
1382 move_gate (op);
1383 break;
1384
1385 case TIMED_GATE:
1386 move_timed_gate (op);
1387 break;
1388
1389 case TRIGGER:
1390 case TRIGGER_BUTTON:
1391 case TRIGGER_PEDESTAL:
1392 case TRIGGER_ALTAR:
1393 animate_trigger (op);
1394 break;
1395
1396 case DETECTOR:
1397 move_detector (op);
1398
1399 case DIRECTOR:
1400 if (op->stats.maxsp)
1401 animate_turning (op);
1402 break;
1403
1404 case HOLE:
1405 move_hole (op);
1406 break;
1407
1408 case DEEP_SWAMP:
1409 move_deep_swamp (op);
1410 break;
1411
1412 case RUNE:
1413 case TRAP:
1414 move_rune (op);
1415 break;
1416
1417 case PLAYERMOVER:
1418 move_player_mover (op);
1419 break;
1420
1421 case CREATOR:
1422 move_creator (op);
1423 break;
1424
1425 case MARKER:
1426 move_marker (op);
1427 break;
1428
1429 case PLAYER_CHANGER:
1430 move_player_changer (op);
1431 break;
1432
1433 case PEACEMAKER:
1434 move_peacemaker (op);
1435 break;
1436
1437 case PLAYER:
1438 // players have their own speed-management, so undo the --speed_left
1439 ++op->speed_left;
1440 break;
1441 }
1442 }
1443