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Revision: 1.88
Committed: Tue Jan 13 12:17:01 2009 UTC (15 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.87: +13 -0 lines
Log Message:
reenabled 'hack' again, it's neccessary ;-/

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 // sleeping generators won't generate, this will make monsters like
104 // centipedes not generate more centipedes when being asleep.
105 if (gen->flag [FLAG_SLEEP])
106 return;
107
108 object *op;
109 int dir;
110
111 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
112 {
113 // either copy one item from the inventory...
114 if (!gen->inv)
115 return;
116
117 // first select one item from the inventory
118 int index = 0;
119 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
120 if (!rndm (++index))
121 op = tmp;
122
123 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
124 if (dir < 0)
125 return;
126
127 op = op->deep_clone ();
128
129 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
130 unflag_inv (op, FLAG_IS_A_TEMPLATE);
131 }
132 else if (gen->other_arch)
133 {
134 // ...or use other_arch
135 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
136 if (dir < 0)
137 return;
138
139 op = arch_to_object (gen->other_arch);
140 }
141 else
142 return;
143
144 op->expand_tail ();
145
146 mapxy pos (gen); pos.move (dir);
147
148 if (pos.insert (op, gen))
149 {
150 if (rndm (0, 9))
151 generate_artifact (op, gen->map->difficulty);
152
153 if (op->has_random_items ())
154 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
155
156 return;
157 }
158
159 op->destroy ();
160 }
161
162 void
163 remove_force (object *op)
164 {
165 if (--op->duration > 0)
166 return;
167
168 if (op->env)
169 switch (op->subtype)
170 {
171 case FORCE_CONFUSION:
172 CLEAR_FLAG (op->env, FLAG_CONFUSED);
173 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
174
175 default:
176 CLEAR_FLAG (op, FLAG_APPLIED);
177 change_abil (op->env, op);
178 op->env->update_stats ();
179 }
180
181 op->destroy ();
182 }
183
184 void
185 remove_blindness (object *op)
186 {
187 if (--op->stats.food > 0)
188 return;
189
190 CLEAR_FLAG (op, FLAG_APPLIED);
191
192 if (op->env)
193 {
194 change_abil (op->env, op);
195 op->env->update_stats ();
196 }
197
198 op->destroy ();
199 }
200
201 void
202 poison_more (object *op)
203 {
204 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
205 {
206 op->destroy ();
207 return;
208 }
209
210 if (op->stats.food == 1)
211 {
212 /* need to unapply the object before update_stats is called, else fix_player
213 * will not do anything.
214 */
215 if (op->env->type == PLAYER)
216 {
217 CLEAR_FLAG (op, FLAG_APPLIED);
218 op->env->update_stats ();
219 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
220 }
221
222 op->destroy ();
223 return;
224 }
225
226 if (op->env->type == PLAYER)
227 {
228 op->env->stats.food--;
229 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
230 }
231
232 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
233 }
234
235
236 void
237 move_gate (object *op)
238 { /* 1 = going down, 0 = going up */
239 object *tmp;
240
241 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
242 {
243 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
244 op->stats.wc = 0;
245 }
246
247 /* We're going down */
248 if (op->value)
249 {
250 if (--op->stats.wc <= 0)
251 { /* Reached bottom, let's stop */
252 op->stats.wc = 0;
253 if (op->arch->speed)
254 op->value = 0;
255 else
256 op->set_speed (0);
257 }
258
259 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
260 {
261 op->move_block = 0;
262 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
263 update_all_los (op->map, op->x, op->y);
264 }
265
266 SET_ANIMATION (op, op->stats.wc);
267 update_object (op, UP_OBJ_CHANGE);
268 return;
269 }
270
271 /* We're going up */
272
273 /* First, lets see if we are already at the top */
274 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
275 {
276
277 /* Check to make sure that only non pickable and non rollable
278 * objects are above the gate. If so, we finish closing the gate,
279 * otherwise, we fall through to the code below which should lower
280 * the gate slightly.
281 */
282
283 for (tmp = op->above; tmp; tmp = tmp->above)
284 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
285 break;
286
287 if (!tmp)
288 {
289 if (op->arch->speed)
290 op->value = 1;
291 else
292 op->set_speed (0);
293
294 return;
295 }
296 }
297
298 if (op->stats.food)
299 { /* The gate is going temporarily down */
300 if (--op->stats.wc <= 0)
301 { /* Gone all the way down? */
302 op->stats.food = 0; /* Then let's try again */
303 op->stats.wc = 0;
304 }
305 }
306 else
307 { /* The gate is still going up */
308 op->stats.wc++;
309
310 if (op->stats.wc >= NUM_ANIMATIONS (op))
311 op->stats.wc = NUM_ANIMATIONS (op) - 1;
312
313 /* If there is something on top of the gate, we try to roll it off.
314 * If a player/monster, we don't roll, we just hit them with damage
315 */
316 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
317 {
318 /* Halfway or further, check blocks */
319 /* First, get the top object on the square. */
320 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
321 ;
322
323 if (tmp)
324 {
325 if (QUERY_FLAG (tmp, FLAG_ALIVE))
326 {
327 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
328 op->play_sound (sound_find ("blocked_gate"));
329
330 if (tmp->type == PLAYER)
331 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
332 }
333 /* If the object is not alive, and the object either can
334 * be picked up or the object rolls, move the object
335 * off the gate.
336 */
337 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
338 {
339 /* If it has speed, it should move itself, otherwise: */
340 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
341
342 /* If there is a free spot, move the object someplace */
343 if (i > 0)
344 {
345 mapxy pos (tmp);
346 pos.move (i);
347 if (pos.normalise ())
348 tmp->move_to (pos);
349 }
350 }
351 }
352
353 /* See if there is still anything blocking the gate */
354 for (tmp = op->above; tmp; tmp = tmp->above)
355 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
356 break;
357
358 /* IF there is, start putting the gate down */
359 if (tmp)
360 op->stats.food = 1;
361 else
362 {
363 op->move_block = MOVE_ALL;
364
365 if (!op->arch->stats.ac)
366 SET_FLAG (op, FLAG_BLOCKSVIEW);
367 update_all_los (op->map, op->x, op->y);
368 }
369 } /* gate is halfway up */
370
371 SET_ANIMATION (op, op->stats.wc);
372 update_object (op, UP_OBJ_CHANGE);
373 } /* gate is going up */
374 }
375
376 /* hp : how long door is open/closed
377 * maxhp : initial value for hp
378 * sp : 1 = open, 0 = close
379 */
380 void
381 move_timed_gate (object *op)
382 {
383 int v = op->value;
384
385 if (op->stats.sp)
386 {
387 move_gate (op);
388
389 if (op->value != v) /* change direction ? */
390 op->stats.sp = 0;
391 return;
392 }
393
394 if (--op->stats.hp <= 0)
395 { /* keep gate down */
396 move_gate (op);
397
398 if (op->value != v)
399 op->set_speed (0);
400 }
401 }
402
403 /* slaying: name of the thing the detector is to look for
404 * speed: frequency of 'glances'
405 * connected: connected value of detector
406 * sp: 1 if detection sets buttons
407 * -1 if detection unsets buttons
408 */
409
410 void
411 move_detector (object *op)
412 {
413 object *tmp;
414 int last = op->value;
415 int detected;
416
417 detected = 0;
418
419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
420 {
421 object *tmp2;
422
423 if (op->stats.hp)
424 {
425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
426 {
427 if (op->slaying && op->slaying == tmp->name)
428 detected = 1;
429
430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
431 detected = 1;
432 }
433 }
434
435 if (op->slaying && op->slaying == tmp->name)
436 detected = 1;
437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
438 detected = 1;
439 }
440
441 /* the detector sets the button if detection is found */
442 if (op->stats.sp == 1)
443 {
444 if (detected && last == 0)
445 {
446 op->value = 1;
447 push_button (op, tmp);
448 }
449
450 if (!detected && last == 1)
451 {
452 op->value = 0;
453 push_button (op, tmp);
454 }
455 }
456 else
457 { /* in this case, we unset buttons */
458 if (detected && last == 1)
459 {
460 op->value = 0;
461 push_button (op, tmp);
462 }
463
464 if (!detected && last == 0)
465 {
466 op->value = 1;
467 push_button (op, tmp);
468 }
469 }
470 }
471
472 void
473 animate_trigger (object *op)
474 {
475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 {
477 op->stats.wc = 0;
478 check_trigger (op, NULL);
479 }
480 else
481 {
482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE);
484 }
485 }
486
487 void
488 move_hole (object *op)
489 { /* 1 = opening, 0 = closing */
490 if (op->value)
491 { /* We're opening */
492 if (--op->stats.wc <= 0)
493 { /* Opened, let's stop */
494 op->stats.wc = 0;
495 op->set_speed (0);
496
497 /* Hard coding this makes sense for holes I suppose */
498 op->move_on = MOVE_WALK;
499 for (object *next, *tmp = op->above; tmp; tmp = next)
500 {
501 next = tmp->above;
502 move_apply (op, tmp, tmp);
503 }
504 }
505
506 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */
522 }
523
524
525 /* stop_item() returns a pointer to the stopped object. The stopped object
526 * may or may not have been removed from maps or inventories. It will not
527 * have been merged with other items.
528 *
529 * This function assumes that only items on maps need special treatment.
530 *
531 * If the object can't be stopped, or it was destroyed while trying to stop
532 * it, NULL is returned.
533 *
534 * fix_stopped_item() should be used if the stopped item should be put on
535 * the map.
536 */
537 object *
538 stop_item (object *op)
539 {
540 if (op->map == NULL)
541 return op;
542
543 switch (op->type)
544 {
545 case THROWN_OBJ:
546 {
547 object *payload = op->inv;
548
549 if (payload == NULL)
550 return NULL;
551
552 payload->remove ();
553 op->destroy ();
554 return payload;
555 }
556
557 case ARROW:
558 if (op->has_active_speed ())
559 op = fix_stopped_arrow (op);
560 return op;
561
562 default:
563 return op;
564 }
565 }
566
567 /* fix_stopped_item() - put stopped item where stop_item() had found it.
568 * Inserts item into the old map, or merges it if it already is on the map.
569 *
570 * 'map' must be the value of op->map before stop_item() was called.
571 */
572 void
573 fix_stopped_item (object *op, maptile *map, object *originator)
574 {
575 if (map == NULL)
576 return;
577
578 if (QUERY_FLAG (op, FLAG_REMOVED))
579 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */
582 }
583
584 object *
585 fix_stopped_arrow (object *op)
586 {
587 if (rndm (0, 99) < op->stats.food)
588 {
589 /* Small chance of breaking */
590 op->destroy ();
591 return NULL;
592 }
593
594 op->set_speed (0);
595 op->direction = 0;
596 op->move_on = 0;
597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace;
604
605 if (op->spellarg)
606 {
607 op->slaying = op->spellarg;
608 free (op->spellarg);
609 op->spellarg = 0;
610 }
611 else
612 op->slaying = 0;
613
614 /* Reset these to zero, so that object::can_merge will work properly */
615 op->spellarg = NULL;
616 op->stats.sp = 0;
617 op->stats.hp = 0;
618 op->stats.grace = 0;
619 op->level = 0;
620 op->face = op->arch->face;
621 op->owner = NULL; /* So that stopped arrows will be saved */
622 update_object (op, UP_OBJ_CHANGE);
623 return op;
624 }
625
626 /* stop_arrow() - what to do when a non-living flying object
627 * has to stop. Sept 96 - I added in thrown object code in
628 * here too. -b.t.
629 *
630 * Returns a pointer to the stopped object (which will have been removed
631 * from maps or inventories), or NULL if was destroyed.
632 */
633 static void
634 stop_arrow (object *op)
635 {
636 if (INVOKE_OBJECT (STOP, op))
637 return;
638
639 if (op->inv)
640 {
641 // replace this by straightforward drop to ground?
642 object *payload = op->inv;
643
644 payload->owner = 0;
645 insert_ob_in_map (payload, op->map, payload, 0);
646 op->destroy ();
647 }
648 else
649 {
650 op = fix_stopped_arrow (op);
651
652 if (op)
653 merge_ob (op, 0);
654 }
655 }
656
657 /* Move an arrow along its course. op is the arrow or thrown object.
658 */
659 void
660 move_arrow (object *op)
661 {
662 int was_reflected;
663
664 if (!op->map)
665 {
666 LOG (llevError, "BUG: Arrow had no map.\n");
667 op->destroy ();
668 return;
669 }
670
671 /* we need to stop thrown objects at some point. Like here. */
672 if (op->type == THROWN_OBJ)
673 {
674 /* If the object that the THROWN_OBJ encapsulates disappears,
675 * we need to have this object go away also - otherwise, you get
676 * left over remnants on the map. Where this currently happens
677 * is if the player throws a bomb - the bomb explodes on its own,
678 * but this object sticks around. We could handle the cleanup in the
679 * bomb code, but there are potential other cases where that could happen,
680 * and it is easy enough to clean it up here.
681 */
682 if (!op->inv)
683 {
684 op->destroy ();
685 return;
686 }
687
688 if (op->last_sp-- < 0)
689 {
690 stop_arrow (op);
691 return;
692 }
693 }
694
695 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
696 values look rediculous. */
697 if (op->speed < 0.5 && op->type == ARROW)
698 {
699 stop_arrow (op);
700 return;
701 }
702
703 /* Calculate target map square */
704 was_reflected = 0;
705
706 mapxy pos (op); pos.move (op->direction);
707
708 if (!pos.normalise ())
709 {
710 stop_arrow (op);
711 return;
712 }
713
714 /* only need to look for living creatures if this flag is set */
715 if (pos->flags () & P_IS_ALIVE)
716 {
717 object *tmp;
718
719 for (tmp = pos->bot; tmp; tmp = tmp->above)
720 if (QUERY_FLAG (tmp, FLAG_ALIVE))
721 break;
722
723 /* Not really fair, but don't let monsters hit themselves with
724 * their own arrow - this can be because they fire it then
725 * move into it.
726 */
727 if (tmp && tmp != op->owner)
728 {
729 /* Found living object, but it is reflecting the missile. Update
730 * as below. (Note that for living creatures there is a small
731 * chance that reflect_missile fails.)
732 */
733 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
734 {
735 int number = op->face;
736
737 op->direction = absdir (op->direction + 4);
738 update_turn_face (op);
739 was_reflected = 1; /* skip normal movement calculations */
740 }
741 else
742 {
743 /* Attack the object. */
744 op = hit_with_arrow (op, tmp);
745
746 if (!op)
747 return;
748 }
749 } /* if this is not hitting its owner */
750 } /* if there is something alive on this space */
751
752 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
753 {
754 int retry = 0;
755
756 /* if the object doesn't reflect, stop the arrow from moving
757 * note that this code will now catch cases where a monster is
758 * on a wall but has reflecting - the arrow won't reflect.
759 * Mapmakers shouldn't put monsters on top of wall in the first
760 * place, so I don't consider that a problem.
761 */
762 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
763 {
764 stop_arrow (op);
765 return;
766 }
767 else
768 {
769 /* If one of the major directions (n,s,e,w), just reverse it */
770 if (op->direction & 1)
771 {
772 op->direction = absdir (op->direction + 4);
773 retry = 1;
774 }
775
776 /* There were two blocks with identical code -
777 * use this retry here to make this one block
778 * that did the same thing.
779 */
780 while (retry < 2)
781 {
782 retry++;
783
784 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
785 * over a corner in a tiled map, it is possible that
786 * op->direction is within an adjacent map but either
787 * op->direction-1 or op->direction+1 does not exist.
788 */
789 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
790 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
791
792 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
793 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
794
795 if (left == right)
796 op->direction = absdir (op->direction + 4);
797 else if (left)
798 op->direction = absdir (op->direction + 2);
799 else if (right)
800 op->direction = absdir (op->direction - 2);
801
802 /* If this space is not out of the map and not blocked, valid space -
803 * don't need to retry again.
804 */
805 mapxy pos3 (pos); pos3.move (op->direction);
806 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
807 break;
808 }
809
810 /* Couldn't find a direction to move the arrow to - just
811 * stop it from moving.
812 */
813 if (retry == 2)
814 {
815 stop_arrow (op);
816 return;
817 }
818
819 /* update object image for new facing */
820 /* many thrown objects *don't* have more than one face */
821 if (GET_ANIM_ID (op))
822 SET_ANIMATION (op, op->direction);
823 } /* object is reflected */
824 } /* object ran into a wall */
825
826 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
827 * about 17 squares. Tune as needed.
828 */
829 op->speed -= 0.05;
830
831 /* Move the arrow. */
832 op->move_to (pos);
833 }
834
835 void
836 change_object (object *op)
837 { /* Doesn`t handle linked objs yet */
838 int i, j;
839
840 if (!op->other_arch)
841 {
842 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
843 return;
844 }
845
846 /* In non-living items only change when food value is 0 */
847 if (!QUERY_FLAG (op, FLAG_ALIVE))
848 {
849 if (op->stats.food-- > 0)
850 return;
851
852 op->stats.food = 1; /* so 1 other_arch is made */
853 }
854
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < op->stats.food; i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
863
864 if (env)
865 env->insert (tmp);
866 else
867 {
868 j = find_first_free_spot (tmp, op->map, op->x, op->y);
869 if (j < 0) /* No free spot */
870 tmp->destroy ();
871 else
872 {
873 mapxy pos (op); pos.move (j);
874
875 if (pos.normalise ())
876 pos.insert (tmp, op);
877 }
878 }
879 }
880
881 op->destroy ();
882 }
883
884 void
885 move_teleporter (object *op)
886 {
887 object *tmp, *head = op;
888
889 /* if this is a multipart teleporter, handle the other parts
890 * The check for speed isn't strictly needed - basically, if
891 * there is an old multipart teleporter in which the other parts
892 * have speed, we don't really want to call it twice for the same
893 * function - in fact, as written below, part N would get called
894 * N times without the speed check.
895 */
896 if (op->more && !op->more->has_active_speed ())
897 move_teleporter (op->more);
898
899 if (op->head)
900 head = op->head;
901
902 for (tmp = op->above; tmp; tmp = tmp->above)
903 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
904 break;
905
906 /* If nothing above us to move, nothing to do */
907 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
908 return;
909
910 if (EXIT_PATH (head))
911 {
912 if (tmp->type == PLAYER)
913 {
914 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
915 return;
916
917 tmp->enter_exit (head);
918 }
919 else
920 /* Currently only players can transfer maps */
921 return;
922 }
923 else if (EXIT_X (head) || EXIT_Y (head))
924 {
925 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
926 {
927 LOG (llevError, "Removed illegal teleporter.\n");
928 head->destroy ();
929 return;
930 }
931
932 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
933 return;
934
935 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
936 }
937 else
938 {
939 /* Random teleporter */
940 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
941 return;
942
943 teleport (head, TELEPORTER, tmp);
944 }
945 }
946
947 /* This object will teleport someone to a different map
948 and will also apply changes to the player from its inventory.
949 This was invented for giving classes, but there's no reason it
950 can't be generalized.
951 */
952 void
953 move_player_changer (object *op)
954 {
955 object *player;
956 object *walk;
957
958 if (!op->above || !EXIT_PATH (op))
959 return;
960
961 /* This isn't all that great - means that the player_mover
962 * needs to be on top.
963 */
964 if (op->above->type == PLAYER)
965 {
966 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
967 return;
968
969 player = op->above;
970
971 for (walk = op->inv; walk; walk = walk->below)
972 apply_changes_to_player (player, walk);
973
974 player->update_stats ();
975
976 esrv_send_inventory (op->above, op->above);
977 esrv_update_item (UPD_FACE, op->above, op->above);
978
979 /* update players death & WoR home-position */
980 if (*EXIT_PATH (op) == '/')
981 {
982 player->contr->savebed_map = EXIT_PATH (op);
983 player->contr->bed_x = EXIT_X (op);
984 player->contr->bed_y = EXIT_Y (op);
985 }
986 else
987 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
988
989 op->above->enter_exit (op);
990 }
991 }
992
993 /* firewalls fire other spells.
994 * The direction of the wall is stored in op->stats.sp.
995 * walls can have hp, so they can be torn down.
996 */
997 void
998 move_firewall (object *op)
999 {
1000 object *spell;
1001
1002 if (!op->map)
1003 return; /* dm has created a firewall in his inventory */
1004
1005 spell = op->inv;
1006
1007 if (!spell || spell->type != SPELL)
1008 spell = op->other_arch;
1009
1010 if (!spell)
1011 {
1012 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1013 return;
1014 }
1015
1016 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1017 }
1018
1019 /* move_player_mover: this function takes a "player mover" as an
1020 * argument, and performs the function of a player mover, which is:
1021 *
1022 * a player mover finds any players that are sitting on it. It
1023 * moves them in the op->stats.sp direction. speed is how often it'll move.
1024 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1025 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1026 * it'll paralyze the victim for hp*his speed/op->speed
1027 */
1028 void
1029 move_player_mover (object *op)
1030 {
1031 int dir = op->stats.sp;
1032 sint16 nx, ny;
1033 maptile *m;
1034
1035 /* Determine direction now for random movers so we do the right thing */
1036 if (!dir)
1037 dir = rndm (1, 8);
1038
1039 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1040 {
1041 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1042 (victim->move_type & op->move_type || !victim->move_type))
1043 {
1044
1045 if (victim->head)
1046 victim = victim->head;
1047
1048 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1049 {
1050 op->remove ();
1051 return;
1052 }
1053
1054 nx = op->x + freearr_x[dir];
1055 ny = op->y + freearr_y[dir];
1056 m = op->map;
1057 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1058 {
1059 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1060 return;
1061 }
1062
1063 if (should_director_abort (op, victim))
1064 return;
1065
1066 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1067 {
1068 if (nextmover->type == PLAYERMOVER)
1069 nextmover->speed_left = -.99f;
1070
1071 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1072 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1073 }
1074
1075 if (victim->type == PLAYER)
1076 {
1077 /* only level >=1 movers move people */
1078 if (op->level)
1079 {
1080 /* Following is a bit of hack. We need to make sure it
1081 * is cleared, otherwise the player will get stuck in
1082 * place. This can happen if the player used a spell to
1083 * get to this space.
1084 */
1085 victim->contr->fire_on = 0;
1086 victim->speed_left = 1.f;
1087 move_player (victim, dir);
1088 }
1089 else
1090 return;
1091 }
1092 else
1093 move_object (victim, dir);
1094
1095 if (!op->stats.maxsp && op->attacktype)
1096 op->stats.maxsp = 2;
1097
1098 if (op->attacktype)
1099 { /* flag to paralyze the player */
1100 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1101 }
1102 }
1103 }
1104 }
1105
1106 /*
1107 * Will duplicate a specified object placed on top of it.
1108 * connected: what will trigger it.
1109 * level: multiplier. 0 to destroy.
1110 * other_arch: the object to look for and duplicate.
1111 */
1112
1113 void
1114 move_duplicator (object *op)
1115 {
1116 object *tmp;
1117
1118 if (!op->other_arch)
1119 {
1120 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1121 return;
1122 }
1123
1124 if (op->above == NULL)
1125 return;
1126
1127 for (tmp = op->above; tmp; tmp = tmp->above)
1128 {
1129 if (op->other_arch->archname == tmp->arch->archname)
1130 {
1131 if (op->level <= 0)
1132 tmp->destroy ();
1133 else
1134 {
1135 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1136
1137 if (new_nrof >= 1UL << 31)
1138 new_nrof = 1UL << 31;
1139
1140 tmp->nrof = new_nrof;
1141 }
1142
1143 break;
1144 }
1145 }
1146 }
1147
1148 /* move_creator (by peterm)
1149 * it has the creator object create it's other_arch right on top of it.
1150 * connected: what will trigger it
1151 * hp: how many times it may create before stopping
1152 * lifesave: if set, it'll never disappear but will go on creating
1153 * everytime it's triggered
1154 * other_arch: the object to create
1155 * Note this can create large objects, however, in that case, it
1156 * has to make sure that there is in fact space for the object.
1157 * It should really do this for small objects also, but there is
1158 * more concern with large objects, most notably a part being placed
1159 * outside of the map which would cause the server to crash
1160 */
1161 void
1162 move_creator (object *creator)
1163 {
1164 object *new_ob;
1165
1166 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1167 {
1168 creator->stats.hp = -1;
1169 return;
1170 }
1171
1172 if (creator->inv)
1173 {
1174 object *ob;
1175 int i;
1176 object *ob_to_copy;
1177
1178 /* select random object from inventory to copy */
1179 ob_to_copy = creator->inv;
1180 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1181 {
1182 if (rndm (0, i) == 0)
1183 {
1184 ob_to_copy = ob;
1185 }
1186 }
1187 new_ob = ob_to_copy->deep_clone ();
1188 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1189 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1190 }
1191 else
1192 {
1193 if (!creator->other_arch)
1194 {
1195 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1196 &creator->name, &creator->map->path, creator->x, creator->y);
1197 return;
1198 }
1199
1200 new_ob = object_create_arch (creator->other_arch);
1201 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1202 }
1203
1204 /* Make sure this multipart object fits */
1205 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1206 {
1207 new_ob->destroy ();
1208 return;
1209 }
1210
1211 // for now lets try to identify everything generated here, it mostly
1212 // happens automated, so this will at least fix many identify-experience holes
1213 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1214
1215 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1216 if (QUERY_FLAG (new_ob, FLAG_FREED))
1217 return;
1218
1219 if (creator->slaying)
1220 new_ob->name = new_ob->title = creator->slaying;
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 // mapscript objects activate themselves (only) then their timer fires
1263 // TODO: maybe they should simply trigger the link like any other object?
1264 void
1265 move_mapscript (object *op)
1266 {
1267 op->set_speed (0);
1268 cfperl_mapscript_activate (op, true, op, 0);
1269 }
1270
1271 void move_lamp (object *op)
1272 {
1273 // if the lamp/torch is off, we should disable it.
1274 if (!op->glow_radius)
1275 {
1276 op->set_speed (0);
1277 return;
1278 }
1279 else
1280 {
1281 // check whether the face might needs to be updated
1282 // (currently this is needed to have already switched on torches
1283 // on maps, as they just set the glow_radius in the archetype)
1284 if (op->other_arch
1285 && (
1286 op->flag [FLAG_ANIMATE]
1287 ? (op->animation_id != op->other_arch->animation_id)
1288 : (op->face != op->other_arch->face)
1289 ))
1290 get_animation_from_arch (op, op->other_arch);
1291 }
1292
1293 // lamps and torches auf maps don't use up their fuel
1294 if (op->is_on_map ())
1295 return;
1296
1297 if (op->stats.food > 0)
1298 {
1299 op->stats.food--;
1300 return;
1301 }
1302
1303 apply_lamp (op, false);
1304 }
1305
1306 void
1307 process_object (object *op)
1308 {
1309 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1310 return;
1311
1312 if (expect_false (INVOKE_OBJECT (TICK, op)))
1313 return;
1314
1315 if (QUERY_FLAG (op, FLAG_MONSTER))
1316 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1317 return;
1318
1319 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1320 {
1321 animate_object (op, op->contr ? op->facing : op->direction);
1322
1323 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1324 make_sure_seen (op);
1325 }
1326
1327 if (expect_false (
1328 op->flag [FLAG_GENERATOR]
1329 || op->flag [FLAG_CHANGING]
1330 || op->flag [FLAG_IS_USED_UP]
1331 ))
1332 {
1333 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1334 {
1335 change_object (op);
1336 return;
1337 }
1338
1339 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1340 generate_monster (op);
1341
1342 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1343 {
1344 if (QUERY_FLAG (op, FLAG_APPLIED))
1345 remove_force (op);
1346 else
1347 {
1348 op->remove (); // TODO: really necessary?
1349
1350 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1351 make_sure_not_seen (op);
1352
1353 op->drop_and_destroy ();
1354 }
1355
1356 return;
1357 }
1358 }
1359
1360 switch (op->type)
1361 {
1362 case SPELL_EFFECT:
1363 move_spell_effect (op);
1364 break;
1365
1366 case ROD:
1367 case HORN:
1368 regenerate_rod (op);
1369 break;
1370
1371 case FORCE:
1372 case POTION_EFFECT:
1373 remove_force (op);
1374 break;
1375
1376 case BLINDNESS:
1377 remove_blindness (op);
1378 break;
1379
1380 case POISONING:
1381 poison_more (op);
1382 break;
1383
1384 case DISEASE:
1385 move_disease (op);
1386 break;
1387
1388 case SYMPTOM:
1389 move_symptom (op);
1390 break;
1391
1392 case THROWN_OBJ:
1393 case ARROW:
1394 move_arrow (op);
1395 break;
1396
1397 case DOOR:
1398 remove_door (op);
1399 break;
1400
1401 case LOCKED_DOOR:
1402 remove_door2 (op);
1403 break;
1404
1405 case TELEPORTER:
1406 move_teleporter (op);
1407 break;
1408
1409 case GOLEM:
1410 move_golem (op);
1411 break;
1412
1413 case EARTHWALL:
1414 hit_player (op, 2, op, AT_PHYSICAL, 1);
1415 break;
1416
1417 case FIREWALL:
1418 move_firewall (op);
1419 if (op->stats.maxsp)
1420 animate_turning (op);
1421 break;
1422
1423 case MOOD_FLOOR:
1424 do_mood_floor (op);
1425 break;
1426
1427 case GATE:
1428 move_gate (op);
1429 break;
1430
1431 case TIMED_GATE:
1432 move_timed_gate (op);
1433 break;
1434
1435 case TRIGGER:
1436 case TRIGGER_BUTTON:
1437 case TRIGGER_PEDESTAL:
1438 case TRIGGER_ALTAR:
1439 animate_trigger (op);
1440 break;
1441
1442 case DETECTOR:
1443 move_detector (op);
1444
1445 case DIRECTOR:
1446 if (op->stats.maxsp)
1447 animate_turning (op);
1448 break;
1449
1450 case HOLE:
1451 move_hole (op);
1452 break;
1453
1454 case DEEP_SWAMP:
1455 move_deep_swamp (op);
1456 break;
1457
1458 case RUNE:
1459 case TRAP:
1460 move_rune (op);
1461 break;
1462
1463 case PLAYERMOVER:
1464 move_player_mover (op);
1465 break;
1466
1467 case CREATOR:
1468 move_creator (op);
1469 break;
1470
1471 case MARKER:
1472 move_marker (op);
1473 break;
1474
1475 case PLAYER_CHANGER:
1476 move_player_changer (op);
1477 break;
1478
1479 case PEACEMAKER:
1480 move_peacemaker (op);
1481 break;
1482
1483 case PLAYER:
1484 // players have their own speed-management, so undo the --speed_left
1485 ++op->speed_left;
1486 break;
1487
1488 case MAPSCRIPT:
1489 move_mapscript (op);
1490 break;
1491
1492 case LAMP:
1493 case TORCH:
1494 move_lamp (op);
1495 break;
1496 }
1497 }
1498