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Revision: 1.92
Committed: Sat Jun 27 08:25:36 2009 UTC (14 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79
Changes since 1.91: +2 -2 lines
Log Message:
*** empty log message ***

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 op->slaying = op->custom_name;
605
606 /* Reset these to defaults, so that object::can_merge will work properly */
607 op->custom_name = 0;
608 op->stats.sp = 0;
609 op->stats.hp = 0;
610 op->stats.grace = 0;
611 op->level = 0;
612 op->face = op->arch->face;
613 op->owner = 0;
614
615 update_object (op, UP_OBJ_CHANGE);
616
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 // replace this by straightforward drop to ground?
636 object *payload = op->inv;
637
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)
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 (op->has_anim ())
816 op->set_anim_frame (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 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857
858 if (env)
859 env->insert (tmp);
860 else
861 {
862 j = find_first_free_spot (tmp, op->map, op->x, op->y);
863 if (j < 0) /* No free spot */
864 tmp->destroy ();
865 else
866 {
867 mapxy pos (op); pos.move (j);
868
869 if (pos.normalise ())
870 pos.insert (tmp, op);
871 }
872 }
873 }
874
875 op->destroy ();
876 }
877
878 void
879 move_teleporter (object *op)
880 {
881 object *tmp, *head = op;
882
883 /* if this is a multipart teleporter, handle the other parts
884 * The check for speed isn't strictly needed - basically, if
885 * there is an old multipart teleporter in which the other parts
886 * have speed, we don't really want to call it twice for the same
887 * function - in fact, as written below, part N would get called
888 * N times without the speed check.
889 */
890 if (op->more && !op->more->has_active_speed ())
891 move_teleporter (op->more);
892
893 if (op->head)
894 head = op->head;
895
896 for (tmp = op->above; tmp; tmp = tmp->above)
897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
898 break;
899
900 /* If nothing above us to move, nothing to do */
901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
902 return;
903
904 if (EXIT_PATH (head))
905 {
906 if (tmp->type == PLAYER)
907 {
908 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
909 return;
910
911 tmp->enter_exit (head);
912 }
913 else
914 /* Currently only players can transfer maps */
915 return;
916 }
917 else if (EXIT_X (head) || EXIT_Y (head))
918 {
919 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
920 {
921 LOG (llevError, "Removed illegal teleporter.\n");
922 head->destroy ();
923 return;
924 }
925
926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
927 return;
928
929 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
930 }
931 else
932 {
933 /* Random teleporter */
934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
935 return;
936
937 teleport (head, TELEPORTER, tmp);
938 }
939 }
940
941 /* This object will teleport someone to a different map
942 and will also apply changes to the player from its inventory.
943 This was invented for giving classes, but there's no reason it
944 can't be generalized.
945 */
946 void
947 move_player_changer (object *op)
948 {
949 object *player;
950 object *walk;
951
952 if (!op->above || !EXIT_PATH (op))
953 return;
954
955 /* This isn't all that great - means that the player_mover
956 * needs to be on top.
957 */
958 if (op->above->type == PLAYER)
959 {
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
961 return;
962
963 player = op->above;
964
965 for (walk = op->inv; walk; walk = walk->below)
966 apply_changes_to_player (player, walk);
967
968 player->update_stats ();
969
970 esrv_send_inventory (op->above, op->above);
971 esrv_update_item (UPD_FACE, op->above, op->above);
972
973 /* update players death & WoR home-position */
974 if (*EXIT_PATH (op) == '/')
975 {
976 player->contr->savebed_map = EXIT_PATH (op);
977 player->contr->bed_x = EXIT_X (op);
978 player->contr->bed_y = EXIT_Y (op);
979 }
980 else
981 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
982
983 op->above->enter_exit (op);
984 }
985 }
986
987 /* firewalls fire other spells.
988 * The direction of the wall is stored in op->stats.sp.
989 * walls can have hp, so they can be torn down.
990 */
991 void
992 move_firewall (object *op)
993 {
994 object *spell;
995
996 if (!op->map)
997 return; /* dm has created a firewall in his inventory */
998
999 spell = op->inv;
1000
1001 if (!spell || spell->type != SPELL)
1002 spell = op->other_arch;
1003
1004 if (!spell)
1005 {
1006 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1007 return;
1008 }
1009
1010 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1011 }
1012
1013 /* move_player_mover: this function takes a "player mover" as an
1014 * argument, and performs the function of a player mover, which is:
1015 *
1016 * a player mover finds any players that are sitting on it. It
1017 * moves them in the op->stats.sp direction. speed is how often it'll move.
1018 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1019 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1020 * it'll paralyze the victim for hp*his speed/op->speed
1021 */
1022 void
1023 move_player_mover (object *op)
1024 {
1025 int dir = op->stats.sp;
1026 sint16 nx, ny;
1027 maptile *m;
1028
1029 /* Determine direction now for random movers so we do the right thing */
1030 if (!dir)
1031 dir = rndm (1, 8);
1032
1033 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1034 {
1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1036 (victim->move_type & op->move_type || !victim->move_type))
1037 {
1038
1039 if (victim->head)
1040 victim = victim->head;
1041
1042 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1043 {
1044 op->remove ();
1045 return;
1046 }
1047
1048 nx = op->x + freearr_x[dir];
1049 ny = op->y + freearr_y[dir];
1050 m = op->map;
1051 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1052 {
1053 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1054 return;
1055 }
1056
1057 if (should_director_abort (op, victim))
1058 return;
1059
1060 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1061 {
1062 if (nextmover->type == PLAYERMOVER)
1063 nextmover->speed_left = -.99f;
1064
1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1066 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1067 }
1068
1069 if (victim->type == PLAYER)
1070 {
1071 /* only level >=1 movers move people */
1072 if (op->level)
1073 {
1074 /* Following is a bit of hack. We need to make sure it
1075 * is cleared, otherwise the player will get stuck in
1076 * place. This can happen if the player used a spell to
1077 * get to this space.
1078 */
1079 victim->contr->fire_on = 0;
1080 victim->speed_left = 1.f;
1081 move_player (victim, dir);
1082 }
1083 else
1084 return;
1085 }
1086 else
1087 move_object (victim, dir);
1088
1089 if (!op->stats.maxsp && op->attacktype)
1090 op->stats.maxsp = 2;
1091
1092 if (op->attacktype)
1093 { /* flag to paralyze the player */
1094 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1095 }
1096 }
1097 }
1098 }
1099
1100 /*
1101 * Will duplicate a specified object placed on top of it.
1102 * connected: what will trigger it.
1103 * level: multiplier. 0 to destroy.
1104 * other_arch: the object to look for and duplicate.
1105 */
1106
1107 void
1108 move_duplicator (object *op)
1109 {
1110 object *tmp;
1111
1112 if (!op->other_arch)
1113 {
1114 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1115 return;
1116 }
1117
1118 if (op->above == NULL)
1119 return;
1120
1121 for (tmp = op->above; tmp; tmp = tmp->above)
1122 {
1123 if (op->other_arch->archname == tmp->arch->archname)
1124 {
1125 if (op->level <= 0)
1126 tmp->destroy ();
1127 else
1128 {
1129 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1130
1131 if (new_nrof >= 1UL << 31)
1132 new_nrof = 1UL << 31;
1133
1134 tmp->nrof = new_nrof;
1135 }
1136
1137 break;
1138 }
1139 }
1140 }
1141
1142 /* move_creator (by peterm)
1143 * it has the creator object create it's other_arch right on top of it.
1144 * connected: what will trigger it
1145 * hp: how many times it may create before stopping
1146 * lifesave: if set, it'll never disappear but will go on creating
1147 * everytime it's triggered
1148 * other_arch: the object to create
1149 * Note this can create large objects, however, in that case, it
1150 * has to make sure that there is in fact space for the object.
1151 * It should really do this for small objects also, but there is
1152 * more concern with large objects, most notably a part being placed
1153 * outside of the map which would cause the server to crash
1154 */
1155 void
1156 move_creator (object *creator)
1157 {
1158 object *new_ob;
1159
1160 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1161 {
1162 creator->stats.hp = -1;
1163 return;
1164 }
1165
1166 if (creator->inv)
1167 {
1168 object *ob;
1169 int i;
1170 object *ob_to_copy;
1171
1172 /* select random object from inventory to copy */
1173 ob_to_copy = creator->inv;
1174 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1175 {
1176 if (rndm (0, i) == 0)
1177 {
1178 ob_to_copy = ob;
1179 }
1180 }
1181 new_ob = ob_to_copy->deep_clone ();
1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1184 }
1185 else
1186 {
1187 if (!creator->other_arch)
1188 {
1189 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1190 &creator->name, &creator->map->path, creator->x, creator->y);
1191 return;
1192 }
1193
1194 new_ob = object_create_arch (creator->other_arch);
1195 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1196 }
1197
1198 /* Make sure this multipart object fits */
1199 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1200 {
1201 new_ob->destroy ();
1202 return;
1203 }
1204
1205 // for now lets try to identify everything generated here, it mostly
1206 // happens automated, so this will at least fix many identify-experience holes
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1208
1209 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1210 if (QUERY_FLAG (new_ob, FLAG_FREED))
1211 return;
1212
1213 if (creator->slaying)
1214 new_ob->name = new_ob->title = creator->slaying;
1215 }
1216
1217 /* move_marker --peterm@soda.csua.berkeley.edu
1218 when moved, a marker will search for a player sitting above
1219 it, and insert an invisible, weightless force into him
1220 with a specific code as the slaying field.
1221 At that time, it writes the contents of its own message
1222 field to the player. The marker will decrement hp to
1223 0 and then delete itself every time it grants a mark.
1224 unless hp was zero to start with, in which case it is infinite.*/
1225 void
1226 move_marker (object *op)
1227 {
1228 if (object *tmp = op->ms ().player ())
1229 {
1230 /* remove an old force with a slaying field == op->name */
1231 if (object *force = tmp->force_find (op->name))
1232 force->destroy ();
1233
1234 if (!tmp->force_find (op->slaying))
1235 {
1236 tmp->force_add (op->slaying, op->stats.food);
1237
1238 if (op->msg)
1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1240
1241 if (op->stats.hp > 0)
1242 {
1243 op->stats.hp--;
1244
1245 if (op->stats.hp == 0)
1246 {
1247 /* marker expires--granted mark number limit */
1248 op->destroy ();
1249 return;
1250 }
1251 }
1252 }
1253 }
1254 }
1255
1256 // mapscript objects activate themselves (only) then their timer fires
1257 // TODO: maybe they should simply trigger the link like any other object?
1258 void
1259 move_mapscript (object *op)
1260 {
1261 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0);
1263 }
1264
1265 void move_lamp (object *op)
1266 {
1267 // if the lamp/torch is off, we should disable it.
1268 if (!op->glow_radius)
1269 {
1270 op->set_speed (0);
1271 return;
1272 }
1273 else
1274 {
1275 // check whether the face might needs to be updated
1276 // (currently this is needed to have already switched on torches
1277 // on maps, as they just set the glow_radius in the archetype)
1278 if (op->other_arch
1279 && (
1280 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1281 || (op->flag [FLAG_ANIMATE]
1282 ? (op->animation_id != op->other_arch->animation_id)
1283 : (op->face != op->other_arch->face))
1284 ))
1285 get_animation_from_arch (op, op->other_arch);
1286 }
1287
1288 // lamps and torches auf maps don't use up their fuel
1289 if (op->is_on_map ())
1290 return;
1291
1292 if (op->stats.food > 0)
1293 {
1294 op->stats.food--;
1295 return;
1296 }
1297
1298 apply_lamp (op, false);
1299 }
1300
1301 void
1302 process_object (object *op)
1303 {
1304 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1305 return;
1306
1307 if (expect_false (INVOKE_OBJECT (TICK, op)))
1308 return;
1309
1310 if (QUERY_FLAG (op, FLAG_MONSTER))
1311 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1312 return;
1313
1314 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1315 {
1316 animate_object (op, op->contr ? op->facing : op->direction);
1317
1318 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1319 make_sure_seen (op);
1320 }
1321
1322 if (expect_false (
1323 op->flag [FLAG_GENERATOR]
1324 || op->flag [FLAG_CHANGING]
1325 || op->flag [FLAG_IS_USED_UP]
1326 ))
1327 {
1328 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1329 {
1330 change_object (op);
1331 return;
1332 }
1333
1334 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1335 generate_monster (op);
1336
1337 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1338 {
1339 if (QUERY_FLAG (op, FLAG_APPLIED))
1340 remove_force (op);
1341 else
1342 {
1343 op->remove (); // TODO: really necessary?
1344
1345 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1346 make_sure_not_seen (op);
1347
1348 op->drop_and_destroy ();
1349 }
1350
1351 return;
1352 }
1353 }
1354
1355 switch (op->type)
1356 {
1357 case SPELL_EFFECT:
1358 move_spell_effect (op);
1359 break;
1360
1361 case ROD:
1362 case HORN:
1363 regenerate_rod (op);
1364 break;
1365
1366 case FORCE:
1367 case POTION_EFFECT:
1368 remove_force (op);
1369 break;
1370
1371 case BLINDNESS:
1372 remove_blindness (op);
1373 break;
1374
1375 case POISONING:
1376 poison_more (op);
1377 break;
1378
1379 case DISEASE:
1380 move_disease (op);
1381 break;
1382
1383 case SYMPTOM:
1384 move_symptom (op);
1385 break;
1386
1387 case THROWN_OBJ:
1388 case ARROW:
1389 move_arrow (op);
1390 break;
1391
1392 case DOOR:
1393 remove_door (op);
1394 break;
1395
1396 case LOCKED_DOOR:
1397 remove_door2 (op);
1398 break;
1399
1400 case TELEPORTER:
1401 move_teleporter (op);
1402 break;
1403
1404 case GOLEM:
1405 move_golem (op);
1406 break;
1407
1408 case EARTHWALL:
1409 hit_player (op, 2, op, AT_PHYSICAL, 1);
1410 break;
1411
1412 case FIREWALL:
1413 move_firewall (op);
1414 if (op->stats.maxsp)
1415 animate_turning (op);
1416 break;
1417
1418 case MOOD_FLOOR:
1419 do_mood_floor (op);
1420 break;
1421
1422 case GATE:
1423 move_gate (op);
1424 break;
1425
1426 case TIMED_GATE:
1427 move_timed_gate (op);
1428 break;
1429
1430 case TRIGGER:
1431 case TRIGGER_BUTTON:
1432 case TRIGGER_PEDESTAL:
1433 case TRIGGER_ALTAR:
1434 animate_trigger (op);
1435 break;
1436
1437 case DETECTOR:
1438 move_detector (op);
1439
1440 case DIRECTOR:
1441 if (op->stats.maxsp)
1442 animate_turning (op);
1443 break;
1444
1445 case HOLE:
1446 move_hole (op);
1447 break;
1448
1449 case DEEP_SWAMP:
1450 move_deep_swamp (op);
1451 break;
1452
1453 case RUNE:
1454 case TRAP:
1455 move_rune (op);
1456 break;
1457
1458 case PLAYERMOVER:
1459 move_player_mover (op);
1460 break;
1461
1462 case CREATOR:
1463 move_creator (op);
1464 break;
1465
1466 case MARKER:
1467 move_marker (op);
1468 break;
1469
1470 case PLAYER_CHANGER:
1471 move_player_changer (op);
1472 break;
1473
1474 case PEACEMAKER:
1475 move_peacemaker (op);
1476 break;
1477
1478 case PLAYER:
1479 // players have their own speed-management, so undo the --speed_left
1480 ++op->speed_left;
1481 break;
1482
1483 case MAPSCRIPT:
1484 move_mapscript (op);
1485 break;
1486
1487 case LAMP:
1488 case TORCH:
1489 move_lamp (op);
1490 break;
1491 }
1492 }
1493